- 13 Jun, 2006 40 commits
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Nick Burns authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Michael Stefaniuc authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Mike McCormack authored
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Ivan Gyurdiev authored
DP2ADD is valid on pshaders 2.0 and above, has 4 parameters. TEXLDD is valid on pshaders 2.x and above, has 5 parameters.
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Ivan Gyurdiev authored
There are a total of 17 instructions without a destination token. Of those 9 have num_params != 0, which means that we will not process any of them correctly, because we assume the first token (if present) is a destination token. Those are basically all the flow control instructions, which we plan to support very soon. They have source tokens, and no destination. Add a flag that marks them up to the ins table. Use this flag in the trace pass, and generation pass.
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Ivan Gyurdiev authored
GLSL uniforms have as scope the entire program. To prevent conflicts, name pshader and vshader constants differently. Based on a patch by Jason Green.
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Ivan Gyurdiev authored
- track sampler declarations and store the sampler usage in reg_maps structure - store a fake sampler usage for 1.X shaders (defined as 2D sampler) - re-sync glsl TEX implementation with the ARB one (no idea why they diverged..) - use sampler type in new TEX implementation to support 2D, 3D, and Cube sampling - change drawprim to bind pixel shader samplers Additional improvements: - rename texture limit to texcoord to prevent confusion - add sampler limit, and use that for samplers - *not* the same as texcoord above
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Ivan Gyurdiev authored
Anything with a swizzle has to be casted to vec4, or it won't work properly. There's multiple ways to do this, for the moment pick the easiest one.
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Ivan Gyurdiev authored
SM 3.0 can pack multiple "semantics" into 12 generic input/output registers. To support that, define temporaries called IN and OUT, and use those as the output registers. At the end of the vshader, unpack the OUT temps into the proper GL variables. At the beginning of the pshader, pack the GL variables back into 12 IN registers.
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Ivan Gyurdiev authored
- compiler warnings and errors should be FIXME - remove obsolete comment, and change variable type.
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Ivan Gyurdiev authored
Various cleanups: - do not use DWORD as a bitmask, that places artificial limit of 32 on registers - track attributes that are used and declare only those - move declarations function call in pshader/vshader to allow us to insert pixel or vertex specific code between the declarations and the rest of the code - remove redundant 0 intializers - remove useless continue statement
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Ivan Gyurdiev authored
Now that the declaration function is out of the way, the tracing pass, which is very long and 100% the same can be shared between pixel and vertex shaders. The new function is called shader_trace_init(), and is responsible for: - tracing the shader - initializing the function length - setting the shader version [needed very early]
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