Commit Graph

747 Commits

Author SHA1 Message Date
Henri Verbeet 7d46943067 wined3d: Make some parameters to get_glsl_program_entry() const. 2011-08-23 16:53:52 +02:00
Henri Verbeet 3b3470b151 wined3d: Make the shader parameter to shader_glsl_generate_vshader() const. 2011-08-23 16:53:52 +02:00
Henri Verbeet f75675031f wined3d: Make the shader parameter to shader_glsl_generate_pshader() const. 2011-08-23 16:53:52 +02:00
Henri Verbeet 68b9071329 wined3d: Make the shader and ctx_priv parameters to shader_generate_glsl_declarations() const. 2011-07-25 11:59:11 +02:00
Henri Verbeet 6a046eddd7 wined3d: Get rid of the vpos_uniform field from the wined3d_pixel_shader structure. 2011-07-25 11:59:07 +02:00
Henri Verbeet dbcbf0c45b wined3d: Make the heap parameter to update_heap_entry() const. 2011-07-22 12:57:20 +02:00
Henri Verbeet 959874c2d8 wined3d: Make the tex_unit_map parameter to shader_glsl_load_vsamplers() const. 2011-07-22 12:57:19 +02:00
Henri Verbeet 86dd8476db wined3d: Make the tex_unit_map parameter to shader_glsl_load_psamplers() const. 2011-07-22 12:57:19 +02:00
Henri Verbeet 12be5afd92 wined3d: Get rid of the glsl_sample_function_t typedef. 2011-06-29 10:08:34 -05:00
Henri Verbeet 8fa44dd76d wined3d: Get rid of the glsl_src_param_t typedef. 2011-06-29 10:08:28 -05:00
Henri Verbeet 3f62b618c4 wined3d: Get rid of the glsl_dst_param_t typedef. 2011-06-29 10:08:19 -05:00
Henri Verbeet 5a26da1d19 wined3d: Make the wined3d_shader_context shader pointer const. 2011-06-23 09:47:34 +02:00
Henri Verbeet c51db63ba4 wined3d: Require ARB_shader_texture_lod for SM3. 2011-06-16 11:16:26 +02:00
Henri Verbeet 95bd0ec61c wined3d: Just enable ARB_shader_texture_lod if it's available. 2011-06-07 14:18:34 +02:00
Henri Verbeet aba42d1fa5 wined3d: Introduce a separate structure for framebuffer state. 2011-05-19 10:07:57 +02:00
Henri Verbeet d52ae4b63f wined3d: Get rid of the glsl_program_key_t typedef. 2011-05-17 10:06:34 +02:00
Henri Verbeet 0e0e5c3e38 wined3d: Get rid of the IWineD3DDevice typedefs. 2011-05-17 10:06:23 +02:00
Stefan Dösinger a549b8f090 wined3d: Fix a few MSVC data loss warnings. 2011-05-13 17:05:27 +02:00
Francois Gouget 5920de5ffb Assorted spelling and case fixes. 2011-05-09 12:09:27 +02:00
Henri Verbeet 86b0c6bd7b wined3d: Rename "shader_backend_t" to "wined3d_shader_backend_ops".
This makes it more consistent with the other call table names in wined3d.
2011-05-05 11:45:22 +02:00
Henri Verbeet a05841bd1a wined3d: Rename "pCaps" to "caps". 2011-04-27 11:50:29 +02:00
Henri Verbeet 3f0120241b wined3d: Enable SM3 if ARB_shader_texture_lod is supported. 2011-04-26 10:46:52 +02:00
Henri Verbeet 9d0e17e9ea wined3d: Either set SM3 for both vertex and fragment shaders or for neither. 2011-04-26 10:46:45 +02:00
Henri Verbeet 8fe80e18b2 wined3d: Get rid of the IWineD3DBaseShader typedefs. 2011-03-31 12:37:47 +02:00
Henri Verbeet f8f83ff2f7 wined3d: Remove COM from the shader implementation. 2011-03-31 12:37:46 +02:00
Henri Verbeet 5555d904be wined3d: Get rid of IWineD3DBaseShaderClass. 2011-03-31 12:37:46 +02:00
Henri Verbeet 99bed5d41d wined3d: Get rid of IWineD3DPixelShaderImpl. 2011-03-30 12:18:20 +02:00
Henri Verbeet dab01d435e wined3d: Get rid of IWineD3DVertexShaderImpl. 2011-03-30 12:18:09 +02:00
Henri Verbeet 3d4fe0b750 wined3d: Get rid of IWineD3DPixelShader. 2011-03-30 12:18:03 +02:00
Henri Verbeet c5bf96c951 wined3d: Get rid of IWineD3DBaseTextureClass. 2011-03-29 12:34:40 +02:00
Henri Verbeet eb5bfad18d wined3d: Get rid of the IWineD3DBaseTexture typedefs. 2011-03-28 17:08:52 +02:00
Henri Verbeet ac9c592ca9 wined3d: Store all the resource desc information in struct wined3d_resource. 2011-03-09 12:29:17 +01:00
Matteo Bruni 75386a99b4 wined3d: Make clip planes independent from offscreen/onscreen drawing. 2011-02-15 17:24:26 +01:00
Henri Verbeet 4c30b82c83 wined3d: Just fail if the texture type is not supported in create_glsl_blt_shader() (LLVM/Clang).
Changing the texture type has no effect at this point, and it wouldn't work
properly anyway.
2011-02-01 12:01:10 +01:00
Henri Verbeet 96d225d4dd wined3d: Get rid of the IWineD3DStateBlockImpl typedef. 2011-01-31 12:25:05 +01:00
Henri Verbeet 91ac0c37b1 wined3d: Disable vertex shader output clamping.
It looks like NV50+ hardware gets you infinities and NaN's in D3D as well for
most things, so we should only need special handling for pow and nrm.
2011-01-25 12:32:38 +01:00
Henri Verbeet a50546e563 wined3d: Use dot() instead of length() in shader_glsl_nrm().
As Eric Anholt pointed out, using length() here is suboptimal. It essentially
translates into "inversesqrt(dot(x, x));", but needs to handle the case of
zero-length vectors, much like nrm.
2011-01-24 14:43:26 +01:00
Henri Verbeet 7bc7caf423 wined3d: Pass an IWineD3DBaseTextureImpl array to pixelshader_update_samplers(). 2010-12-16 11:50:09 +01:00
Henri Verbeet bd2e7aedcf wined3d: Store an IWineD3DBaseShaderImpl pointer in wined3d_shader_context. 2010-12-15 11:55:22 +01:00
Henri Verbeet 2f36d600ef wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_generate_main(). 2010-12-15 11:55:19 +01:00
Henri Verbeet c492ec196e wined3d: Pass implementation pointers to get_glsl_program_entry(). 2010-12-15 11:55:13 +01:00
Henri Verbeet d6446c7a97 wined3d: Store implementation pointers in glsl_program_key_t. 2010-12-14 11:38:42 +01:00
Henri Verbeet dd1ba15ec7 wined3d: Store implementation pointers in struct glsl_shader_prog_link. 2010-12-14 11:38:39 +01:00
Henri Verbeet b0bc24eec3 wined3d: Pass implementation pointers to generate_param_reorder_function(). 2010-12-14 11:38:37 +01:00
Henri Verbeet 77beea98b9 wined3d: Avoid some interface pointers in set_glsl_shader_program(). 2010-12-14 11:38:34 +01:00
Henri Verbeet fe2ffe1e6a wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_destroy(). 2010-12-13 16:24:23 +01:00
Henri Verbeet 97ca0e6863 wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_generate_glsl_declarations(). 2010-12-13 16:24:19 +01:00
Henri Verbeet b5637a934e wined3d: Store an IWineD3DDeviceImpl pointer in IWineD3DBaseShaderClass. 2010-12-08 11:27:49 +01:00
Henri Verbeet db164a990c wined3d: Rename shader_reg_maps to wined3d_shader_reg_maps.
For consistency with other shader translation structures.
2010-12-07 11:33:23 +01:00
Henri Verbeet e9ff40d918 wined3d: Use local reg_maps variables where possible. 2010-12-06 12:21:31 +01:00
Henri Verbeet f92a0667d7 wined3d: Remove a unused parameter to shader_dirtifyable_constants(). 2010-12-02 11:53:57 +01:00
Henri Verbeet f45aeb4abe wined3d: Pass an IWineD3DDeviceImpl pointer to shader_free_private(). 2010-12-01 11:09:08 +01:00
Henri Verbeet 4a69874938 wined3d: Pass an IWineD3DDeviceImpl pointer to shader_alloc_private(). 2010-12-01 11:09:02 +01:00
Henri Verbeet 77923346da wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_pixel_constants(). 2010-12-01 11:08:57 +01:00
Henri Verbeet 4a6d0da207 wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_vertex_constants(). 2010-12-01 11:08:51 +01:00
Henri Verbeet 7363b0e98a wined3d: Explicitly pass data and gl_info to shader_deselect_depth_blt(). 2010-11-30 10:57:23 +01:00
Henri Verbeet 93a824d744 wined3d: Explicitly pass data and gl_info to shader_select_depth_blt(). 2010-11-30 10:57:17 +01:00
Henri Verbeet e832b57a15 wined3d: Move loop state to wined3d_shader_context. 2010-10-29 14:33:56 +02:00
Henri Verbeet 8a4a76f9a7 wined3d: Move "parse_state" to wined3d_shader_context. 2010-10-29 14:33:56 +02:00
Henri Verbeet 3a41bbdd71 wined3d: Access reg_maps though ins->ctx in shader_glsl_get_register_name().
This is all part of the ongoing work to make the shader backend interface less
dependent on wined3d internals.
2010-10-28 18:18:11 +02:00
Henri Verbeet 1b2f9d29d7 wined3d: Get rid of the posFixup field from the device. 2010-10-26 11:58:12 +02:00
Henri Verbeet 5ef7a8c242 wined3d: Explicitly pass parameters to shader_load_np2fixup_constants(). 2010-10-25 14:29:37 +02:00
Henri Verbeet d508a855c1 wined3d: Recognize the SM4 sqrt opcode. 2010-10-20 18:37:07 +02:00
Henri Verbeet 4eb8fd7960 wined3d: Recognize the SM4 sample_d opcode. 2010-10-14 17:54:52 +02:00
Henri Verbeet 50f6fbadb0 wined3d: Recognize the SM4 ld opcode. 2010-10-13 13:00:30 +02:00
Henri Verbeet 7c6658f970 wined3d: Recognize the SM4 ieq opcode. 2010-10-13 13:00:26 +02:00
Henri Verbeet a9e3058426 wined3d: Recognize the SM4 ftoi opcode. 2010-10-13 13:00:22 +02:00
Henri Verbeet b53d346d35 wined3d: Recognize the SM4 div opcode. 2010-10-13 13:00:17 +02:00
Henri Verbeet ff9c2fcdb2 wined3d: Recognize the SM4 utof opcode. 2010-10-11 17:11:28 +02:00
Henri Verbeet 18d7a73af8 wined3d: Recognize the SM4 sample_l opcode. 2010-10-11 17:11:28 +02:00
Henri Verbeet 407ed1b875 wined3d: Recognize the SM4 sample opcode. 2010-10-11 17:11:28 +02:00
Henri Verbeet b2f520b5f0 wined3d: Recognize the SM4 itof opcode. 2010-10-11 17:11:28 +02:00
Henri Verbeet 1fe1676ae9 wined3d: SM4 immediate constants are typeless. 2010-10-08 15:26:42 +02:00
Henri Verbeet d369136a96 wined3d: Recognize the SM4 imul opcode. 2010-10-08 15:26:33 +02:00
Henri Verbeet 512e6cec2c wined3d: Recognize the SM4 movc opcode. 2010-10-07 15:58:10 +02:00
Henri Verbeet 1330f844f8 wined3d: Recognize the SM4 and opcode. 2010-10-07 15:58:09 +02:00
Matteo Bruni 20010235ad wined3d: Keep track of texture transformation states in compiled pixel shaders. 2010-10-04 15:00:08 +02:00
Henri Verbeet e12f5ff08a wined3d: Pass a wined3d_state structure to find_ps_compile_args(). 2010-09-29 12:22:39 +02:00
Henri Verbeet 8d5a25bbec wined3d: Pass a wined3d_state structure to find_vs_compile_args(). 2010-09-29 12:22:36 +02:00
Henri Verbeet 9224751a13 wined3d: Pass a wined3d_state structure to use_vs(). 2010-09-28 17:33:17 +02:00
Henri Verbeet b37ce45d6c wined3d: Move pixel shader constants to wined3d_state. 2010-09-20 13:48:13 +02:00
Henri Verbeet 33dfb9539c wined3d: Move the pixel shader to wined3d_state. 2010-09-20 13:48:13 +02:00
Henri Verbeet 8a148cc7c5 wined3d: Move vertex shader constants to wined3d_state. 2010-09-20 13:48:12 +02:00
Henri Verbeet dd4aea36c9 wined3d: Move the vertex shader to wined3d_state. 2010-09-20 13:48:12 +02:00
Henri Verbeet d728d5f0ec wined3d: Move texture bindings to wined3d_state. 2010-09-18 13:05:49 +02:00
Henri Verbeet 5a3a4ac77a wined3d: Remove IWineD3DBaseTexture::GetTextureDimensions() from the public wined3d interface. 2010-09-18 13:05:44 +02:00
Henri Verbeet 5b3c1a2082 wined3d: Move texture states to wined3d_state. 2010-09-16 10:12:17 -05:00
Henri Verbeet b68d257710 wined3d: Get rid of redundant comparisons against NULL / 0. 2010-09-14 09:43:33 -05:00
Henri Verbeet 2af746b96e wined3d: Check the GLSL info log for all shaders. 2010-08-25 11:57:24 +02:00
Stefan Dösinger 79666d2b6d wined3d: Don't return a value from a void function. 2010-08-23 13:37:03 +02:00
Henri Verbeet 37c8632811 wined3d: Make some lookup tables const. 2010-08-04 13:24:24 +02:00
Henri Verbeet 4936e71828 wined3d: Clamp vertex shader outputs.
To avoid having to interpolate infinities over fragments.
2010-07-29 17:33:35 +02:00
Henri Verbeet 2114a36936 wined3d: Unify vertex shader output handling between shader models. 2010-07-29 17:33:35 +02:00
Henri Verbeet ea2bb2a904 wined3d: Invalid NP2 fixup info is an internal error. 2010-07-28 12:22:52 +02:00
Henri Verbeet 0d25da0c0d wined3d: Properly take both input and output masks into account in handle_ps3_input(). 2010-07-28 12:22:50 +02:00
Henri Verbeet ce39714228 wined3d: Check for unread registers in a more logical way in handle_ps3_input().
~0U always >= (in_count + 2).
2010-07-28 12:22:40 +02:00
Francois Gouget 620087c545 wined3d: Remove spaces after '\n's. 2010-06-24 10:33:46 +02:00
Rico Schüller c223e73bbb wined3d: Improve fglrx glsl spam filter. 2010-06-15 19:58:30 +02:00
Henri Verbeet 6f57aabc0a wined3d: Handle a zero source value for WINED3DSIH_POW. 2010-05-27 14:46:43 +02:00
Henri Verbeet e8ac9bbd7f wined3d: Get rid of GLINFO_LOCATION. 2010-05-25 13:29:00 +02:00
Henri Verbeet 79145e215b wined3d: Add support for shadow samplers. 2010-05-17 13:19:53 +02:00
Henri Verbeet 49e076eabd wined3d: Separate context acquisition and state application. 2010-05-04 13:14:59 +02:00
Henri Verbeet f09b8e454d wined3d: Avoid some needless depth buffer copies.
If an application switches between render targets of a different size, but
with the same depth/stencil surface it'll typically clear the depth/stencil
surface before drawing. However, in case of the smaller render target that
wouldn't be a full clear, so we'd have to do a depth copy if we also switched
between onscreen and offscreen rendering. Keeping track of which part of the
depth/stencil surface is current for onscreen/offscreen allows us to avoid
most of these kinds of copies. The current scheme requires the current/dirty
rectangle to have an origin at (0,0). This could be extended to an arbitrary
rectangle, but the bookkeeping becomes somewhat more complex in that case, and
it's not clear that there would be much of a benefit at this point.
2010-04-29 10:19:39 -05:00
Alexandre Julliard fdfabd53f1 wined3d: Avoid a compiler warning on old gcc. 2010-04-26 07:18:18 -05:00
Henri Verbeet 1c403e44b5 wined3d: Store the current render target as an IWineD3DSurfaceImpl pointer in the context. 2010-04-22 11:28:12 +02:00
Henri Verbeet c7a1848656 wined3d: Store render targets as IWineD3DSurfaceImpl pointers in the device. 2010-04-20 11:14:30 +02:00
Henri Verbeet 4cd69b8a09 wined3d: Simplify the generated GLSL for NRM. 2010-03-19 14:31:40 +01:00
Henri Verbeet 18ec2525a4 wined3d: Store the swapchain instead of the surface in the context. 2010-03-16 11:44:44 +01:00
Roderick Colenbrander 922ad80f42 wined3d: Rename yuv to complex in order to prepare for 8-bit palette fixups using the same code. 2010-03-03 12:53:41 +01:00
Henri Verbeet 576ea95803 wined3d: Remove the unused device type parameter from the shader backend's get_caps() function. 2010-02-04 13:39:27 +01:00
Henri Verbeet c43c2a2845 wined3d: Use the absolute source value in shader_glsl_rsq(). 2010-02-01 14:16:26 +01:00
Henri Verbeet adf4ca2e23 wined3d: Handle a zero source value for WINED3DSIH_RSQ. 2010-02-01 14:16:22 +01:00
Henri Verbeet ef82681d59 wined3d: Handle a zero source value for WINED3DSIH_RCP. 2010-02-01 14:16:18 +01:00
Henri Verbeet 4a8f93bade wined3d: Handle a zero source value for WINED3DSIH_LOG. 2010-02-01 14:16:15 +01:00
Henri Verbeet bef792f5ff wined3d: Handle zero-length vectors for WINED3DSIH_NRM.
Unfortunately there's no reliable way to generate infinity in GLSL, but a
sufficiently large value will probably do. The important part of the patch is
that we don't generate NaN, because that will keep propagating through the
entire shader.
2010-02-01 14:16:11 +01:00
Henri Verbeet 9f21f2c2f2 wined3d: Dump the GLSL shader source on link failure.
Mostly to help Mesa developers diagnose bug reports involving GLSL compile
failures, but it's convenient in general to have the source all in one place.
2010-01-29 13:30:06 +01:00
Henri Verbeet 705f96fa39 wined3d: Get rid of some unnecessary casts to specific shader types. 2010-01-26 12:08:13 +01:00
Henri Verbeet 3d112b6525 wined3d: Add support for EXT_gpu_shader4 provided sampling functions with explicit derivatives. 2010-01-25 12:58:59 +01:00
Henri Verbeet f71e84d89c wined3d: Store a pointer to the GL info in the shader context. 2010-01-25 12:58:52 +01:00
Henri Verbeet c78cce8845 wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives.
Also kill the obsolete comment.
2010-01-25 12:58:48 +01:00
Henri Verbeet 5f4ff65fb4 wined3d: Use the GLSL round() function when available. 2010-01-25 12:58:43 +01:00
Henri Verbeet 46cefd312c wined3d: Recognize the SM4 cut opcode. 2010-01-07 09:26:54 +01:00
Henri Verbeet 3687677427 wined3d: Recognize the SM4 lt opcode. 2010-01-07 09:26:30 +01:00
Henri Verbeet 6d5aca61f3 wined3d: Recognize the SM4 iadd opcode. 2010-01-07 09:26:25 +01:00
Henri Verbeet 22939f9d29 wined3d: Recognize the SM4 emit opcode. 2010-01-07 09:26:20 +01:00
Henri Verbeet c57c76b78e wined3d: Recognize the SM4 ige opcode. 2010-01-07 09:26:08 +01:00
Henri Verbeet b548e387ae wined3d: Move shader input/output signatures to IWineD3DBaseShaderClass. 2009-12-31 12:12:16 +01:00
Henri Verbeet b3defd4c80 wined3d: Rename "wineD3DDevice" to "device". 2009-12-10 11:54:47 +01:00
Stefan Dösinger 0e77a381ea wined3d: Create clip coords only if they are used.
If GL vertex shader clipping is supported (GLSL or NVvp), we currently
always calculate clipping results in the shader. They're gracefully
discarded by opengl, but we need 6 constants / uniforms to calculate
unused values.
2009-11-12 15:18:00 +01:00
Henri Verbeet 111307dfba wined3d: Get rid of the GL_SUPPORT macro. 2009-10-29 13:09:33 +01:00
Henri Verbeet 48e03bc189 wined3d: Introduce a separate structure for various OpenGL implementation limits. 2009-10-29 13:09:27 +01:00
Henri Verbeet eeb54b9922 wined3d: Keep better track of where we're using wined3d contexts.
The idea here is that we can restore the thread's current GL context on
context_release() if it doesn't correspond to the current wined3d context on
context_acquire().
2009-10-28 11:15:19 +01:00
Henri Verbeet 6be41fd59a wined3d: Get rid of GL_LIMITS. 2009-10-22 10:46:05 +02:00
Henri Verbeet 55047f811a wined3d: Fix some GLINFO_LOCATION abuse. 2009-10-22 10:45:57 +02:00
Henri Verbeet fa548414f9 wined3d: Free the shader buffer in shader_glsl_free() (Valgrind). 2009-10-21 16:05:57 +02:00
Stefan Dösinger 435646550b wined3d: Use GLSL constant limits in GLSL. 2009-10-20 14:46:13 +02:00
Stefan Dösinger 2d802af4d9 wined3d: Make shader specific constants accessible via GL_LIMITS. 2009-10-20 14:46:08 +02:00
Stefan Dösinger dc45657f2c wined3d: Fix vs_2_0 sgn.
vs_2_0's sgn has two extra parameters - temporary registers for the
instruction. This patch fixes the crash of the d3d9:visual test on windows and
properly handles the vs_2_0 version of sgn.
2009-10-02 12:36:59 +02:00
Henri Verbeet f88c6e5ce5 wined3d: Move common shader fields to IWineD3DBaseShaderClass. 2009-09-25 15:14:35 +02:00
Rico Schüller 8a890d399a wined3d: Fix shader spam. 2009-09-18 10:47:17 -05:00
Henri Verbeet ab8523931a wined3d: Only warn about using Lod sample functions in fragment shaders is ARB_shader_texture_lod isn't supported. 2009-09-01 14:05:51 +02:00
Henri Verbeet 560d63548d wined3d: Remove trailing spaces. 2009-08-27 11:45:37 +02:00
Henri Verbeet dc8b1bdc0f wined3d: Rename some GLSL instruction handlers.
The pshader_glsl_* names are a leftover from when we had separate code for
vertex and fragment shaders.
2009-08-19 14:45:23 +02:00
Henri Verbeet e205973915 wined3d: Remove the redundant vs_nv_version and ps_nv_version fields from struct wined3d_gl_info. 2009-08-13 11:45:36 +02:00
Henri Verbeet f7918b978f wined3d: Make the "luminanceparams" shader_reg_maps member a bitmap. 2009-08-12 13:22:50 +02:00
Henri Verbeet 95bb4c0486 wined3d: Make the "bumpmat" shader_reg_maps member a bitmap. 2009-08-12 13:22:44 +02:00
Henri Verbeet 3d718d6414 wined3d: Make the "labels" shader_reg_maps member a bitmap. 2009-08-12 13:22:37 +02:00
Henri Verbeet 270f57e755 wined3d: Make the "address" shader_reg_maps member a bitmap. 2009-08-12 13:22:30 +02:00
Henri Verbeet 6fa9fa15da wined3d: Make the "temporary" shader_reg_maps member a bitmap. 2009-08-11 12:36:20 +02:00
Henri Verbeet 50853e295b wined3d: Make the "texcoord" shader_reg_maps member a bitmap. 2009-08-11 12:36:16 +02:00
Henri Verbeet b2ace3b1ab wined3d: Correctly check for luminance bumpmap parameters in shader_generate_glsl_declarations(). 2009-08-11 12:35:49 +02:00
Francois Gouget e74efb5487 Assorted spelling fixes. 2009-08-11 12:35:38 +02:00
Henri Verbeet 8d746c31ba wined3d: Properly handle negative loop step in shader_glsl_loop(). 2009-08-10 13:52:37 +02:00
Henri Verbeet 3bf0ad4528 wined3d: Explicitly pass the context to the shader_select() handler. 2009-08-07 12:11:06 +02:00
Henri Verbeet 4c1b3de936 wined3d: Call the shader_load_np2fixup_constants() handler directly from inside the shader backend. 2009-08-06 17:26:30 +02:00
Henri Verbeet 03686cb6bd wined3d: Explicitly pass the context to the shader_load_constants() handlers. 2009-08-06 17:26:30 +02:00
Henri Verbeet a7251f0f4e wined3d: Track render_offscreen in the context.
This makes sure the relevant states in FindContext() are actually marked dirty
when needed.
2009-08-06 17:26:30 +02:00
Henri Verbeet ee4d18cc83 wined3d: Pass NULL to ActivateContext() when we don't need a specific target.
Once we keep track of the wined3d context for each thread,
lastActiveRenderTarget won't do what we want here.
2009-07-21 14:22:44 +02:00
Stefan Dösinger cd7f43b00d wined3d: Don't activate a context unless we need one. 2009-07-20 12:23:07 +02:00
Henri Verbeet 43e6686a78 wined3d: Rename _WineD3D_GL_Info to struct wined3d_gl_info. 2009-07-17 11:22:07 +02:00
Henri Verbeet 38cb9d02b1 wined3d: Take geometry shaders into account in shader_glsl_load_constantsB(). 2009-07-10 12:13:29 +02:00
Henri Verbeet 60e0997c79 wined3d: Simplify the GLSL sRGB write code. 2009-07-10 12:13:03 +02:00
Henri Verbeet 9cf7888002 wined3d: Fix some cast-qual warnings. 2009-07-09 11:38:07 +02:00
Henri Verbeet 95d9b1271f wined3d: Get rid of the useless "fragcolor" variable in shader_glsl_generate_pshader(). 2009-07-09 11:38:05 +02:00
Henri Verbeet 483d552e21 wined3d: Allow shader_buffer_init() to fail. 2009-07-09 11:38:02 +02:00
Henri Verbeet 40b411958b wined3d: Rename "SHADER_BUFFER" to something sane. 2009-07-09 11:37:58 +02:00
Henri Verbeet bddc4d3f0d wined3d: Reuse the shader buffer between shaders. 2009-07-09 11:37:53 +02:00
Henri Verbeet e41831990d wined3d: Fix a sign compare warning in glsl_shader.c. 2009-07-08 20:14:35 +02:00
Henri Verbeet 949cd089d5 wined3d: Trace the D3D shader in find_glsl_vshader() / find_glsl_pshader().
It's quite useful to know to which D3D shader a GLSL shader corresponds.
2009-07-08 20:14:32 +02:00
Henri Verbeet 32fd8f2130 wined3d: checkGLcall() doesn't need a \n. 2009-07-07 11:50:22 +02:00
Henri Verbeet 2ac34bf231 wined3d: Add some missing float suffixes.
The compiler should be smart enough to fix most of these, but it looks sloppy.
2009-07-07 11:50:05 +02:00
Henri Verbeet 40bc47901c wined3d: Use flags for driver quirks. 2009-07-01 11:41:44 +02:00
Stefan Dösinger d5e2c14225 wined3d: Add a NOP ret handler to GLSL. 2009-06-29 12:28:49 +02:00
Francois Gouget 5aac7fe783 wined3d: Add a trailing '\n' to a FIXME() trace. 2009-06-26 14:40:21 +02:00
Henri Verbeet 7363b6e2e3 wined3d: Document GL context dependencies. 2009-06-26 12:05:07 +02:00
Tobias Jakobi a9f912466b wined3d: Force NP2 fixup constant reloading in shader_glsl_select. 2009-06-25 14:34:13 +02:00
Tobias Jakobi ef7f769be6 wined3d: Enable constant packing for NP2 texcoord fixup.
Previously every texture that was flagged for NP2 fixup used a vec2
uniform in the shader to store texture dimensions.  Turns out that the
GLSL compilers just maps vec2 to vec4, so essentially wasting 2
floats. The new code only uses vec4 uniforms but packs dimensions info
of 2 textures into a single uniform.
2009-06-25 14:34:13 +02:00
Tobias Jakobi 7906774339 wined3d: Add ps_np2fixup_info structure. 2009-06-25 14:34:13 +02:00
Stefan Dösinger 95788401af wined3d: GLSL 1.20 includes gl_FragData[] syntax.
This means we don't have to enable ARB_draw_buffers explicitly.
2009-06-22 11:27:20 +02:00
Henri Verbeet 2c009e4d87 wined3d: Only initialize unused components of varyings that are read. 2009-06-17 12:13:07 +02:00
Stefan Dösinger 298bd3c50d wined3d: Store the bumpmap ARB constants in ARB structures. 2009-06-10 11:51:49 +02:00
Henri Verbeet fcf6a27a9b wined3d: Simplify some code in set_glsl_shader_program(). 2009-06-09 17:01:14 +02:00
Henri Verbeet a6dc31e442 wined3d: Avoid comparing shader compile args if the relevant shader isn't present. 2009-06-09 17:01:14 +02:00
Henri Verbeet daeb86d620 wined3d: Don't use the vertex/pixel shader when we're not supposed to.
This also avoids removing programs from lists they're not in in
delete_glsl_program_entry().
2009-06-05 14:43:25 +02:00
Henri Verbeet cae6a32b08 wined3d: Check the result from wine_rb_get() before using it in WINE_RB_ENTRY_VALUE. 2009-06-05 14:43:25 +02:00
Henri Verbeet 37bdcd6b9b wined3d: Free priv->stack in shader_glsl_free(). 2009-06-04 12:18:27 +02:00
Henri Verbeet ad6279de9f wined3d: Replace the wined3d hash table with the generic red-black tree. 2009-06-03 11:40:14 +02:00
Henri Verbeet 812ee5208c wined3d: Partially revert 7433eb76b5.
The write mask sizes for the input and output semantics can be different,
resulting in compilation failure.
2009-06-02 11:57:22 +02:00
Henri Verbeet 7433eb76b5 wined3d: Use the proper OUT swizzle in handle_ps3_input(). 2009-05-29 11:26:54 +02:00
Henri Verbeet d37472f27b wined3d: Add missing ActivateContext calls to shader_destroy() implementations. 2009-05-29 11:26:32 +02:00
Stefan Dösinger e492dd858e wined3d: Add a function around the handler table.
This reduces the number of methods in the shader backend(the instr
modifiers can be handled in that wrapper) and it will help flow
control emulation in the ARB backend.
2009-05-28 12:45:45 +02:00
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 2ee0d47a49 wined3d: Use strings for shader input/output semantics. 2009-05-27 11:12:12 +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