Commit Graph

662 Commits

Author SHA1 Message Date
Henri Verbeet cc0b1bb03f wined3d: Explcitly check the shader type in shader_glsl_get_sample_function(). 2012-10-18 19:20:01 +02:00
Henri Verbeet e832978adb wined3d: Explicitly check the shader type in shader_glsl_gen_sample_code(). 2012-10-18 19:19:54 +02:00
Henri Verbeet 6c3595fba8 wined3d: Handle WINED3DSPR_PRIMID in the GLSL shader backend. 2012-10-17 11:45:01 +02:00
Henri Verbeet 347dda068f wined3d: Explicitly check the shader type in shader_glsl_mov(). 2012-10-16 11:36:40 +02:00
Henri Verbeet 82a44af259 wined3d: Explicitly check the shader type in shader_glsl_texldl(). 2012-10-16 11:36:34 +02:00
Henri Verbeet 5626e165ff wined3d: Introduce a structure for shader register indices. 2012-10-15 13:31:07 +02:00
Henri Verbeet 21361d5237 wined3d: Use the correct relative address for constant buffers in the GLSL shader backend. 2012-10-15 13:31:06 +02:00
Henri Verbeet 2324ce6efb wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend. 2012-10-12 13:21:33 +02:00
Henri Verbeet ad1a1ee4fe wined3d: Implement WINED3DSIH_UTOF in the GLSL shader backend. 2012-10-12 13:21:28 +02:00
Henri Verbeet b7cd93240d wined3d: Implement WINED3DSIH_ITOF in the GLSL shader backend. 2012-10-12 13:21:22 +02:00
Henri Verbeet d48a0bc427 wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend. 2012-10-12 13:21:17 +02:00
Henri Verbeet f8e1550ebb wined3d: Implement WINED3DSIH_LT in the GLSL shader backend. 2012-10-11 18:51:04 +02:00
Henri Verbeet 842f75ee75 wined3d: Implement WINED3DSIH_IGE in the GLSL shader backend. 2012-10-11 18:51:00 +02:00
Henri Verbeet 819e5fa623 wined3d: Implement WINED3DSIH_GE in the GLSL shader backend. 2012-10-11 18:50:56 +02:00
Henri Verbeet 09f5f59229 wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend. 2012-10-11 18:50:53 +02:00
Henri Verbeet 4c4b224330 wined3d: Implement WINED3DSIH_XOR in the GLSL shader backend. 2012-10-11 18:50:46 +02:00
Henri Verbeet 8f915156b9 wined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL shader backend. 2012-10-10 10:33:18 +02:00
Henri Verbeet e34acc2251 wined3d: Implement SM4 loops in the GLSL shader backend. 2012-10-10 10:33:14 +02:00
Henri Verbeet 6e4ecdf854 wined3d: Implement WINED3DSIH_IADD in the GLSL shader backend. 2012-10-10 10:33:09 +02:00
Henri Verbeet f9c181bf74 wined3d: Implement WINED3DSIH_DIV in the GLSL shader backend. 2012-10-10 10:33:05 +02:00
Henri Verbeet 2b46c4046a wined3d: Implement WINED3DSIH_BREAKP in the GLSL shader backend. 2012-10-10 10:32:58 +02:00
Henri Verbeet 0931522795 wined3d: Implement WINED3DSIH_AND in the GLSL shader backend. 2012-10-08 11:28:41 +02:00
Henri Verbeet 4d39cb56fc wined3d: Handle WINED3DSPR_CONSTBUFFER registers in the GLSL shader backend. 2012-10-03 11:19:42 +02:00
Henri Verbeet 6d948e1a8c wined3d: Recognize the SM4 dcl_constantBuffer opcode. 2012-10-01 23:08:00 +02:00
Henri Verbeet e13a589bfc wined3d: Set more accurate limits for SM4 shaders. 2012-09-28 11:26:44 +02:00
Henri Verbeet aa9daa285e wined3d: Unify GLSL input / output variable naming. 2012-09-28 11:26:40 +02:00
Henri Verbeet 49f9d39493 wined3d: Introduce a separate function to retrieve the GLSL variable prefix. 2012-09-27 13:10:54 +02:00
Henri Verbeet 1ff07a7d68 wined3d: Take the data type of registers into account in the GLSL shader backend. 2012-09-25 11:19:15 +02:00
Henri Verbeet eb4d20ef31 wined3d: Take the data type of immediates into account in shader_glsl_get_register_name(). 2012-09-24 09:58:09 +02:00
Henri Verbeet f298b96972 wined3d: Simplify shader_glsl_destroy() control flow a bit. 2012-09-21 10:53:13 +02:00
Henri Verbeet 00cdf1aaf1 wined3d: Merge the glsl_vshader_private and glsl_pshader_private structures. 2012-09-19 23:55:01 +02:00
Henri Verbeet fb989f1d1e wined3d: Implement version checks for geometry shaders. 2012-09-19 13:04:56 +02:00
Henri Verbeet 0932129993 wined3d: Implement WINED3DSIH_EMIT in the GLSL shader backend. 2012-09-18 10:18:57 +02:00
Henri Verbeet c982e5f64b wined3d: Implement WINED3DSIH_CUT in the GLSL shader backend. 2012-09-17 12:28:50 +02:00
Henri Verbeet a67ee02a48 wined3d: Recognize the SM4 dcl_outputTopology opcode. 2012-09-17 12:28:40 +02:00
Henri Verbeet 0fbb98424c wined3d: Recognize the SM4 dcl_inputPrimitive opcode. 2012-09-17 12:28:36 +02:00
Henri Verbeet d574d639a4 wined3d: Recognize the SM4 dcl_maxOutputVertexCount opcode. 2012-09-17 12:28:28 +02:00
Henri Verbeet a7bad0bde5 wined3d: Just handle all instructions in the shader backend. 2012-09-14 15:43:28 +02:00
Matteo Bruni d37f8ea866 wined3d: Use BOOL instead of char in shader_load_constants(). 2012-08-21 11:45:55 +02:00
Henri Verbeet c11c2e2dbb wined3d: Get rid of the d3d_caps debug channel. 2012-06-22 16:14:26 +02:00
Francois Gouget 19ba80e7c2 wined3d: We must include Wine's port.h before using NAN. 2012-06-01 17:41:52 +02:00
Matteo Bruni 2d810bdc89 wined3d: Clamp fog coordinate in the vertex shader. 2012-03-09 17:25:57 +01:00
Henri Verbeet 56a4680b69 wined3d: Complain when the hardware may not be able to run a shader. 2012-02-06 10:19:30 -06:00
Henri Verbeet bee9adbd05 wined3d: Get rid of the WINED3DDECLUSAGE typedef. 2012-01-19 11:56:47 +01:00
Henri Verbeet 7f7bc520b6 wined3d: Get rid of the WINED3DTEXTURETRANSFORMFLAGS typedef. 2012-01-10 10:47:30 +01:00
Henri Verbeet 43fcbcb36e wined3d: Get rid of the WINED3DTEXTURESTAGESTATETYPE typedef. 2012-01-10 10:47:27 +01:00
Henri Verbeet 66d453ce5c wined3d: Don't declare more varyings than required by the shader model. 2011-12-06 15:50:58 +01:00
Henri Verbeet ab73f20e38 wined3d: Use proper texcoord masks for GLSL texm3x3spec / texm3x3vspec. 2011-11-29 13:23:04 +01:00
Henri Verbeet 14cf780fde wined3d: Recognize the SM4 xor opcode. 2011-11-22 10:52:33 +01:00
Henri Verbeet d695dd3af4 wined3d: Recognize the SM4 ushr opcode. 2011-11-22 10:52:29 +01:00