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 |
|