Commit Graph

3076 Commits

Author SHA1 Message Date
Stefan Dösinger 25a59fe71b wined3d: Set the max mipmap level in the pbo test.
fglrx refuses to use PBOs on not mipmap complete textures. The texture code
already takes care of this, do the same in the test.
2009-04-28 13:10:03 +02:00
Stefan Dösinger 8513f64a01 wined3d: Emulate R16G16F and R32G32F if GL_ARB_texture_rg is not supported.
Nvidia doesn't offer it on geforce 7 and earlier cards, but some games need
it. This is surprising because the extension was made specifically for
compatibility purposes for older cards.
2009-04-28 13:10:03 +02:00
Stefan Dösinger 1fbc6e560d wined3d: Fix an issue in buffer_get_sysmem.
Checking for the doublebuffer flag can cause confusion if no VBO has
been allocated for the buffer. Checking for allocatedMemory is the
more direct approach.
2009-04-28 13:10:03 +02:00
Stefan Dösinger 926fe798c5 wined3d: Activate a thread before mapping a buffer.
This fixes a regression in EverQuest 2.
2009-04-28 13:10:02 +02:00
Stefan Dösinger 3dc55010ea wined3d: Fix a few more direct buffer accesses. 2009-04-28 13:10:02 +02:00
Henri Verbeet d32d308798 wined3d: Remove some redundant defines. 2009-04-28 13:10:02 +02:00
Henri Verbeet b8b12d2dc2 wined3d: Mask set bool/int constants with bool/int constants read. 2009-04-28 13:10:02 +02:00
Henri Verbeet 9db67a5971 wined3d: Clear reg_maps in shader_get_registers_used() instead of the callers. 2009-04-28 13:10:02 +02:00
Henri Verbeet 0df4514894 wined3d: Use shader_sm1_read_dst_param() and shader_sm1_read_src_param() in shader_get_registers_used(). 2009-04-28 13:10:02 +02:00
Henri Verbeet e001876163 wined3d: Create a separate function to record register usage. 2009-04-28 13:10:02 +02:00
Henri Verbeet abc253f52f wined3d: Add a function to read a destination parameter from SM1-3 bytecode. 2009-04-27 13:25:26 +02:00
Henri Verbeet 4e97e430d9 wined3d: Add a function to read a source parameter from SM1-3 bytecode. 2009-04-27 13:25:21 +02:00
Henri Verbeet 15953b94b6 wined3d: Use shader_sm1_read_opcode() in shader_trace_init(). 2009-04-27 13:25:16 +02:00
Henri Verbeet 2b07565d6e wined3d: Store D3D shader opcode names in a separate table. 2009-04-27 13:25:09 +02:00
Stefan Dösinger 7ab6c22f5a wined3d: Support the full amount of constants in GLSL.
This patch advertises all GL reported float uniforms to the D3D app to
reach the 256 constants required by Shader Model 3.0 on dx9 cards. If
the shader does not use indirect addressing, all 256 constants are
declared. The compiler can then figure out which constants are
actually used. This makes shaders work that use high constant indices,
but don't use all 256 constants.
2009-04-27 13:24:00 +02:00
Stefan Dösinger 9f1731edb6 d3d: Limit d3d8 and d3d9 vshader constants to 256.
DX10 cards support 512(ATI) or 1024(Nvidia) vertex shader constants in
GL. The dx9 DXCapsViewer shows that dx10 windows drivers only claim
256 constants on Windows, so we can and should do the same.
2009-04-27 13:23:36 +02:00
Henri Verbeet 19b84ffda1 wined3d: Use shader_sm1_read_opcode() in shader_get_registers_used(). 2009-04-24 11:53:18 +02:00
Henri Verbeet 521fcf11db wined3d: Add a function to read an opcode from SM1-3 bytecode. 2009-04-24 11:53:12 +02:00
Henri Verbeet e63bd2ce21 wined3d: The first shader token should be the version token. 2009-04-24 11:53:00 +02:00
Henri Verbeet 2dcfdd5b55 wined3d: Use a more reasonable limit for the number of mipmap levels.
256 is quite ridiculous, considering the dimensions are only UINTs. Perhaps
these arrays should be dynamically allocated in the first place though.
2009-04-24 11:52:51 +02:00
Henri Verbeet 35499d0c3c wined3d: Handle the opcode specific control shift in the frontend rather than the backend. 2009-04-24 11:52:28 +02:00
David Adam 33eb939390 wined3d: SetDepthStencilSurface is always called when AutoDepthStencil is enabled. 2009-04-24 11:51:27 +02:00
Francois Gouget 6376941266 wined3d: Avoid using an implicit value to set fogcoord to 0.0. 2009-04-23 18:14:27 +02:00
Henri Verbeet 6f33b97c94 wined3d: Get rid of the shared_handle parameter.
I don't expect us to support this in the near future, and right now it's just
dead code.
2009-04-23 14:22:06 +02:00
Henri Verbeet f88bd17ef6 wined3d: Downgrade an ERR to a WARN. 2009-04-23 14:22:06 +02:00
Henri Verbeet fba6f871cf wined3d: Move frontend specfic constants to baseshader.c. 2009-04-23 14:22:06 +02:00
Henri Verbeet d6494ad00c wined3d: Move some frontend specfic code to baseshader.c. 2009-04-23 14:22:06 +02:00
Henri Verbeet fc60083ed2 wined3d: Handle the destination modifier shift in the frontend rather than the backend. 2009-04-23 14:22:06 +02:00
Henri Verbeet cf1bfc8c68 wined3d: Handle the source modifier shift in the frontend rather than the backend. 2009-04-22 13:14:26 +02:00
Henri Verbeet fec1fa93cf wined3d: Handle the swizzle shift in the frontend rather than the backend. 2009-04-22 13:14:14 +02:00
Henri Verbeet baf2f94b76 wined3d: Get rid of the WINED3DVS_* swizzle constants.
They're redundant.
2009-04-22 13:14:09 +02:00
Henri Verbeet 629801bccb wined3d: Get rid of the token field from struct wined3d_shader_src_param. 2009-04-22 13:14:03 +02:00
Henri Verbeet 7a3d4ce76f wined3d: Pass a struct wined3d_shader_src_param to shader_arb_get_swizzle(). 2009-04-22 13:13:57 +02:00
Henri Verbeet 88c80635c2 wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_get_swizzle(). 2009-04-21 14:00:11 +02:00
Henri Verbeet 612c32ea08 wined3d: Add a separate function for converting swizzles to strings. 2009-04-21 14:00:06 +02:00
Henri Verbeet db5ab97125 wined3d: Store the source swizzle in struct wined3d_shader_src_param. 2009-04-21 14:00:02 +02:00
Henri Verbeet 7f58b906dd wined3d: Explicitly pass the source modifier to shader_glsl_gen_modifier(). 2009-04-21 13:57:04 +02:00
Henri Verbeet 644439ff0d wined3d: Pass a struct wined3d_shader_src_param to pshader_gen_input_modifier_line(). 2009-04-21 13:56:58 +02:00
Stefan Dösinger de4f3dc8e8 wined3d: Merge match_apple and implementation_is_apple. 2009-04-20 16:39:55 +02:00
Stefan Dösinger 39877a2ad2 wined3d: Reserve additional GLSL constants on some drivers.
Some drivers apparently need private constants, or don't have an efficient
immval packing. For example, MacOS seems to need 1 float for each different
relative addressing offset. fglrx has the same issue, although it is more
efficient in general

Previously this worked on most drivers because the 16 + 4 reserved int and
bool constants kept the problem hidden. Now that we are more aggressive with
uniforms we have to keep free room for some drivers.
2009-04-20 16:38:39 +02:00
Stefan Dösinger 78d26a659d wined3d: Move the remaining quirks into the quirk table. 2009-04-20 16:38:07 +02:00
Stefan Dösinger 50e91f8d84 wined3d: Move the generic mac glsl uniform fixup to the quirk table. 2009-04-20 16:37:46 +02:00
Stefan Dösinger 7b7f027221 wined3d: Add a more formal framework for driver quirks.
This allows better defining of driver desc fixups without adding extra if
lines for each card.

For starters, there's a fixup for the advertised GLSL constants in ATI cards.
fglrx advertises 512 GLSL uniforms instead of the supported 1024(means 128
instead of 256 vec4's). This bug was confirmed by ATI.
2009-04-20 16:37:31 +02:00
Francois Gouget 5ef481922f Assorted spelling fixes. 2009-04-20 15:25:26 +02:00
Henri Verbeet ea0b3b42eb wined3d: Pass a struct wined3d_shader_src_param to shader_arb_add_src_param(). 2009-04-20 14:13:33 +02:00
Henri Verbeet 1ae060be4a wined3d: Simplify replicating the .x swizzle in shader_hw_mov().
It becomes even simpler once the swizzle shift and token field are eliminated.
2009-04-20 14:13:28 +02:00
Henri Verbeet 48a096a638 wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_add_src_param(). 2009-04-20 14:13:20 +02:00
Henri Verbeet c7660c57a0 wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_get_register_name() for the relative addressing token. 2009-04-20 14:13:12 +02:00
Henri Verbeet 915b91757f wined3d: Store the destination relative addressing token as a struct wined3d_shader_src_param. 2009-04-20 14:13:08 +02:00
Henri Verbeet 0663eb9323 wined3d: Store the source relative addressing token as a struct wined3d_shader_src_param. 2009-04-20 14:13:00 +02:00