Henri Verbeet
0f92bbc6bc
wined3d: Store the register type in struct wined3d_shader_dst_param.
2009-04-07 14:21:49 +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
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
c3a01b315e
wined3d: Use a more reasonable name for "SHADER_OPCODE_ARG".
2009-04-01 14:24:19 +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
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
Henri Verbeet
afc5744e70
wined3d: Pass format_desc to set_shader().
...
This should be the last unnecessary getFormatDescEntry() call.
2009-03-24 12:57:45 +01:00
Henri Verbeet
a56e3a102b
wined3d: Only return a pointer to struct GlPixelFormatDesc from getFormatDescEntry().
2009-03-13 11:29:10 +01:00
Henri Verbeet
362bc0d694
wined3d: Don't compare const_num against -1.
2009-03-09 14:39:39 +01:00
Stefan Dösinger
5cf764aec2
wined3d: Put the color_correction calls into the instruction handlers.
...
The color correction cannot be done behind the back of the individual
instruction handlers because it might conflict with the instruction's
color modifications and the D3D provided writemask.
2009-02-27 13:14:23 +01:00
Stefan Dösinger
6012475e59
wined3d: Properly update last_was_pshader.
2009-02-24 16:57:30 +01:00
Henri Verbeet
828f42cb1f
wined3d: Add some traces to state handlers.
...
Should make it a bit clearer what's happening in some cases.
2009-02-19 12:53:44 +01:00
Stefan Dösinger
693d9ded47
wined3d: Properly set the fog frag coord according to the FOGTABLEMODE.
...
This also fixes the test that an earlier patch broke, so the todo_wine can be
removed again.
2009-02-11 12:21:44 +01:00
Stefan Dösinger
8dcd51286d
WineD3D: Put vertex shader duplication infrastructure in place.
2009-02-11 12:21:25 +01:00
Michael Stefaniuc
118c75a8c7
wined3d: Remove superfluous pointer casts.
2009-02-03 12:40:14 +01:00
Stefan Dösinger
50109aa969
wined3d: Get rid of last_was_foggy_shader & friends.
...
The fog settings do not depend on wether the shader writes to oFog or not,
instead they depend on the FOGVERTEXMODE and FOGTABLEMODE settings, and if a
vertex shader is bound at all.
It works the same way as with the fixed function, and having a vertex shader
is the same as using pretransformed vertices, just that the fog coord comes
from the shader instead of the specular color:
FOGTABLEMODE != NONE: The Z coord is used, oFog is ignored
FOGTABLEMODE == NONE, with VS: oFog is used
FOGTABLEMODE == NONE, no VS, XYZ: Z is used
FOGTABLEMODE == NONE, no VS, XYZRHW: diffuse color is used
2009-01-20 12:45:40 +01:00
Stefan Dösinger
3c3272dc41
wined3d: Don't single-allocate new gl shaders.
2009-01-20 12:45:09 +01:00
Stefan Dösinger
1deafcb5a7
wined3d: Split the remains of state_fog.
2009-01-12 13:02:49 +01:00
Stefan Dösinger
2dd18635c9
wined3d: Move fogdensity and fogcolor to the fragment pipeline.
2009-01-12 13:02:29 +01:00
Stefan Dösinger
e61aa24aa3
wined3d: Use the ARB fog option in ARB_fragment_program shaders.
...
This is the "replacement" for the fog coord optimization removed in
the previous patch.
2009-01-12 13:02:19 +01:00
Stefan Dösinger
7c21147dcd
wined3d: Remove the pixelshader fogstart/fogend optimization.
2009-01-12 13:01:49 +01:00
Henri Verbeet
6791e6b752
wined3d: Simplify handling of swizzled attributes.
...
This should also be a little bit faster.
2009-01-08 13:21:43 +01:00
Henri Verbeet
a8697d90e4
wined3d: Renumber WINED3DTEXTURESTAGESTATETYPE enum elements.
...
Saves some space by not having unused entries is the arrays tracking these
states.
2009-01-06 12:45:43 +01:00
Allan Tong
fdd512deeb
wined3d: Add mapping for MOV instructions in shader_hw_map2gl.
2009-01-02 11:53:35 +01:00
Henri Verbeet
2b926db50d
wined3d: Make use_vs() and use_ps() work on a stateblock instead of a device.
...
Most callers work on a stateblock rather than a device, and the main fields
we check (vertexShader and pixelShader) are part of the stateblock as well.
2008-12-31 12:25:56 +01:00
Henri Verbeet
6f5af4047f
wined3d: Get rid of the glname field in struct SHADER_OPCODE.
...
It's only used for shader_hw_map2gl() and vshader_hw_rsq_rcp(), and we
can handle those the same way we handle the GLSL equivalents.
2008-12-30 11:36:35 +01:00
Francois Gouget
2166afceb7
Assorted spelling fixes.
2008-12-29 11:36:49 +01:00
Henri Verbeet
02e4c33611
wined3d: Consistently use .xyzw for vector components.
2008-12-20 11:11:55 +01:00
Stefan Dösinger
690cbe76ac
wined3d: Make pixelshaders disable fog properly.
...
This is a first step towards cleaning up the fog mess. The fog
parameter is added to the pixelshader compile args structure. That way
multiple pshaders are compiled for different fog settings, and the
pixel shader can remove the fog line if fog is not enabled. That way
we don't need special fog start and end settings, and this allows us
to implement EXP and EXP2 fog in the future too.
2008-12-19 17:17:16 +01:00
Stefan Dösinger
20189eb4f8
wined3d: Make use of ps_compile_args in arb shader.
2008-12-19 17:16:56 +01:00
Stefan Dösinger
61e581abb4
wined3d: Pass the ps_compile_args structures to the shader generation code.
2008-12-19 17:16:39 +01:00
Henri Verbeet
d099dde7a9
wined3d: Track shader constants in the shader backend.
2008-12-18 13:17:02 +01:00
Henri Verbeet
73823ef5f6
wined3d: Remove the shader_cleanup() method from the shader backend.
2008-12-17 14:02:24 +01:00
Stefan Dösinger
5315b7992d
wined3d: Correct a stage number.
2008-12-16 14:34:20 +01:00
Stefan Dösinger
6ec741e766
wined3d: Set up the shaders when delaying fixed func applying.
2008-12-16 14:31:39 +01:00
Henri Verbeet
8553665cb1
wined3d: Move the shader version to reg_maps.
2008-12-15 14:00:26 +01:00
Henri Verbeet
b409061337
wined3d: Make some constant arrays also static.
...
As pointed out by Dan Kegel.
2008-12-10 10:50:37 +01:00
Henri Verbeet
4aa00e8a21
wined3d: Rename texture_stage_op.color_correction to texture_stage_op.color_fixup.
...
This is consistent with other uses of struct color_fixup_desc.
2008-12-10 10:50:24 +01:00
Henri Verbeet
ce4d03318b
wined3d: Fix some spelling errors.
2008-12-09 11:27:51 +01:00
Henri Verbeet
4997bee1bf
wined3d: Add functions to initialize and free shader buffers.
2008-12-09 11:27:13 +01:00
Henri Verbeet
a13df0e4ef
wined3d: Explicitly pass the version and instruction table to shader_get_opcode().
2008-12-05 11:59:02 +01:00