Henri Verbeet
2c01e11eca
d3d10core: Implement d3d10_device_GSGetSamplers().
2012-12-07 10:35:51 +01:00
Henri Verbeet
047d607e07
d3d10core: Implement d3d10_device_GSSetSamplers().
2012-12-07 10:35:44 +01:00
Alexandre Julliard
13f126498b
wined3d: Call wglSwapBuffers through the GL driver function table.
2012-12-06 14:10:04 +01:00
Henri Verbeet
c98767a425
d3d10core: Implement d3d10_device_VSGetSamplers().
2012-12-06 12:55:59 +01:00
Henri Verbeet
e5805c316c
d3d10core: Implement d3d10_device_VSSetSamplers().
2012-12-06 12:55:50 +01:00
Stefan Dösinger
8e05ee6994
wined3d: Add GL_ALPHA to the atifs argument replicator debug function.
2012-12-05 12:48:11 +01:00
Stefan Dösinger
799ea13fb9
wined3d: Use sign fixup for the atifs bumpenv matrix.
2012-12-05 12:48:04 +01:00
Stefan Dösinger
e53aa8c9e2
wined3d: Test the correct program for native limits.
2012-12-05 12:47:55 +01:00
Stefan Dösinger
33802da4f3
wined3d: Correctly count used stages in the atifs pipeline.
2012-12-05 12:47:39 +01:00
Stefan Dösinger
7b95df03c6
wined3d: Bind the src in a manual presentation blit.
2012-12-05 12:47:33 +01:00
Henri Verbeet
6ac3c48384
d3d10core: Implement d3d10_device_PSGetConstantBuffers().
2012-12-05 12:44:07 +01:00
Henri Verbeet
b034f49183
d3d10core: Implement d3d10_device_PSSetConstantBuffers().
2012-12-05 12:44:01 +01:00
Henri Verbeet
d906c94382
d3d10core: Implement d3d10_device_GSGetConstantBuffers().
2012-12-04 00:02:06 +01:00
Henri Verbeet
feda45279e
d3d10core: Implement d3d10_device_GSSetConstantBuffers().
2012-12-04 00:02:00 +01:00
Henri Verbeet
1835e2f5ba
wined3d: Add support for ARB_instanced_arrays.
2012-12-03 12:37:49 +01:00
Henri Verbeet
52c6abb485
wined3d: Resolve the instance count for instanced arrays in load_numbered_arrays().
2012-12-03 12:37:42 +01:00
Stefan Dösinger
483d025795
wined3d: Add an explicit break in case of unhandled BUMPENVMAP.
2012-12-03 12:37:14 +01:00
Henri Verbeet
027ef4ccdb
d3d10core: Implement d3d10_device_VSGetConstantBuffers().
2012-11-30 11:42:54 +01:00
Henri Verbeet
ae5e15319e
d3d10core: Implement d3d10_device_VSSetConstantBuffers().
2012-11-30 11:42:48 +01:00
Frédéric Delanoy
a6db668895
wined3d: Add some 'fall through' comments (coverity).
2012-11-30 11:42:24 +01:00
Henri Verbeet
56b3953207
wined3d: Fix a typo in wined3d_device_set_stream_output().
2012-11-29 00:16:50 +01:00
Henri Verbeet
5d9d20ee0e
wined3d: Also unbind stream outputs and the geometry shader in stateblock_unbind_resources().
2012-11-29 00:16:44 +01:00
Henri Verbeet
7f62678c16
d3d10core: Implement d3d10_device_DrawIndexedInstanced().
2012-11-27 16:54:57 +01:00
Henri Verbeet
eefe6346a9
wined3d: Properly handle scalar destinations in shader_glsl_conditional_move().
...
In particular, we modify dst.write_mask in the code further down in order to
mask out unused channels, but the writemask is ignored for scalar registers.
Since all that code is redundant anyway for scalar destinations, we can just
reuse the special case for scalar src0.
2012-11-27 16:54:50 +01:00
Henri Verbeet
dc67be012f
d3d10core: Implement d3d10_device_SOGetTargets().
2012-11-23 14:40:36 +01:00
Henri Verbeet
5b781d709d
d3d10core: Implement d3d10_device_SOSetTargets().
2012-11-23 14:40:30 +01:00
Henri Verbeet
d0d213f7d1
d3d10core: Implement d3d10_device_IAGetIndexBuffer().
2012-11-21 13:25:57 +01:00
Henri Verbeet
79f0b4d977
d3d9: Avoid resetting device state for d3d9ex resets.
2012-11-20 11:44:27 +01:00
Henri Verbeet
94ab9d5ef3
wined3d: Update the scissor rect and viewport even on redundant wined3d_device_set_render_target() calls.
2012-11-19 11:46:55 +01:00
Henri Verbeet
ffd892f6dd
wined3d: Make state_geometry_shader() static.
2012-11-16 11:39:50 +01:00
Christian Inci
83ed5efb31
wined3d: Add support for nVidia GT 640M.
2012-11-15 21:22:06 +01:00
Henri Verbeet
9a27b0ad71
wined3d: Add support for geometry shaders to the GLSL shader backend.
2012-11-15 12:19:36 +01:00
Henri Verbeet
25c449247f
d3d10core: Implement d3d10_device_GSGetShader().
2012-11-14 11:27:44 +01:00
Henri Verbeet
9081f8afb1
d3d10core: Implement d3d10_device_GSSetShader().
2012-11-14 11:27:40 +01:00
Henri Verbeet
0a7b32e3f0
wined3d: Handle relative addresses in the common code in shader_glsl_get_register_name().
2012-11-12 12:15:30 +01:00
Henri Verbeet
10d46bc042
wined3d: Add support for GLSL based fixed function fragment shaders.
2012-11-12 12:15:25 +01:00
Matteo Bruni
a7956c4c4f
wined3d: Pop control frames in disabled if branches (ARB shader backend).
2012-11-09 16:42:56 +01:00
Matteo Bruni
b532284a9e
wined3d: Ensure GL_FRAGMENT_PROGRAM_ARB is enabled when using ARB shaders.
2012-11-09 16:42:53 +01:00
Henri Verbeet
986f4cb9b1
wined3d: Introduce a separate function for generating the sRGB write GLSL code.
2012-11-09 11:30:25 +01:00
Henri Verbeet
f6d05fbae6
wined3d: Introduce a separate function for generating the fixed function fog GLSL code.
2012-11-09 11:30:22 +01:00
Henri Verbeet
02250bb1bd
wined3d: Introduce a separate function for initializing ps uniform locations.
2012-11-08 15:37:48 +01:00
Henri Verbeet
c9f4cfc96a
wined3d: Introduce a separate function for initializing vs uniform locations.
2012-11-08 15:37:48 +01:00
Henri Verbeet
b42e02ce9b
wined3d: Use the correct RGTC constant in format_texture_info.
2012-11-08 15:37:47 +01:00
Alexandre Julliard
449deda62f
wined3d: Link directly to opengl32.
2012-11-08 15:37:44 +01:00
Alexandre Julliard
cf2b981ce0
wined3d: Make use of the generated wgl.h header.
2012-11-07 18:12:04 +01:00
Henri Verbeet
e8b0de1e14
wined3d: Use more consistent names for the various bumpenv uniforms.
2012-11-07 11:57:29 +01:00
Henri Verbeet
9b118257c4
wined3d: Introduce a separate structure for the ps specific fields in struct glsl_shader_prog_link.
2012-11-07 11:57:27 +01:00
Henri Verbeet
ffd5e3eb81
wined3d: Introduce a separate structure for the vs specific fields in struct glsl_shader_prog_link.
2012-11-06 16:02:34 +01:00
Henri Verbeet
b8bb2a4f85
wined3d: Use the shader object ids as program key.
2012-11-06 16:02:34 +01:00
Henri Verbeet
0e856abf6d
wined3d: Enable or disable the fragment pipe in shader_select().
2012-11-05 11:30:33 +01:00
Henri Verbeet
d74cb4571b
wined3d: Simplify shader selection.
2012-11-05 11:30:32 +01:00
Henri Verbeet
5059da9e32
wined3d: Don't depend on device internals in fragment_pipeline.alloc_private().
...
In particular, device->shader_backend and device->shader_priv aren't
initialized yet when the fragment pipe is initialized.
2012-10-29 10:47:03 +01:00
Henri Verbeet
17e33e9b27
wined3d: Make the shader backend responsible for controlling the fixed function fragment pipe.
2012-10-25 11:48:31 +02:00
Henri Verbeet
2bf46c60fb
wined3d: Replace the face and level parameters to device_parent_create_texture_surface() with the sub-resource index.
2012-10-25 11:48:25 +02:00
Rico Schüller
deae923cd8
wined3d: Fix return value for WINED3DFMT_ATI2N in CheckTextureCapability().
2012-10-24 19:37:15 +02:00
Henri Verbeet
41c8f1ef8a
wined3d: Remove some dead code from gen_ffp_instr().
2012-10-24 11:24:25 +02:00
Henri Verbeet
ddbe791d37
wined3d: Set texture_level in surface_set_texture_target() as well.
2012-10-24 11:24:22 +02:00
Henri Verbeet
672ad06108
wined3d: Get rid of the mostly unused "num_textures_used" field from arbfp_ffp_desc.
2012-10-23 12:11:26 +02:00
Henri Verbeet
6f025deba6
wined3d: Move shader_is_pshader_version() and shader_is_vshader_version() to the ARB program shader backend.
2012-10-23 12:11:18 +02:00
Henri Verbeet
81ae7f606b
wined3d: Explicitly check the shader type in shader_generate_glsl_declarations().
2012-10-23 12:11:13 +02:00
Henri Verbeet
c490fb37cf
wined3d: Implement WINED3DSIH_MOVC in the GLSL shader backend.
2012-10-22 11:44:22 +02:00
Henri Verbeet
7a437c29f3
wined3d: Merge a couple of shader type specific blocks in shader_generate_glsl_declarations().
2012-10-22 11:44:20 +02:00
Henri Verbeet
b96b4c63ee
wined3d: Use shader_glsl_get_prefix() in shader_glsl_gen_sample_code().
2012-10-22 11:44:02 +02:00
Henri Verbeet
db3bdb0a76
wined3d: Also read comments in shader_sm1_is_end().
2012-10-22 11:43:59 +02:00
Henri Verbeet
6beb7dc1a8
wined3d: Merge most of the code for shader_glsl_cmp() and shader_glsl_cnd().
2012-10-18 22:32:19 +02:00
Henri Verbeet
b72ab48ed8
wined3d: Implement WINED3DSIH_ROUND_NI in the GLSL shader backend.
2012-10-18 22:32:14 +02:00
Henri Verbeet
0c1dd7f7d1
wined3d: Explicitly check the shader type in shader_glsl_load_constantsF().
2012-10-18 22:32:09 +02:00
Henri Verbeet
7365f9e6af
wined3d: Explicitly check the shader type in shader_glsl_get_register_name().
2012-10-18 22:32:03 +02:00
Francois Gouget
23470870a1
wined3d: Add a trailing '\n' to a Wine trace.
2012-10-18 19:20:48 +02:00
Henri Verbeet
e31945b8aa
wined3d: Implement WINED3DSIH_USHR in the GLSL shader backend.
2012-10-18 19:20:12 +02:00
Henri Verbeet
5ca5409b81
wined3d: Implement WINED3DSIH_UDIV in the GLSL shader backend.
2012-10-18 19:20:06 +02:00
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
Matteo Bruni
3c11d8f331
wined3d: Add new Radeon HD 6670 GL renderer string.
2012-10-16 20:44:02 +02:00
Matteo Bruni
29c336916c
wined3d: Recognize AMD Radeon HD 5000 series GPUs on recent binary drivers.
2012-10-16 20:43:56 +02:00
Matteo Bruni
6a9df3e757
wined3d: Provide a better fallback for D3D10 AMD GPUs.
2012-10-16 20:43:51 +02:00
Matteo Bruni
4e57dd0cde
wined3d: Add a D3D10-level fallback for Intel GPU recognition.
2012-10-16 20:43:41 +02:00
Matteo Bruni
37ff45cca2
wined3d: Improve a Nvidia GPU recognition fallback.
2012-10-16 20:43:35 +02:00
Matteo Bruni
fe81c61804
wined3d: Split GPU vendor and GL vendor handling in GPU recognition.
2012-10-16 20:43:28 +02:00
Henri Verbeet
59bdd6ae97
wined3d: Recognise the SM4 "primID" register type.
2012-10-16 11:36:45 +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
311a1e0148
wined3d: Handle SM1 comments in the frontend.
2012-10-15 13:31:08 +02:00
Henri Verbeet
5626e165ff
wined3d: Introduce a structure for shader register indices.
2012-10-15 13:31:07 +02:00
Henri Verbeet
a92d7a12de
wined3d: Use a common function for parsing SM4 source and destination parameters.
2012-10-15 13:31:07 +02:00
Henri Verbeet
3baeaa2b88
wined3d: Recognise SM4 scalar swizzles.
2012-10-15 13:31:06 +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
fc185f9bae
wined3d: Add support for SM4 relative addressing.
2012-10-12 13:21:39 +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
Matteo Bruni
3d71c2d1ca
wined3d: Recognize Radeon HD 6970 as reported on some Macs.
2012-10-10 20:34:12 +02:00
Henri Verbeet
8f915156b9
wined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL shader backend.
2012-10-10 10:33:18 +02:00