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
13a05caa97
wined3d: Remove the "declaration" parameter to IWineD3DDeviceImpl_CreateVertexShader().
...
Once upon a time this was used for creating fake vertex shader
attribute semantics for d3d8 shaders. We don't need this anymore since
device_stream_info_from_declaration() will use the vertex
declaration's output slot to load the data, if present. That also
avoids the potentially expensive matching of attribute semantics
between vertex shader and declaration for d3d8.
2009-05-28 12:42:18 +02:00
Henri Verbeet
fcf7844653
wined3d: Match the d3d10 name for WINED3DDECLUSAGE_POSITION.
...
I.e., make sure that if a SM4 shader uses SV_POSITION it ends up as position
data.
2009-05-28 12:42:18 +02:00
Henri Verbeet
3925cd5f15
wined3d: Use the output signature to setup SM4 vertex shader output semantics.
2009-05-28 12:42:18 +02:00
Stefan Dösinger
0629585c24
wined3d: Work around an ARBFP vs GLSL bug in Mac OS.
2009-05-27 11:57:54 +02:00
Stefan Dösinger
6492622350
wined3d: sincos for vertex shaders.
...
SCS is unfortunately a fragment program only instruction. If we have the NV
extensions we can use SIN and COS. Otherwise we have to approximate sine and
cosine with a taylor series. Luckily we're provided with the necessary
constants by the application.
2009-05-27 11:56:53 +02:00
Stefan Dösinger
2f3faf4526
wined3d: Put some ARB declarations in the right place.
...
TMP_POS is only used in vertex shaders, declare it in the vshader
specific code. The sRGB constants are only used by pixel shaders, so
move them to the ps specific code, and avoid reading the stateblock.
2009-05-27 11:56:29 +02:00
Stefan Dösinger
f484cbbf91
wined3d: Get rid of Tx hardcoding in texbem.
2009-05-27 11:56:07 +02:00
Stefan Dösinger
da1b8d0c8e
wined3d: Replace a few hardcoded Tx registers with proper name getters.
2009-05-27 11:56:01 +02:00
Stefan Dösinger
7fc4279cb8
wined3d: Implement DSX in ARB.
...
DSY is not that easy because we have to deal with the inverted coordinate
system in onscreen(!) rendering - see GLSL dsy.
2009-05-27 11:55:52 +02:00
Henri Verbeet
2ee0d47a49
wined3d: Use strings for shader input/output semantics.
2009-05-27 11:12:12 +02:00
Henri Verbeet
19cb4594e3
wined3d: Use a separate structure for vertex shader attributes.
...
In D3D10 shaders input/output semantics are strings rather than predefined
types. Unfortunately, the code in vshader_get_input() can be performance
critical, depending on application behaviour. Since vshader_get_input() is
only relevant for d3d9 shaders anyway, just store the usage and usage_idx for
these shaders.
2009-05-27 11:12:07 +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
1ccfab171f
wined3d: Use SM3 shader limits for SM4.
...
This isn't completely right, since as far as I'm aware SM4 doesn't have shader
limits in the same sense as previous shader models, but this should do for now.
2009-05-26 13:50:08 +02:00
Henri Verbeet
f0e303b0f2
wined3d: Add the output signature to IWineD3DDevice_CreateVertexShader().
2009-05-26 13:49:55 +02:00
Henri Verbeet
2153b4d998
wined3d: Split the info log into separate lines.
2009-05-26 13:49:50 +02:00
Henri Verbeet
1d7845dd33
wined3d: Pass a proper format desc to resource_init() in IWineD3DDeviceImpl_CreateBuffer().
2009-05-26 13:49:37 +02:00
Louis Lenders
f55522ab6b
wined3d: Match device name string to windows one.
2009-05-25 14:21:56 +02:00
Henri Verbeet
6a9212a1b2
wined3d: Fix debug_d3dusagequery() to handle combinations of flags.
2009-05-25 11:23:53 +02:00
Henri Verbeet
7c2e91c592
wined3d: Fix debug_d3dusage() to handle combinations of flags.
2009-05-25 11:23:47 +02:00
Henri Verbeet
f347374470
wined3d: Remove some apparently leftover debug code.
2009-05-25 11:23:39 +02:00
Henri Verbeet
85107d81f4
wined3d: Remove some unnecessary forward declarations.
2009-05-25 11:23:32 +02:00
Chris Robinson
12799db349
wined3d: Decrement fbo_entry_count when one is removed from the list.
2009-05-25 11:22:25 +02:00
Chris Robinson
1d757fd6da
wined3d: Prevent erroneous FIXMEs on newer cards.
...
Cards that have 12 or more combined samplers can trigger a fixme if they have
the same amount of vertex samplers, even though it's plenty enough.
2009-05-25 11:22:13 +02:00
Stefan Dösinger
122af07a30
wined3d: Implement SGN in ARB.
2009-05-21 16:17:52 +02:00
Stefan Dösinger
8e45e48b0c
wined3d: Support vec4 A0 with NV_vertex_program2_option.
2009-05-21 16:17:52 +02:00
Stefan Dösinger
d0756ee537
wined3d: Support ABS and ABSNEG with NV extensions if available.
2009-05-21 16:17:52 +02:00
Stefan Dösinger
01ec5068e2
wined3d: Add NV asm extension support to the ARB backend.
2009-05-21 16:17:51 +02:00
Stefan Dösinger
60f20a2f39
wined3d: Support ABS and ABSNEG in ARB.
2009-05-21 16:17:51 +02:00
Stefan Dösinger
7b1d48721d
wined3d: Emulate the 4 component address register in ARB.
2009-05-20 10:55:17 +02:00
Stefan Dösinger
72e9e80f6e
wined3d: Prepare for vec4 address registers in ARB.
2009-05-20 10:55:09 +02:00
Stefan Dösinger
c7ca3793cc
wined3d: Implement mova rounding in arb.
2009-05-20 10:55:03 +02:00
Stefan Dösinger
bffb89101f
wined3d: Fix srgb correction.
2009-05-20 10:54:56 +02:00
Stefan Dösinger
e6cc81d287
wined3d: Get rid of the TMP register in fragment shaders.
...
To be able keep the temporary register in the type independent NRM
instruction, the vertex temporary register is renamed to TA to match
the name of a pixel shader register.
2009-05-20 10:54:50 +02:00
Stefan Dösinger
ba35760f9f
wined3d: Use CMP instead of SLT and SGE in sRGB correction.
...
This shortens the code and reduces the amount of temp regs used by 1.
2009-05-19 15:24:48 +02:00
Stefan Dösinger
ad217029b0
wined3d: Get rid of TMP accesses in texm3x3* instructions.
2009-05-19 15:24:39 +02:00
Stefan Dösinger
ced325f816
wined3d: Get rid of TMP access in texm3x2*.
...
texm3x2pad knows which register the following texm3x2depth or tex instruction
will use, and it knows that this register is uninitialized. So use it for
temporary storage instead of TMP.
2009-05-19 15:24:31 +02:00
Stefan Dösinger
17b001788f
wined3d: Get rid of TMP2 and some easy TMP register uses.
...
We have 5 temporary registers declared for private use. We can get rid of two
of them.
2009-05-19 15:24:21 +02:00
Stefan Dösinger
4bf980962a
wined3d: Only declare TMP_OUT in vertex shaders.
2009-05-19 15:24:13 +02:00
Stefan Dösinger
d7f282f241
WineD3D: Support more constants in ARB shaders.
...
GL_LIMIT - 1 for vertex programs and the GL limit in fragment programs. The
indirect addressing limitation in GLSL applies here as well.
2009-05-18 13:59:31 +02:00
Stefan Dösinger
c7839112c9
wined3d: Avoid declaring helper_const in vertex programs if possible.
2009-05-18 13:59:24 +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
Stefan Dösinger
45563979bd
wined3d: Update the bump constants after a shader change.
...
Since we're using local constants now, we have to update the constants after a
shader change.
2009-05-18 13:58:57 +02:00