Commit Graph

3112 Commits

Author SHA1 Message Date
Henri Verbeet 94cf618658 wined3d: Improve shader_sm4_read_opcode() to handle some simple opcodes. 2009-05-07 14:44:21 +02:00
Stefan Dösinger 4c29105cb2 wined3d: Pack hardcoded local constants in ARB.
This makes the location of used program.local parameters more
predictable and eases sharing this space with other private constants.
2009-05-06 13:12:45 +02:00
Henri Verbeet 9381a41681 wined3d: Add an initial shader_sm4_read_src_param() implementation. 2009-05-06 12:21:05 +02:00
Henri Verbeet 7f9cde5a31 wined3d: Add an initial shader_sm4_read_dst_param() implementation. 2009-05-06 12:21:02 +02:00
Henri Verbeet 699eae0cf7 wined3d: Shift the writemask in the frontend. 2009-05-06 12:20:57 +02:00
Henri Verbeet 2576bf3ddd wined3d: Fix some more indentation. 2009-05-06 12:20:50 +02:00
Henri Verbeet 46b4c15a31 wined3d: Remove some redundant code. 2009-05-06 12:20:39 +02:00
Stefan Dösinger df5d82dd5b wined3d: Pack ARB srgb constants better.
There's no need to waste constants for repeatedly loading the same value.
2009-05-05 14:13:20 +02:00
Stefan Dösinger d2e12a19ca wined3d: Make use of GL_ARB_half_float_vertex.
This extension is a subset of GL_NV_half_float that defines support
for the stream format(same constant), but doesn't define texture
formats or immediate mode entrypoints.
2009-05-05 14:13:02 +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
Henri Verbeet 454dd2ed07 wined3d: Implement shader_sm4_is_end(). 2009-05-05 11:34:39 +02:00
Henri Verbeet 2a5a6a3439 wined3d: Store the SM 1-3 opcode information tables in the SM 1-3 frontend. 2009-05-05 11:34:28 +02:00
Henri Verbeet 15a2a5eea6 wined3d: Add a minimal implementation of shader_sm4_read_opcode(). 2009-05-05 11:34:21 +02:00
Henri Verbeet 868f5bfc7c wined3d: Handle reading the shader header in the frontend.
In SM 1-3 this is just the version, in SM4 this also includes the token count.
2009-05-05 11:34:15 +02:00
Henri Verbeet ef074cdde1 wined3d: Introduce a stubbed SM4 shader frontend. 2009-05-05 11:34:07 +02:00
Henri Verbeet dddd1f0211 wined3d: Select the frontend based on the version token. 2009-05-04 12:53:16 +02:00
Henri Verbeet 5f96c0083a wined3d: Add a frontend function to determine if there are any tokens left. 2009-05-04 12:53:12 +02:00
Henri Verbeet 2378108eb9 wined3d: Create a frontend for parsing shaders. 2009-05-04 12:53:08 +02:00
Henri Verbeet 5a7afd9b2a wined3d: Move SM 1-3 parsing functions to their own file. 2009-05-04 12:53:04 +02:00
Henri Verbeet 6eb43e35c9 wined3d: Get rid of the remaining WINED3DSP_REGNUM_MASK usage. 2009-05-04 12:52:59 +02:00
Henri Verbeet 5e072395b4 wined3d: Avoid using WINED3DSP_REGNUM_MASK in the def/defi/defb handlers. 2009-05-01 13:12:08 +02:00
Henri Verbeet a605fcd2fd wined3d: Introduce shader_sm1_read_comment() to read shader comments. 2009-05-01 13:12:04 +02:00
Henri Verbeet 7420a96736 wined3d: Merge wined3d_private_types.h into wined3d_private.h. 2009-05-01 13:11:57 +02:00
Henri Verbeet 59705b9c20 wined3d: Use the shader_sm1_read_*() functions in shader_trace_init(). 2009-05-01 13:11:42 +02:00
Henri Verbeet 752d80400d wined3d: Merge shader_dump_arr_entry() into shader_dump_register(). 2009-05-01 13:11:37 +02:00
Henri Verbeet 53169b98d2 wined3d: Define GL_FENCE_APPLE to the correct value. 2009-04-30 12:48:03 +02:00
Henri Verbeet bf4f7bf34a wined3d: Split shader_dump_param() in shader_dump_src_param() and shader_dump_dst_param(). 2009-04-30 12:47:59 +02:00
Henri Verbeet 54a3054e5a wined3d: Pass a struct wined3d_shader_semantic to shader_dump_decl_usage(). 2009-04-30 12:47:56 +02:00
Henri Verbeet 032b8d4c02 wined3d: Explicitly pass register type, index, etc. to shader_dump_param(). 2009-04-30 12:47:52 +02:00
Henri Verbeet 18df05eb34 wined3d: Explicitly pass the register type and index to shader_get_float_offset(). 2009-04-30 12:47:44 +02:00
Stefan Dösinger 10ad2e8e03 wined3d: Hardcode local loop control ints into the code in reps.
This helps the compiler to unroll the loop and dodges a crash on OSX. It is
similar to what we do in "loop aL, iX" already.
2009-04-29 13:35:54 +02:00
Henri Verbeet 88b6d5eb0b wined3d: Relative addressing tokens are always source parameters.
So the "is_src" argument to shader_dump_arr_entry() is redundant (and wrong).
2009-04-29 13:08:29 +02:00
Henri Verbeet 52644ab053 wined3d: The "input" parameter to shader_dump_param() should be a BOOL.
It's used to determine if the token is a source or destination parameter. A
subsequent patch will split shader_dump_param() in two different functions.
2009-04-29 13:08:22 +02:00
Henri Verbeet 42a8041cb8 wined3d: Handle the sampler type shift in the frontend. 2009-04-29 13:08:14 +02:00
Henri Verbeet 65321dd1ce wined3d: Introduce shader_sm1_read_semantic(). 2009-04-29 13:08:08 +02:00
Henri Verbeet 8d4c90496f wined3d: Store the sampler type in struct shader_reg_maps.
Instead of the usage token.
2009-04-29 13:08:01 +02:00
Stefan Dösinger 25a59fe71b wined3d: Set the max mipmap level in the pbo test.
fglrx refuses to use PBOs on not mipmap complete textures. The texture code
already takes care of this, do the same in the test.
2009-04-28 13:10:03 +02:00
Stefan Dösinger 8513f64a01 wined3d: Emulate R16G16F and R32G32F if GL_ARB_texture_rg is not supported.
Nvidia doesn't offer it on geforce 7 and earlier cards, but some games need
it. This is surprising because the extension was made specifically for
compatibility purposes for older cards.
2009-04-28 13:10:03 +02:00
Stefan Dösinger 1fbc6e560d wined3d: Fix an issue in buffer_get_sysmem.
Checking for the doublebuffer flag can cause confusion if no VBO has
been allocated for the buffer. Checking for allocatedMemory is the
more direct approach.
2009-04-28 13:10:03 +02:00
Stefan Dösinger 926fe798c5 wined3d: Activate a thread before mapping a buffer.
This fixes a regression in EverQuest 2.
2009-04-28 13:10:02 +02:00
Stefan Dösinger 3dc55010ea wined3d: Fix a few more direct buffer accesses. 2009-04-28 13:10:02 +02:00
Henri Verbeet d32d308798 wined3d: Remove some redundant defines. 2009-04-28 13:10:02 +02:00
Henri Verbeet b8b12d2dc2 wined3d: Mask set bool/int constants with bool/int constants read. 2009-04-28 13:10:02 +02:00
Henri Verbeet 9db67a5971 wined3d: Clear reg_maps in shader_get_registers_used() instead of the callers. 2009-04-28 13:10:02 +02:00
Henri Verbeet 0df4514894 wined3d: Use shader_sm1_read_dst_param() and shader_sm1_read_src_param() in shader_get_registers_used(). 2009-04-28 13:10:02 +02:00
Henri Verbeet e001876163 wined3d: Create a separate function to record register usage. 2009-04-28 13:10:02 +02:00
Henri Verbeet abc253f52f wined3d: Add a function to read a destination parameter from SM1-3 bytecode. 2009-04-27 13:25:26 +02:00
Henri Verbeet 4e97e430d9 wined3d: Add a function to read a source parameter from SM1-3 bytecode. 2009-04-27 13:25:21 +02:00
Henri Verbeet 15953b94b6 wined3d: Use shader_sm1_read_opcode() in shader_trace_init(). 2009-04-27 13:25:16 +02:00
Henri Verbeet 2b07565d6e wined3d: Store D3D shader opcode names in a separate table. 2009-04-27 13:25:09 +02:00