Oliver Stieber
1be54d8b79
Integrate hardware vertex shaders into the drawing pipeline.
2005-08-19 10:05:00 +00:00
Oliver Stieber
2c0e97e641
Copy the parser and cross compiler from d3d8 and update everything to
...
vertex shaders 3.0.
The Parser will now display the input shader in DirectX style, and the
cross compiler now generates valid ARB_VERTEX_PROGRAM programs and
outputs the result in ARB_VERTEX_PROGRAM style.
Support for a number of extended attributes has been added, but this
may not be complete, and dereferencing from loop counters isn't
properly parsed yet.
2005-08-17 11:34:03 +00:00
Oliver Stieber
80cbb93163
Tidy up vertex shaders and bring the current code inline with the rest
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of wined3d.
2005-08-17 09:54:54 +00:00
Oliver Stieber
9253e0e39c
Tidy up some comments and formatting.
2005-07-13 14:15:54 +00:00
Dmitry Timoshkov
eba47f1dfe
Make remaining OLE interface vtables const.
2005-06-06 19:50:35 +00:00
Oliver Stieber
2121f7831e
Put all the stubs in wined3d in place, with some functionality copied
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across from d3d9.
Make sure all d3d9 device function call their wined3d counterpart (or
perform a function).
2005-03-02 12:16:10 +00:00
Jason Edmeades
24ab49e250
Create a wined3d interface, and generate a wined3d object in the d3d9
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create method. Make the first (simple) call implementation into the
new wined3d interface.
2004-09-23 04:34:27 +00:00
Marcus Meissner
2b5b00b0ff
Fixed position of tmp.f assigned like in dlls/d3d8/shader.c.
...
Fixed strict aliasing problem.
2004-04-26 20:05:52 +00:00
Alexandre Julliard
e8a339c1d2
Portability fixes for LSB compatibility.
2004-03-01 21:32:02 +00:00
Raphael Junqueira
0196861349
Add the wined3d dll for beginning a cleaner d3d architecture that will
...
contain the shared openGL code needed for all wine direct3d
implementations.
2003-11-14 03:50:35 +00:00