5844 Commits

Author SHA1 Message Date
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