Henri Verbeet
8ac4c98be2
wined3d: Store the source modifiers in struct wined3d_shader_src_param.
2009-04-15 15:57:35 -05:00
Henri Verbeet
b6668b0296
wined3d: Store the register index in struct wined3d_shader_src_param.
2009-04-15 15:57:30 -05:00
Henri Verbeet
4de1dba2c5
wined3d: Store the register type in struct wined3d_shader_src_param.
2009-04-15 15:57:25 -05:00
Henri Verbeet
ff62cab537
wined3d: Introduce struct wined3d_shader_src_param.
2009-04-15 15:57:19 -05:00
Henri Verbeet
463de24e7b
wined3d: Group instruction context information together in struct wined3d_shader_context.
2009-04-15 15:57:13 -05:00
Henri Verbeet
a7e2c2d70c
wined3d: Don't die if a vertex shader has samplers.
...
This fixes a regression introduced by 38239be58c
.
2009-04-15 15:57:00 -05:00
Henri Verbeet
d3fc7dca99
wined3d: Get rid of the "token" field from struct wined3d_shader_dst_param.
2009-04-14 15:25:07 -05:00
Tobias Jakobi
0c2514bd8f
wined3d: Rename some NP2 fixup variables and update comments.
2009-04-13 17:32:11 -05:00
Tobias Jakobi
6e970c5d95
wined3d: glsl: Enable load_np2fixup_constants.
2009-04-10 14:00:58 +02:00
Tobias Jakobi
9b067a6ca5
wined3d: Add load_np2fixup_constants function to shader backend.
2009-04-10 14:00:50 +02:00
Stefan Dösinger
754b5cf2ad
wined3d: Deal with reserved shader constants in the backend.
...
This moves the GLSL and ARB specific reserved constants out of directx.c into
the get_caps methods of the shader backends. That way the number of reserved
constants remains in the backend.
GL_LIMITS({v/p}shader_constantsF) now contains the real number of constants as
advertised by GL instead of some mixture of GL info and backend implementation
specifics. This makes it easier for backends to decide how many constants to
use.
2009-04-10 11:22:55 +02:00
Henri Verbeet
62d9dc2177
wined3d: Store the relative addressing mode in struct wined3d_shader_dst_param.
2009-04-10 10:23:20 +02:00
Henri Verbeet
22e57d025c
wined3d: Store the destination shift in struct wined3d_shader_dst_param.
2009-04-10 10:23:15 +02:00
Henri Verbeet
3a0eb81cea
wined3d: Get rid of a redundant strcat in shader_glsl_get_register_name().
2009-04-09 11:27:29 +02:00
Henri Verbeet
ff58255f4e
wined3d: Explicitly pass parameter properties to shader_glsl_get_register_name().
2009-04-09 11:27:25 +02:00
Henri Verbeet
f3e5e92a18
wined3d: Pass a struct wined3d_shader_dst_param to shader_glsl_get_write_mask().
2009-04-09 11:27:21 +02:00
Henri Verbeet
d299f865f7
wined3d: Add a separate function for converting write masks to strings.
2009-04-09 11:27:17 +02:00
Henri Verbeet
2df49ea8ef
wined3d: Eliminate a useless local variable.
2009-04-08 11:42:24 +02:00
Henri Verbeet
9ec0b09d35
wined3d: Store usage and usage_idx in struct wined3d_shader_semantic.
...
Instead of the usage token.
2009-04-08 11:42:19 +02:00
Henri Verbeet
a1dedbdf58
wined3d: Properly check if input/output varyings are used.
2009-04-08 11:42:12 +02:00
Henri Verbeet
375780a5a8
wined3d: Fix some more 3 space indentation.
2009-04-08 11:42:05 +02:00
Henri Verbeet
d12e489272
wined3d: Store a struct wined3d_shader_dst_param in struct wined3d_shader_semantic.
2009-04-08 11:41:59 +02:00
Henri Verbeet
a4c942f606
wined3d: Simplify shader_glsl_cmp() and shader_glsl_cnd().
2009-04-07 14:22:00 +02:00
Henri Verbeet
a374ba54e5
wined3d: Simplify shader_glsl_color_correction().
2009-04-07 14:21:54 +02:00
Henri Verbeet
0f92bbc6bc
wined3d: Store the register type in struct wined3d_shader_dst_param.
2009-04-07 14:21:49 +02:00
Henri Verbeet
f7f61a58f4
wined3d: Explicitly pass register type and index to shader_is_scalar().
2009-04-07 14:21:44 +02:00
Henri Verbeet
6f66c1ddbd
wined3d: Store the write mask in struct wined3d_shader_dst_param.
2009-04-07 14:21:37 +02:00
Henri Verbeet
f0de1622d0
wined3d: Store the destination modifiers in struct wined3d_shader_dst_param.
2009-04-06 12:57:52 +02:00
Henri Verbeet
decc1cec9d
wined3d: Pass a pointer to struct wined3d_shader_dst_param to shader_glsl_add_dst_param().
2009-04-06 12:57:44 +02:00
Henri Verbeet
72aff27e0e
wined3d: Pass a pointer to struct wined3d_shader_dst_param to shader_glsl_append_dst_ext().
2009-04-06 12:57:37 +02:00
Henri Verbeet
91305b1f49
wined3d: Use a more appropriate mask for masking out the write mask.
2009-04-06 12:57:32 +02:00
Henri Verbeet
1120f0f585
wined3d: Unset the current GLSL program when it's destroyed.
2009-04-06 12:57:27 +02:00
Henri Verbeet
7b62165546
wined3d: Store the register index in struct wined3d_shader_dst_param.
2009-04-03 13:01:44 +02:00
Henri Verbeet
7245cd2b81
wined3d: Add a struct wined3d_shader_dst_param for storing destination parameter information.
2009-04-03 13:01:38 +02:00
Henri Verbeet
04b2e0b19b
wined3d: Remove the opcode field from struct wined3d_shader_instruction.
2009-04-03 13:01:30 +02:00
Henri Verbeet
7bde2792c2
wined3d: Store the source and destination parameter count in struct wined3d_shader_instruction.
2009-04-02 16:28:29 +02:00
Henri Verbeet
44648b2b91
wined3d: Store the instruction handler index in struct wined3d_shader_instruction.
...
This allows us to avoid comparing against WINED3DSIO_*, which is specific to
the bytecode.
2009-04-02 16:28:29 +02:00
Henri Verbeet
fb6547a3e1
wined3d: Compare num_params against 1 in shader_glsl_map2gl().
...
num_params includes the destination parameter, while we're only interested in
source parameters. This doesn't cause problems for any of the instrctions
currently handled by shader_glsl_map2gl() though, since they all happen to
have at least 1 source parameter.
2009-04-02 16:28:29 +02:00
Henri Verbeet
c697bdc3a1
wined3d: Remove some code that doesn't make a whole lot of sense.
...
The "instr" parameter to shader_glsl_gen_modifier() is actually a source
parameter, so comparing against WINED3DSIO_TEXKILL is just silly.
2009-04-02 16:28:29 +02:00
Henri Verbeet
c3a01b315e
wined3d: Use a more reasonable name for "SHADER_OPCODE_ARG".
2009-04-01 14:24:19 +02:00
Henri Verbeet
ec43489e10
wined3d: Don't use the opcode_token field in the GLSL backend.
...
The idea is that we want to prevent backends from parsing the tokens
themselves, which is pretty much a requirement for adding SM4 support.
2009-04-01 14:23:56 +02:00
Tobias Jakobi
38239be58c
wined3d: GLSL: Implement texrect coord fixup.
2009-03-31 12:40:21 +02:00
Henri Verbeet
42e31a4242
wined3d: Fix a few sign compare warnings.
2009-03-25 11:12:30 +01:00
Henri Verbeet
2219749ae9
wined3d: Explicitly pass the texUnitMap to shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().
...
The general idea here is to reduce dependencies on the entire stateblock, and
pass the real dependencies explicitly. This should make it clearer what
context a shader really needs.
2009-03-12 13:09:55 +01:00
Henri Verbeet
67da604eca
wined3d: Get rid of a few stack buffers.
2009-03-10 12:07:02 +01:00
Henri Verbeet
1fa83c95de
wined3d: Don't call shader_glsl_append_dst() from shader_glsl_texldl().
...
shader_glsl_gen_sample_code() already takes care of adding the destination.
2009-03-10 12:06:47 +01:00
Henri Verbeet
695c69f6a0
wined3d: Use shader_glsl_get_write_mask_size() to calculate the write mask size.
2009-03-09 14:39:48 +01:00
Henri Verbeet
4ff5736edf
wined3d: Don't compare texUnitMap entries to -1.
2009-03-09 14:39:34 +01:00
Henri Verbeet
703ef0de02
wined3d: Use flags for shader_glsl_get_sample_function().
...
Having three BOOL parameters looks a bit awkward.
2009-03-04 12:07:20 +01:00
Stefan Dösinger
8781174a98
wined3d: Create a common sampling function in GLSL.
...
This way the individual instruction handlers don't have to bother about the
color correction, and there's now a single place to implement fixup dependent
sampling writemask selection.
2009-02-27 13:14:46 +01:00