Commit Graph

2994 Commits

Author SHA1 Message Date
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
Stefan Dösinger 513a493f00 wined3d: Merge IWineD3DIndexBuffer and IWineD3DBuffer. 2009-04-08 11:37:29 +02:00
Stefan Dösinger 2a7a237170 wined3d: Merge indexbuffer and buffer implementations. 2009-04-08 11:37:24 +02:00
Stefan Dösinger 3ed94329a3 wined3d: Use Map and Unmap for index buffers.
Just a change in name to prepare for the next patch
2009-04-08 11:36:18 +02:00
Stefan Dösinger dc80a3ede5 d3d: Unify WINED3DVERTEXBUFFER_DESC and WINED3DINDEXBUFFER_DESC. 2009-04-08 11:36:02 +02:00
Stefan Dösinger bc07ad0579 d3d8, d3d9: Don't rely on the wined3d buffer type. 2009-04-08 11:35:29 +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
Roderick Colenbrander a932fdcb2f wined3d: Update NVidia pci ids. 2009-04-06 11:16:24 +02:00
Henri Verbeet 6660978b44 wined3d: Use register_idx in the ARB shader backend. 2009-04-03 13:01:50 +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 29c9dc989d wined3d: Use the source and destination parameter count in the ARB shader backend. 2009-04-03 13:01:20 +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 d633b6d47e wined3d: Avoid comparing against WINED3DSIO_* in the ARB shader backend. 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 de4e8cf0f9 wined3d: Avoid a forward declaration. 2009-04-01 14:24:11 +02:00
Henri Verbeet e44335585e wined3d: Don't use the opcode_token field in the ARB backend. 2009-04-01 14:24:02 +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
Henri Verbeet 7f740f2a51 wined3d: Don't leak the swapchain in IWineD3DDeviceImpl_Reset() if the display mode is unsupported. 2009-03-31 12:42:20 +02:00
Henri Verbeet 4ccbc948a1 d3d10core: Set the initial buffer data, when present. 2009-03-31 12:42:07 +02:00
Henri Verbeet 0591442469 wined3d: Care for things like pitch and blocksize when copying DXT surfaces. 2009-03-31 12:42:00 +02:00
Tobias Jakobi 94a7cd42ed wined3d: Simplify sampler_texmatrix using pow2Matrix_identity. 2009-03-31 12:40:30 +02:00
Tobias Jakobi 38239be58c wined3d: GLSL: Implement texrect coord fixup. 2009-03-31 12:40:21 +02:00
Tobias Jakobi 1b335dfaaa wined3d: Add texrect_fixup bitfield to ps_compile_args struct.
Initialization of the bitfield done in find_ps_compile_args
based on the previously introduced pow2Matrix_identity flag.
2009-03-31 12:40:10 +02:00
Tobias Jakobi 31f8cd9621 wined3d: Add pow2Matrix_identity flag to BaseTextureClass struct.
New flag helps to quickly find out whether the pow2Matrix is a
identity matrix (no texcoord fixup needed) or not.
2009-03-31 12:39:27 +02:00
Henri Verbeet 1205c33c90 wined3d: Use the output slot when we have one. 2009-03-30 15:11:29 +02:00
Henri Verbeet ef2d704183 wined3d: Store the format_desc itself in struct wined3d_stream_info_element. 2009-03-30 15:11:24 +02:00
Roderick Colenbrander 5d08f3b705 wined3d: Check for the presence of wglGetExtensionsStringARB. 2009-03-30 15:10:00 +02:00
Stefan Dösinger 3e099d0147 wined3d: Advertise post pixelshader blending for a few more formats.
Windows advertises it on all these formats(Nvidia Geforce 7400), and
Trackmania Nations needs it on D3DFMT_Q8W8V8U8 to accept ps_3_0 support.
2009-03-30 14:22:06 +02:00
Stefan Dösinger 3fbdb64270 wined3d: Update a comment.
shader_select takes care of compiling the shader since we have the shader
duplication infrastructure. However, there's still a motivation to skip the
shader_select call if the vertex shader is dirty.
2009-03-30 14:21:52 +02:00
Stefan Dösinger 703dcca61b wined3d: Fix some whitespace. 2009-03-30 14:21:44 +02:00
Stefan Dösinger 8d4ac8ac1b wined3d: Remove a TODO.
init_materials() doesn't exist, and I don't know what the TODO means with
primitive type (the diffuse stuff is already handled properly).
2009-03-30 14:21:08 +02:00
Henri Verbeet 4434d00f84 wined3d: Unify vertex and texture formats.
Some fields should be redundant now, eg. gl_vtx_type and glType. I'll leave
that for a different patch to fix though.
2009-03-27 15:51:25 +01:00
Henri Verbeet 6f206c75ec wined3d: Don't create an END element for wined3d vertex declarations.
Wined3d doesn't need it since it already has the element count.
2009-03-27 15:51:25 +01:00
Henri Verbeet 9f26fed28d wined3d: Separate the internal representation of vertex declaration elements from the struct used to create it.
Internally we want to store some extra data, like ffp_valid. One of the later
patches also stores the format desc in the declaration elements, instead of
the current WINED3DDECLTYPE.
2009-03-27 15:51:25 +01:00