Commit Graph

5950 Commits

Author SHA1 Message Date
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
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
07203fa465 wined3d: Remove unused wined3d_shader_limits fields. 2012-10-09 09:59:58 +02:00
Henri Verbeet
eedbdded23 wined3d: Fix the SM3 int and bool vs constant limits.
Reported by Eduard Munteanu.
2012-10-09 09:59:54 +02:00
Henri Verbeet
9d127a4d36 wined3d: wined3d_surface_set_palette() never fails. 2012-10-09 09:59:38 +02:00
Henri Verbeet
0931522795 wined3d: Implement WINED3DSIH_AND in the GLSL shader backend. 2012-10-08 11:28:41 +02:00
Henri Verbeet
8e24dbb60a wined3d: wined3d_stateblock_apply() never fails. 2012-10-08 11:28:37 +02:00
Henri Verbeet
b69545c7da wined3d: wined3d_stateblock_capture() never fails. 2012-10-08 11:28:32 +02:00
Henri Verbeet
adddf10cd8 wined3d: wined3d_swapchain_get_desc() never fails. 2012-10-04 14:09:55 +02:00
Henri Verbeet
5fcc1f8f70 wined3d: Just return the surface from wined3d_swapchain_get_back_buffer(). 2012-10-04 14:09:50 +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
e55416a113 wined3d: wined3d_swapchain_set_window() never fails. 2012-10-03 11:19:41 +02:00
Henri Verbeet
50c61959eb wined3d: Just return the surface from wined3d_device_get_surface_from_dc(). 2012-10-03 11:19:41 +02:00
Henri Verbeet
6d948e1a8c wined3d: Recognize the SM4 dcl_constantBuffer opcode. 2012-10-01 23:08:00 +02:00
Henri Verbeet
2ad5808996 wined3d: wined3d_device_get_creation_parameters() never fails. 2012-10-01 23:07:55 +02:00
Henri Verbeet
6e5cf8c698 wined3d: wined3d_device_set_depth_stencil() never fails. 2012-10-01 23:07:51 +02:00
Oleg Bosis
81525453f1 wined3d: Add correct detection of GeForce GT 650M video card. 2012-10-01 12:21:06 +02:00
Marcus Meissner
8ec6ebe4fb wined3d: Move texture reference decrement to end of usage (Coverity). 2012-10-01 12:20:40 +02:00
Henri Verbeet
95b4207c7f wined3d: Just return the surface from wined3d_device_get_depth_stencil(). 2012-10-01 12:11:02 +02:00
Henri Verbeet
972217fd6a wined3d: Just return the surface from wined3d_device_get_render_target(). 2012-10-01 12:10:55 +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
c0f52fbf1c wined3d: wined3d_device_set_software_vertex_processing() never fails. 2012-09-27 13:10:48 +02:00
Henri Verbeet
f9d494294a wined3d: Just return the texture from wined3d_device_get_texture(). 2012-09-27 13:10:43 +02:00
Henri Verbeet
8168e18443 wined3d: Add some basic SM4 bytecode dumping code. 2012-09-26 14:40:37 +02:00
Henri Verbeet
c0a83b1d96 wined3d: wined3d_device_get_texture_stage_state() never fails. 2012-09-26 14:40:35 +02:00
Henri Verbeet
26c0714009 wined3d: wined3d_device_set_texture_stage_state() never fails. 2012-09-26 14:40:33 +02:00
Ričardas Barkauskas
06a8cbcc35 wined3d: Don't leave leftover textures when destroying and creating dxgi swapchains. 2012-09-25 11:20:05 +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
6e4c40689c wined3d: Just return the shader from wined3d_device_get_pixel_shader(). 2012-09-25 11:19:11 +02:00
Henri Verbeet
fc711d4955 wined3d: wined3d_device_set_pixel_shader() never fails. 2012-09-25 11:19:07 +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
6909b5143b wined3d: Just return the shader from wined3d_device_get_vertex_shader(). 2012-09-24 09:58:06 +02:00
Henri Verbeet
b97ec7ae0c wined3d: wined3d_device_set_vertex_shader() never fails. 2012-09-24 09:58:03 +02:00
Henri Verbeet
f298b96972 wined3d: Simplify shader_glsl_destroy() control flow a bit. 2012-09-21 10:53:13 +02:00
Henri Verbeet
2f03ad1a40 wined3d: Just return the declaration from wined3d_device_get_vertex_declaration(). 2012-09-21 10:53:10 +02:00
Henri Verbeet
01918d05ed wined3d: wined3d_device_set_vertex_declaration() never fails. 2012-09-21 10:53:06 +02:00
Francois Gouget
ea61d59651 wined3d: Remove an unwanted trailing '\n' in shader_dump_register(). 2012-09-19 23:56:05 +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
de1ae1eb8a wined3d: wined3d_device_get_scissor_rect() never fails. 2012-09-19 23:54:59 +02:00
Henri Verbeet
2de9fc640b wined3d: wined3d_device_set_scissor_rect() never fails. 2012-09-19 23:54:56 +02:00
Henri Verbeet
fb989f1d1e wined3d: Implement version checks for geometry shaders. 2012-09-19 13:04:56 +02:00
Henri Verbeet
62670c7ba5 wined3d: wined3d_device_get_sampler_state() never fails. 2012-09-19 13:04:52 +02:00
Henri Verbeet
0d96be2c20 wined3d: wined3d_device_set_sampler_state() never fails. 2012-09-19 13:04:48 +02:00
Bruno Jesus
10cdc26542 wined3d: Recognize GeForce 9300 properly. 2012-09-18 10:19:57 +02:00
Henri Verbeet
0932129993 wined3d: Implement WINED3DSIH_EMIT in the GLSL shader backend. 2012-09-18 10:18:57 +02:00
Henri Verbeet
343974e2fd wined3d: wined3d_device_get_material() never fails. 2012-09-18 10:18:51 +02:00
Henri Verbeet
2669feeb8c wined3d: wined3d_device_set_material() never fails. 2012-09-18 10:18:42 +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
0a17173bc2 wined3d: Introduce a union for declaration shader instruction arguments. 2012-09-17 12:28:20 +02:00
Henri Verbeet
a7bad0bde5 wined3d: Just handle all instructions in the shader backend. 2012-09-14 15:43:28 +02:00
Henri Verbeet
90bd04c6b6 wined3d: wined3d_device_multiply_transform() never fails. 2012-09-14 15:43:20 +02:00
Henri Verbeet
b8feef8833 wined3d: wined3d_device_set_base_vertex_index() never fails. 2012-09-13 10:23:14 +02:00
Henri Verbeet
706ece827b wined3d: wined3d_device_get_transform() never fails. 2012-09-12 12:46:12 +02:00
Henri Verbeet
f79bbc767d wined3d: wined3d_device_set_transform() never fails. 2012-09-12 12:46:07 +02:00
Henri Verbeet
d601a0dede wined3d: wined3d_device_get_render_state() never fails. 2012-09-11 18:03:57 +02:00
Henri Verbeet
75cec973d5 wined3d: wined3d_device_set_render_state() never fails. 2012-09-11 18:03:53 +02:00
Henri Verbeet
3569b6ccd2 wined3d: wined3d_device_get_viewport() never fails. 2012-09-10 11:40:19 +02:00
Henri Verbeet
64aae8cf02 wined3d: wined3d_device_set_viewport() never fails. 2012-09-10 11:40:14 +02:00
Jiang Yike
a308bde74a wined3d: Add AMD Radeon HD 7700 series and HD 7800 series graphics cards. 2012-09-07 12:23:31 +02:00
Henri Verbeet
c8f4ca315e wined3d: Just return the buffer from wined3d_device_get_index_buffer(). 2012-09-06 15:45:32 +02:00
Henri Verbeet
a3e28f6ce5 wined3d: wined3d_device_set_index_buffer() never fails. 2012-09-06 15:45:32 +02:00
Henri Verbeet
8fd7d3a2b3 wined3d: Just return the swapchain from wined3d_device_get_swapchain(). 2012-09-05 11:48:04 +02:00
Henri Verbeet
ac5c420c91 wined3d: Add type information to shader registers. 2012-09-05 11:47:59 +02:00
Henri Verbeet
42582ada00 wined3d: Read complete shader instructions at a time. 2012-09-05 11:47:55 +02:00
Henri Verbeet
66ec8a5cfb wined3d: Get rid of wined3d_device_get_wined3d(). 2012-09-04 15:05:22 +02:00