Henri Verbeet
949cd089d5
wined3d: Trace the D3D shader in find_glsl_vshader() / find_glsl_pshader().
...
It's quite useful to know to which D3D shader a GLSL shader corresponds.
2009-07-08 20:14:32 +02:00
Henri Verbeet
32fd8f2130
wined3d: checkGLcall() doesn't need a \n.
2009-07-07 11:50:22 +02:00
Henri Verbeet
2ac34bf231
wined3d: Add some missing float suffixes.
...
The compiler should be smart enough to fix most of these, but it looks sloppy.
2009-07-07 11:50:05 +02:00
Henri Verbeet
40bc47901c
wined3d: Use flags for driver quirks.
2009-07-01 11:41:44 +02:00
Stefan Dösinger
d5e2c14225
wined3d: Add a NOP ret handler to GLSL.
2009-06-29 12:28:49 +02:00
Francois Gouget
5aac7fe783
wined3d: Add a trailing '\n' to a FIXME() trace.
2009-06-26 14:40:21 +02:00
Henri Verbeet
7363b6e2e3
wined3d: Document GL context dependencies.
2009-06-26 12:05:07 +02:00
Tobias Jakobi
a9f912466b
wined3d: Force NP2 fixup constant reloading in shader_glsl_select.
2009-06-25 14:34:13 +02:00
Tobias Jakobi
ef7f769be6
wined3d: Enable constant packing for NP2 texcoord fixup.
...
Previously every texture that was flagged for NP2 fixup used a vec2
uniform in the shader to store texture dimensions. Turns out that the
GLSL compilers just maps vec2 to vec4, so essentially wasting 2
floats. The new code only uses vec4 uniforms but packs dimensions info
of 2 textures into a single uniform.
2009-06-25 14:34:13 +02:00
Tobias Jakobi
7906774339
wined3d: Add ps_np2fixup_info structure.
2009-06-25 14:34:13 +02:00
Stefan Dösinger
95788401af
wined3d: GLSL 1.20 includes gl_FragData[] syntax.
...
This means we don't have to enable ARB_draw_buffers explicitly.
2009-06-22 11:27:20 +02:00
Henri Verbeet
2c009e4d87
wined3d: Only initialize unused components of varyings that are read.
2009-06-17 12:13:07 +02:00
Stefan Dösinger
298bd3c50d
wined3d: Store the bumpmap ARB constants in ARB structures.
2009-06-10 11:51:49 +02:00
Henri Verbeet
fcf6a27a9b
wined3d: Simplify some code in set_glsl_shader_program().
2009-06-09 17:01:14 +02:00
Henri Verbeet
a6dc31e442
wined3d: Avoid comparing shader compile args if the relevant shader isn't present.
2009-06-09 17:01:14 +02:00
Henri Verbeet
daeb86d620
wined3d: Don't use the vertex/pixel shader when we're not supposed to.
...
This also avoids removing programs from lists they're not in in
delete_glsl_program_entry().
2009-06-05 14:43:25 +02:00
Henri Verbeet
cae6a32b08
wined3d: Check the result from wine_rb_get() before using it in WINE_RB_ENTRY_VALUE.
2009-06-05 14:43:25 +02:00
Henri Verbeet
37bdcd6b9b
wined3d: Free priv->stack in shader_glsl_free().
2009-06-04 12:18:27 +02:00
Henri Verbeet
ad6279de9f
wined3d: Replace the wined3d hash table with the generic red-black tree.
2009-06-03 11:40:14 +02:00
Henri Verbeet
812ee5208c
wined3d: Partially revert 7433eb76b5
.
...
The write mask sizes for the input and output semantics can be different,
resulting in compilation failure.
2009-06-02 11:57:22 +02:00
Henri Verbeet
7433eb76b5
wined3d: Use the proper OUT swizzle in handle_ps3_input().
2009-05-29 11:26:54 +02:00
Henri Verbeet
d37472f27b
wined3d: Add missing ActivateContext calls to shader_destroy() implementations.
2009-05-29 11:26:32 +02:00
Stefan Dösinger
e492dd858e
wined3d: Add a function around the handler table.
...
This reduces the number of methods in the shader backend(the instr
modifiers can be handled in that wrapper) and it will help flow
control emulation in the ARB backend.
2009-05-28 12:45:45 +02:00
Stefan Dösinger
aad92c0780
wined3d: Manage vs_compile_args in the backends.
2009-05-28 12:45:32 +02:00
Stefan Dösinger
814dd42f25
wined3d: Manage ps_compiled_shader in the backends.
2009-05-28 12:45:21 +02:00
Stefan Dösinger
8763f6eac5
wined3d: Make find_gl_vshader backend specific.
2009-05-28 12:45:10 +02:00
Stefan Dösinger
732a9a15d5
wined3d: Remove the forward declaration added in the last patch.
2009-05-28 12:44:59 +02:00
Stefan Dösinger
d0d681c81e
wined3d: Make find_gl_pshader backend private.
2009-05-28 12:44:43 +02:00
Stefan Dösinger
5865d9c01b
wined3d: Store the compile args in the compile context, not the shader.
2009-05-28 12:44:22 +02:00
Henri Verbeet
2ee0d47a49
wined3d: Use strings for shader input/output semantics.
2009-05-27 11:12:12 +02:00
Henri Verbeet
e6efb797c3
wined3d: Make "packed_output" a bitmap.
2009-05-27 11:11:57 +02:00
Henri Verbeet
10fadadc54
wined3d: Use the "input_registers" bitmap for vertex shader attributes as well.
2009-05-27 11:11:53 +02:00
Henri Verbeet
664b17b9ee
wined3d: Make "packed_input" a bitmap.
2009-05-27 11:11:48 +02:00
Henri Verbeet
2153b4d998
wined3d: Split the info log into separate lines.
2009-05-26 13:49:50 +02:00
Stefan Dösinger
7b1d48721d
wined3d: Emulate the 4 component address register in ARB.
2009-05-20 10:55:17 +02:00
Stefan Dösinger
2cb8f42168
wined3d: Support clipplanes with GLSL.
...
This is the Nth attemt to make clipping work with GLSL shaders. The patch now
uses the GLSL quirk table to handle cards that need a custom varying for
gl_ClipPos, and the code is adapted to the changed state table and shader
backend system.
2009-05-18 13:59:16 +02:00
Henri Verbeet
b35e469d9d
wined3d: Document functions that depend on the caller to do GL locking.
2009-05-15 10:25:41 +02:00
Henri Verbeet
12c4af8dd8
wined3d: Add missing GL locking to delete_glsl_program_entry() calls.
2009-05-14 11:12:30 +02:00
Henri Verbeet
b7ac22004f
wined3d: Add missing GL locking to shader_backend_t.shader_select() calls.
2009-05-13 12:01:57 +02:00
Henri Verbeet
59689262e7
wined3d: Add missing GL locking to shader_backend_t.shader_free_private() implementations.
2009-05-13 12:01:48 +02:00
Henri Verbeet
cad271f13d
wined3d: Print the correct limit in a WARN().
2009-05-12 11:18:08 +02:00
Stefan Dösinger
2fd485ae31
winedd: Move shader_*_add_instruction_modifiers into the shader backend.
2009-05-08 12:20:18 +02:00
Henri Verbeet
69cbb57bfd
wined3d: Add support for immediate constants to the GLSL backend.
2009-05-08 12:13:49 +02:00
Henri Verbeet
96005c0fca
wined3d: Pass a struct wined3d_shader_register to shader_is_scalar().
2009-05-08 12:13:46 +02:00
Henri Verbeet
4a18697246
wined3d: Pass a struct wined3d_shader_register to shader_glsl_get_register_name().
2009-05-08 12:13:40 +02:00
Henri Verbeet
448dc84b6e
wined3d: Fix shader_glsl_get_register_name() indentation.
2009-05-08 12:13:33 +02:00
Henri Verbeet
5e473cb17f
wined3d: Group register information into struct wined3d_shader_register.
2009-05-08 12:13:17 +02:00
Henri Verbeet
69861b8fed
wined3d: Increase the size of glsl_src_param_t.param_str.
...
It constains the register name plus potential modifiers, so it should be
larger than reg_name instead of smaller.
2009-05-07 14:44:22 +02:00
Henri Verbeet
65622a052c
wined3d: Create a struct wined3d_shader_version to store version information.
...
The version tokens in SM1-3 and SM4 are similar, but not the same.
2009-05-07 14:44:21 +02:00
Stefan Dösinger
f5e24f7a85
wined3d: Implement texldd.
...
GL_ARB_shader_texture is supported on dx9 ATI cards(and probably dx10
ones too). For Nvidia cards I included a fallback to normal texld.
GL_EXT_gpu_shader4 supports similar texture*Grad GLSL functions, just
with an EXT prefix instead of ARB. For dx9 NV cards we'd have to use
GL_NV_fragment_program2, which supports a texldd equivalent on those
cards.
2009-05-05 14:12:52 +02:00