- currently half the shader selection code (GLSL vs ARB) is in
fillGLcaps. The parts that check for software shaders are in
GetDeviceCaps. That placement, will work, but is definitely not optimal.
FillGLcaps should detect support - it should not make decision as to
what's used, because that's not what the purpose of the function is.
GetDeviceCaps should report support as it has already been selected.
Instead, select shader mode in its own function, called in the
appropriate places.
- unifying pixel and vertex shaders into a single selection is a
mistake. A software vertex shader can be coupled with a hardware arb or
glsl pixel shader, or no shader at all. Split them back into two and add
a SHADER_NONE variant.
- drawprim is doing support checks for ARB_PROGRAM, and making shader
decisions based on that - that's wrong, support has already been
checked, and decided upon, and shaders can be implemented via software,
ARB_PROGRAm or GLSL, so that support check isn't valid.
- Store the shader selected mode into the shader itself. Different types
of shaders can be combined, so this is an improvement. In fact, storing
the mode into the settings globally is a mistake as well - it should be
done per device, since different cards have different capabilities.
Make wined3d use register combiners for texture stage operations. In
order to do that the texture unit index needs to be separated from the
texture stage index. For cards that don't support the
NV_register_combiners extension nothing should change.
The code for uploading / binding textures for use with pixel shaders
is slightly different from the one for uploading / binding textures
for use with the fixed function pipeline. It would be possible to keep
the code in a single function with a couple of conditionals, but in
combination with the changes needed for register combiners that would
become quite messy.
GL_LIMITS(textures) is currently used for both the number of texture
stages and the maximum number of simultaneous textures. In the current
code that's the same, but in a later patch that will be separated,
since a texture stage doesn't have to reference an actual
texture. Also, shaders can access a larger number of samplers than the
number of texture units the fixed function pipeline can access.
- Moves GLSL constant loading code into glsl_shader.c and out of the
over-populated drawprim.c.
- Creates a new file named arb_program_shader.c which will hold code
specific to ARB_vertex_program & ARB_fragment_program.
- Remove the constant loading calls from drawprim.c
- track sampler declarations and store the sampler usage in reg_maps structure
- store a fake sampler usage for 1.X shaders (defined as 2D sampler)
- re-sync glsl TEX implementation with the ARB one (no idea why they diverged..)
- use sampler type in new TEX implementation to support 2D, 3D, and Cube sampling
- change drawprim to bind pixel shader samplers
Additional improvements:
- rename texture limit to texcoord to prevent confusion
- add sampler limit, and use that for samplers - *not* the same as texcoord above
The new function is called in pass 2 (getister counting/maps), and
it's now in baseshader. It operates on all INPUT and OUTPUT registers,
which, in addition to the old vertex shader input declarations covers
Shader Model 3.0 vshader output and pshader input declarations. The
result is stored into the reg_map structure.
Delete the entire namedArrays code path and all its dependencies (one
of which is quite long - storeOrder in drawprim is always FALSE, for
example). Delete declaredArrays, and make its code path the default.
- Based on comments from H. Verbeet
- Changed the distinction from .rgba & .xyzw masks to only use .xyzw
in GLSL shaders. They are interchangeable, and only served to make
the trace look more intuitive, but they don't always apply as-is, so
we'll just leave everything to .xyzw.
- Got rid of the "UseProgramObjectARB(0)" call in drawprim. If there
is no shader set on the next primitive, then that primitive will
call UseProgramObjectARB(0) when it begins to draw.
loading float constants for GLSL.
- DrawPrim is just too big of a function. This separates the passing
of constants to the shader into new functions.
- Fixes an off-by-one error when loading vertex declaration constants
(should be <, not <=)
- Adds a function for GLSL loading of constants (aka Uniforms)
- Adds a GLSL program variable to the stateblock and sets it to 0 (a
future patch will actually create this program)
It is wrong to maintain a mapping from a constant index to a type
field, because different constant types do not share an index -
boolean constant 0 is supposed to co-exist with floating point
constant 0, not replace it. Drawprim and other code using the type
array to decide whether to look up a constant in bools, floats, or
ints is wrong - you can't make that decision based on the index.
Start to add support for DirectX 8 vertex shaders, constants and
registers are now correctly assigned and loaded allowing support for
most basic d3d8 shaders.
- use D3DCOLOR macros instead of using shift + masks
- fix a bug where diffuse.lpData checked instead of specular.lpData
- implement color fixup on ARB VShader compilation code:
-> on input parameters using swizzle
-> add is_color parameter on vshader_program_add_param
Allow NULL members of WINED3DSURFACE_DESC to be set to Surface_GetDesc
so that the whole structure doesn't have to be filled just to get back
one value.
the interface but it is more correct way (Microsoft even have a
resource type of volume).
- Moved usage, format, allocatedMemory and size onto the resource
class structure.
- Refactored Preload for classes that inherit BaseTexture, preload now
binds the texture instead of bind texture calling preload, bindTexture
allocated a glTexture if there isn't one.
- Added two new class static members BaseTexture_CleanUp and
Resource_CleanUp that should be called by classes that implement
BaseTexture or Resource.