- 04 Nov, 2008 1 commit
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Stefan Dösinger authored
GL_ATI_envmap_bumpmap provides two things: Signed V8U8 pixel formats, and bump mapping. The extension is only supported on fglrx, and this driver also supports GL_ARB_fragment_program. Thus the bump mapping code is never used on any driver out there. Furthermore, if it is used, it tends to crash the driver The signed pixel format is used, as it can be used by pixel shaders or the ARBfp replacement. However, the format is broken in fglrx, and negative values are clamped to 0.0. This results in test failures. WineD3D has an alternative codepath using scale+bias to enable V8U8 using a standard signed RGB which works correctly on fglrx.
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- 21 Oct, 2008 1 commit
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Tobias Jakobi authored
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- 18 Oct, 2008 1 commit
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Alexandre Julliard authored
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- 17 Sep, 2008 2 commits
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Henri Verbeet authored
To prevent GL errors in loadTexCoords from showing up in different state handlers
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Henri Verbeet authored
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- 10 Sep, 2008 1 commit
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Henri Verbeet authored
Turns out the original fix was correct for fixed function, but for the wrong reason. The shader path was already correct. This fixes a regresssion introduced by 932e95c1.
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- 08 Sep, 2008 1 commit
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Henri Verbeet authored
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- 05 Sep, 2008 1 commit
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Stefan Dösinger authored
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- 04 Sep, 2008 1 commit
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Henri Verbeet authored
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- 02 Sep, 2008 1 commit
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Francois Gouget authored
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- 28 Aug, 2008 2 commits
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Stefan Dösinger authored
GL_ARB_fragment_program and GL_ATI_fragment_shader can disable projected textures properly, and they can also handle D3DTTFF_PROJECTED | D3DTTFF_COUNT3 properly.
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Stefan Dösinger authored
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- 27 Aug, 2008 2 commits
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Stefan Dösinger authored
This is a nop by itself, but it makes it easier for fragment pipelines to read WINED3DTSS_TEXTURETRANSFORMFLAGS.
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Stefan Dösinger authored
There's no point in separating scale and luminance since they're uploaded at the same time. We still want to separate the stages though.
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- 21 Aug, 2008 1 commit
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Stefan Dösinger authored
ARB and GLSL don't need that. If a shader backend like atifs or nvts need it in the future, the shader backend should deal with that rather than the ffp pipeline.
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- 20 Aug, 2008 1 commit
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Stefan Dösinger authored
If a format is not supported natively by opengl, a shader may be able to convert it. Up to now, CheckDeviceFormat had magic knowldge which GL extensions lead to which supported format. This patch adds functions that allow CheckDeviceFormat to ask the actual implementation for its capabilities.
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- 05 Aug, 2008 1 commit
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Stefan Dösinger authored
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- 24 Jul, 2008 1 commit
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Stefan Dösinger authored
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- 22 Jul, 2008 2 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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- 18 Jul, 2008 7 commits
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Stefan Dösinger authored
ATI cards prior to the radeon HD series did not have unconditional non power of two support. So far we've used texture_rectangle for that, or created a bigger power of two texture with padding. This had the disadvantage that we had to correct the coordinates, which causes extreme problems with shaders(doesn't work, pretty much). Both the MacOS and the fglrx driver have support for GL_ARB_texture_non_power_of_two, and run it on the hardware as long as we stay within the texture_rectangle limitations. This allows us to have conditional non power of two textures with normalized coordinates. This patch adds an internal extension, and the code creates a regular GL_TEXTURE_2D texture with NP2 size, but refuses mipmapping, filtering and texture_rectangle incompatible operations. This makes np2 textures work with shaders on fglrx and macos.
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Stefan Dösinger authored
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Stefan Dösinger authored
The opengl extension mentioned in that code was never finished, and as far as I know there is no way to make use of tangent data in the d3d fixed function pipeline as well.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
Note that GL_ATI_envmap_bumpmap is not the same as GL_ATI_fragment_shader. envmap_bumpmap is used together with the regular opengl ffp pipeline and is not used (other than for pixelformats) if GL_ATI_fragment_shader is used.
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Stefan Dösinger authored
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- 17 Jul, 2008 8 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
This patch adds a new field to the state templates. If this extension field is != 0, then the line is only applied to the final state table if the extension is supported. Once a line is applied to the final table, all further templates for this state from the same pipeline part are ignored. This allows removing some extension checks from the state handlers, which cleans them up and saves a few CPU cycles when applying the states.
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H. Verbeet authored
Slightly improves readability.
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- 14 Jul, 2008 5 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
As long as we have the shader constants in misc, it is best to keep all the code that affects shader constants, like bumpenvmat setting, in there as well.
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Stefan Dösinger authored
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Stefan Dösinger authored
This code creates the structures and the pipeline selection, as well as the caps filling. It does not yet move the actual code around, since this will be a bigger task.
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