Stefan Dösinger
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e7cbb340dc
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wined3d: Remove stateblock::set.*.
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2007-08-13 11:36:43 +02:00 |
H. Verbeet
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1c14c180b7
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wined3d: Implement dsx & dsy shader instructions.
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2007-07-03 12:32:52 +02:00 |
Stefan Dösinger
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a1f83aae8e
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wined3d: rsq and rcp use the .w component if no swizzle is given.
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2007-07-03 12:29:34 +02:00 |
H. Verbeet
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973496d5e4
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wined3d: Cleanup shader_glsl_load_psamplers().
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2007-07-02 13:36:26 +02:00 |
H. Verbeet
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1d4042cee1
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wined3d: Implement texldl.
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2007-06-28 11:01:15 +02:00 |
Michael Stefaniuc
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0326da9dd5
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wined3d: Remove superfluous casts of void pointers to other pointer types.
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2007-06-27 12:53:37 +02:00 |
H. Verbeet
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3ad03206ab
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wined3d: Rename max_samplers to max_fragment_samplers.
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2007-06-26 11:56:57 +02:00 |
H. Verbeet
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2e786e09bb
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wined3d: Use texture2D to sample in pshader_glsl_texdp3tex().
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2007-06-21 13:10:32 +02:00 |
H. Verbeet
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8311ff32a3
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wined3d: Take the texUnitMap into account when loading shader_glsl_load_psamplers().
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2007-06-13 11:23:06 +02:00 |
Stefan Dösinger
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a460a2df43
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wined3d: Store the gl information in a per adapter structure and initialize it only once.
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2007-06-11 13:51:06 +02:00 |
H. Verbeet
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c3c5724789
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wined3d: WINED3DSIO_POW should use the absolute value of the first source register.
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2007-05-11 13:24:15 +02:00 |
H. Verbeet
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89245248c7
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wined3d: Handle the ps_3_0 vPos field.
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2007-05-04 13:41:54 +02:00 |
H. Verbeet
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a79654d339
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wined3d: Fix some swizzles on scalars.
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2007-04-13 12:56:06 +02:00 |
Fabian Bieler
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0ce39d5869
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wined3d: Fix GLSL cnd instruction.
According to MSDN the cnd instruction should translate:
dst = src0 > 0.5 ? src1 : src2;
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2007-04-05 10:55:00 +02:00 |
Fabian Bieler
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91df230624
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wined3d: Fix GLSL cnd instruction for INF and NAN arguments.
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2007-04-04 21:26:30 +02:00 |
Fabian Bieler
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2843b0f929
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wined3d: Fix GLSL cmp instruction for INF and NAN arguments.
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2007-04-04 21:26:23 +02:00 |
Fabian Bieler
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333de16fb6
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wined3d: Implement support for projective textures in ps 2.0 and later.
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2007-03-29 21:15:29 +02:00 |
Stefan Dösinger
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bee084503b
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wined3d: Implement bem shader instruction.
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2007-03-27 12:30:38 +02:00 |
Fabian Bieler
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97967d3671
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wined3d: Fix glsl texbem instruction for projective textures.
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2007-03-23 12:31:35 +01:00 |
Fabian Bieler
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4b3ac837aa
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wined3d: Implemented bump map transform for texbem in GLSL with native signed textures.
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2007-03-23 12:31:27 +01:00 |
Stefan Huehner
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4d1d01f266
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Mark several functions as static.
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2007-03-13 13:35:12 +01:00 |
H. Verbeet
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30ee071eb9
|
wined3d: Disable vertex shaders when transformed vertices are used.
|
2007-03-13 11:55:55 +01:00 |
H. Verbeet
|
25cd1c4d28
|
wined3d: gl_FogFragCoord is a scalar.
|
2007-03-05 12:06:45 +01:00 |
H. Verbeet
|
19d223cade
|
wined3d: Store multiple constant indices per list entry.
|
2007-02-28 13:35:34 +01:00 |
H. Verbeet
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2c85e5e8a3
|
wined3d: Store GLSL programs in a hash table rather than a linked list.
|
2007-02-28 13:35:23 +01:00 |
Stefan Dösinger
|
99576ea24e
|
wined3d: Implement texbem in arb, improve it in glsl.
|
2007-02-15 11:36:14 +01:00 |
Stefan Dösinger
|
49a49fcfec
|
wined3d: Load one bump mapping environment matrix into pixel shaders if needed.
|
2007-02-15 11:36:01 +01:00 |
Francois Gouget
|
536e738552
|
Assorted spelling fixes.
|
2007-02-14 21:03:57 +01:00 |
H. Verbeet
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efed9aea1f
|
d3d8: Move loading local d3d8 vertex shader constants from wined3d to d3d8.
|
2007-02-14 13:54:55 +01:00 |
H. Verbeet
|
32e5cac2be
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wined3d: Get rid of the vertexDeclaration field in IWineD3DVertexShaderImpl.
|
2007-02-14 13:54:29 +01:00 |
H. Verbeet
|
8f0884066f
|
wined3d: Add WINED3DDECLUSAGE, use it.
|
2007-02-14 13:50:22 +01:00 |
H. Verbeet
|
2d9540cab7
|
wined3d: Don't use WINED3DSHADERDECLUSAGE_PSIZE / WINED3DSHADERDECLUSAGE_FOG.
|
2007-02-14 13:50:01 +01:00 |
Chris Robinson
|
5f1a1bbc84
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wined3d: Properly round negative values in shader_glsl_mov.
|
2007-02-12 14:12:29 +01:00 |
Stefan Dösinger
|
fa97fbdcad
|
wined3d: Make shader_cleanup more useful.
|
2007-02-12 12:37:48 +01:00 |
H. Verbeet
|
efed4c33c2
|
wined3d: gl_FragDepth is a float, so fixup the write mask.
|
2007-01-19 12:29:11 +01:00 |
H. Verbeet
|
955fb95eb6
|
wined3d: Give shader constants their own debug channel.
|
2007-01-18 12:09:09 +01:00 |
H. Verbeet
|
79c7aeab00
|
wined3d: Fix a typo.
|
2007-01-18 12:09:03 +01:00 |
H. Verbeet
|
e3cc00cf47
|
wined3d: Add a glsl_src_param_t type, pass it to shader_glsl_add_src_param() instead of three separate character arrays.
|
2007-01-16 16:14:21 +01:00 |
H. Verbeet
|
04e6250c87
|
wined3d: Add a glsl_dst_param_t type, pass it to shader_glsl_add_dst_param() instead of three separate character arrays.
|
2007-01-16 16:13:58 +01:00 |
H. Verbeet
|
6f3fae4e04
|
wined3d: Simplify shader_glsl_get_write_mask().
|
2007-01-16 16:13:29 +01:00 |
H. Verbeet
|
c6bccc9278
|
wined3d: Simplify shader_glsl_get_swizzle().
|
2007-01-16 16:13:19 +01:00 |
H. Verbeet
|
48f82d3f5e
|
wined3d: Fix pshader_glsl_tex() and pshader_glsl_texcoord().
|
2007-01-16 16:13:10 +01:00 |
H. Verbeet
|
c3bfef8d7e
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_callnz().
|
2007-01-16 16:12:46 +01:00 |
H. Verbeet
|
50e0deafca
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_breakc().
|
2007-01-16 16:12:37 +01:00 |
H. Verbeet
|
f593cd0de8
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_ifc().
|
2007-01-16 16:12:26 +01:00 |
H. Verbeet
|
a89edf1be9
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_if().
|
2007-01-16 16:12:18 +01:00 |
H. Verbeet
|
9f22df26ef
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_rep().
|
2007-01-16 16:12:11 +01:00 |
H. Verbeet
|
2cb49c67db
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_loop().
Fix the comment.
|
2007-01-16 16:12:02 +01:00 |
H. Verbeet
|
cf1a3cc81a
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3vspec().
Use shader_glsl_get_sample_function().
Use the GLSL builtin reflect() function.
|
2007-01-16 16:11:45 +01:00 |
H. Verbeet
|
f0fb61daed
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3spec().
Use shader_glsl_get_sample_function().
|
2007-01-16 16:11:26 +01:00 |