H. Verbeet
c3c5724789
wined3d: WINED3DSIO_POW should use the absolute value of the first source register.
2007-05-11 13:24:15 +02:00
Fabian Bieler
e28630bc32
wined3d: Remove usesFog flag from IWineD3DVertexShaderImpl.
2007-04-23 13:55:45 +02:00
Stefan Dösinger
0d88a38238
wined3d: Dirtify the shader and declaration states if the bound interface is destroyed.
2007-04-12 16:09:12 +02:00
Fabian Bieler
878e02538e
wined3d: Remove fog coordinate clamping in the vertex shader.
2007-03-23 12:30:58 +01:00
H. Verbeet
fc5f36f037
wined3d: Fix IWineD3DPixelShader_GetFunction / IWineD3DVertexShader_GetFunction.
2007-03-08 11:58:50 +01:00
H. Verbeet
2384bdde9d
wined3d: Remove broken software shaders.
2007-03-07 11:52:17 +01:00
H. Verbeet
71a0c6e482
wined3d: The texldl instruction takes 3 arguments.
2007-03-05 12:06:40 +01:00
H. Verbeet
2c85e5e8a3
wined3d: Store GLSL programs in a hash table rather than a linked list.
2007-02-28 13:35:23 +01:00
H. Verbeet
b299395f30
wined3d: Fix matching WINED3DDECLUSAGE_POSITION against WINED3DDECLUSAGE_POSITIONT.
2007-02-28 13:32:53 +01:00
Stefan Dösinger
2f96220b3e
6/10: WineD3D: rsq and rcp instructions may need a default swizzle in arb.
...
ARB shaders need a swizzle for the RSQ and RCP instructions, while d3d
shaders do not. The DirectX sdk says that the x component is used if
no swizzle is given.
2007-02-15 17:21:27 +01:00
H. Verbeet
34e74ffc2a
wined3d: Use WINED3D_OK rather than D3D_OK.
2007-02-15 11:15:50 +01:00
H. Verbeet
efed9aea1f
d3d8: Move loading local d3d8 vertex shader constants from wined3d to d3d8.
2007-02-14 13:54:55 +01:00
H. Verbeet
32e5cac2be
wined3d: Get rid of the vertexDeclaration field in IWineD3DVertexShaderImpl.
2007-02-14 13:54:29 +01:00
H. Verbeet
beed89cde4
wined3d: The sincos instruction is valid for ps/vs 2.1 as well.
2007-01-19 12:29:17 +01:00
H. Verbeet
7252b4d340
wined3d: Give WINED3DSIO_CRS its own function, properly take the write mask into account.
2007-01-16 16:05:49 +01:00
H. Verbeet
cb26d59d26
05/49: wined3d: Only add line numbers for new lines in shader_addline().
2007-01-16 16:02:28 +01:00
Andrew Talbot
92dc74016a
wined3d: Cast-qual warnings fix.
2006-11-27 13:43:10 +01:00
Kovács András
eb7b1f4bce
wined3d: Fix introduced regression in shader_glsl_mnxn and vshader_hw_mnxn.
2006-10-30 20:37:34 +01:00
Kovács András
da6c01bea0
wined3d: Implement D3DSIO_MOVA in ARB backend.
2006-10-27 14:12:58 +02:00
Ivan Gyurdiev
93b3106be2
wined3d: Add D3DVS_RASTOUT_OFFSETS to the WINED3D namespace.
2006-10-24 20:06:21 +02:00
Francois Gouget
8e1e62616a
wined3d: Remove '\0's in traces.
2006-10-16 11:30:53 +02:00
Ivan Gyurdiev
ce2e980d1b
wined3d: Add shader version/end masks to the WINED3D namespace.
2006-10-13 11:15:45 +02:00
Ivan Gyurdiev
b7edf5b008
wined3d: Add D3DSHADER_ADDRMODE masks to the WINED3D namespace.
2006-10-13 11:15:00 +02:00
Ivan Gyurdiev
29aa316d67
wined3d: Add D3DSI and other opcode masks to the WINED3D namespace.
2006-10-13 11:14:47 +02:00
Ivan Gyurdiev
82379f22a7
wined3d: Move D3DSP dest modifier related items into the WINED3D namespace.
2006-10-10 13:38:45 +02:00
Ivan Gyurdiev
76b571cb48
wined3d: Move D3DSP source modifier-related items into the WINED3D namespace.
2006-10-10 13:38:36 +02:00
Ivan Gyurdiev
17c9d9588a
wined3d: Move D3DSP_REG structures into the WINED3D namespace.
2006-10-10 13:37:49 +02:00
Ivan Gyurdiev
e8137632c7
wined3d: Move D3DSP DCL-related structures into WINED3D namespace.
2006-10-10 13:37:35 +02:00
Ivan Gyurdiev
7259b9d8b6
wined3d: Move D3DSPR structure into the WINED3D namespace.
2006-10-10 13:37:12 +02:00
Ivan Gyurdiev
062541c026
wined3d: Move D3DSIO structure into WINED3D namespace.
2006-10-10 13:37:03 +02:00
Ivan Gyurdiev
e020eceddf
wined3d: Make the shader mode selections per device.
2006-10-09 20:27:55 +02:00
Ivan Gyurdiev
3dcd3681f3
wined3d: Win64 printf fixes.
2006-10-02 14:38:04 +02:00
Ivan Gyurdiev
d0032a1a2a
wined3d: Move device pointer into the BaseShader class.
2006-09-27 19:44:09 +02:00
H. Verbeet
5bc0e91ddf
wined3d: Don't overwrite the position y offset in ARB vertex programs.
2006-09-27 09:46:08 +02:00
Stefan Dösinger
96bce8d6d4
wined3d: Avoid wasting a uniform.
2006-09-25 18:24:19 +02:00
Stefan Dösinger
bc449ca31f
wined3d: Apply the half pixel correction for shaders too.
2006-08-29 12:26:15 +02:00
Stefan Dösinger
760456dc7f
wined3d: Find the correct sampler type for < 2.0 pshaders.
2006-08-28 11:37:24 +02:00
H. Verbeet
219ca7c2a0
wined3d: Fix D3DCOLOR swizzling in shaders.
2006-08-07 13:12:21 +02:00
H. Verbeet
ef87a40c72
wined3d: Delay vertex shader compilation until the shader is first used.
2006-08-07 13:12:10 +02:00
Jason Green
72bfe131d1
wined3d: More shader fixes / new instructions.
...
- Replace gl_FragColor with gl_FragData[0] for GLSL pixel shader output.
- Subtract 1 more constant from total GLSL allowed float constants to
accommodate the PROJECTION matrix row that we reference.
2006-07-28 14:01:16 +02:00
Jason Green
0312a30676
wined3d: Fix minor typo from shader patch.
2006-07-27 14:40:01 +02:00
Jason Green
46c4b88ba5
wined3d: Fix some upside-down rendering issues for shaders.
2006-07-27 12:03:25 +02:00
H. Verbeet
8c981140a2
wined3d: Add traces to IWineD3DVertexShaderImpl_SetFunction & IWineD3DPixelShaderImpl_SetFunction.
2006-07-25 11:21:51 +02:00
Jason Green
718716b77a
wined3d: Make the number of floating point shader constants dynamic.
2006-07-19 09:54:30 +02:00
Christian Costa
2dc451e181
wined3d: Readd missing copyright to shaders files.
2006-07-18 11:10:34 +02:00
Jason Green
6a97f2202e
wined3d: Fix for vertex shaders.
2006-07-17 15:05:38 +02:00
Ivan Gyurdiev
33293df143
wined3d: More flow control instructions.
...
- Implement call, callnz, label, and ret
- Implement support for NOT modifier
2006-07-11 17:14:24 +02:00
Ivan Gyurdiev
6ede56495a
wined3d: More flow control instructions
...
- Implement if, else, endif, rep, endrep, break
- Implement ifc, breakc, using undocumented comparison bits in the instruction token
- Fix bug in main loop processing of codes with no dst token
- Fix bug in GLSL output modifier processing of codes with no dst token
- Fix bug in loop implementation (src1 contains the integer data, src0 is aL)
- Add versioning for all the instructions above, and remove
GLSL_REQUIRED thing, which is useless and should be removed from all
opcodes in general.
2006-07-11 17:13:05 +02:00
Ivan Gyurdiev
e9de563e41
wined3d: Place immediate constants in the same array as global constants.
...
- move DEF, DEFI, DEFB handling into the register counting pass
- keep track of defined constants as a linked list (because there's a
few of them)
- apply immediate constants after global constants in the constant
loading function
- both types of constants now get loaded with array notation in the
shader (into the same array)
2006-07-11 17:11:30 +02:00
Ivan Gyurdiev
899c8cdb64
wined3d: Create fake input semantics for d3d8 shaders.
...
Use them to remove the need for loading arrays in two different places.
2006-07-07 17:39:52 +02:00