1. 21 Jul, 2006 6 commits
  2. 20 Jul, 2006 1 commit
  3. 19 Jul, 2006 1 commit
  4. 18 Jul, 2006 1 commit
  5. 14 Jul, 2006 1 commit
  6. 12 Jul, 2006 1 commit
  7. 11 Jul, 2006 1 commit
  8. 07 Jul, 2006 1 commit
  9. 06 Jul, 2006 4 commits
    • Ivan Gyurdiev's avatar
      13098449
    • Ivan Gyurdiev's avatar
      wined3d: Fix STREAM flag override. · bbe7b40a
      Ivan Gyurdiev authored
      bbe7b40a
    • Ivan Gyurdiev's avatar
      wined3d: Allow mix of SW vertex and GLSL pixel shader. · b324fc0f
      Ivan Gyurdiev authored
      Do not attach non-GLSL shaders to the GLSL program, that will cause a
      crash. Mix with ARB shaders is never going to happen, because the
      selection code will always choose GLSL for both or ARB for both.
      b324fc0f
    • Ivan Gyurdiev's avatar
      wined3d: Rework shader mode selection. · 77162369
      Ivan Gyurdiev authored
      - currently half the shader selection code (GLSL vs ARB) is in
      fillGLcaps. The parts that check for software shaders are in
      GetDeviceCaps. That placement, will work, but is definitely not optimal.
      FillGLcaps should detect support - it should not make decision as to
      what's used, because that's not what the purpose of the function is.
      GetDeviceCaps should report support as it has already been selected.
      Instead, select shader mode in its own function, called in the
      appropriate places.
      
      - unifying pixel and vertex shaders into a single selection is a
      mistake. A software vertex shader can be coupled with a hardware arb or
      glsl pixel shader, or no shader at all. Split them back into two and add
      a SHADER_NONE variant.
      
      - drawprim is doing support checks for ARB_PROGRAM, and making shader
      decisions based on that - that's wrong, support has already been
      checked, and decided upon, and shaders can be implemented via software,
      ARB_PROGRAm or GLSL, so that support check isn't valid.
      
      - Store the shader selected mode into the shader itself. Different types
      of shaders can be combined, so this is an improvement. In fact, storing
      the mode into the settings globally is a mistake as well - it should be
      done per device, since different cards have different capabilities.
      77162369
  10. 03 Jul, 2006 1 commit
  11. 28 Jun, 2006 2 commits
    • H. Verbeet's avatar
      wined3d: Use register combiners for texture stage operations. · 7f9e61f7
      H. Verbeet authored
      Make wined3d use register combiners for texture stage operations. In
      order to do that the texture unit index needs to be separated from the
      texture stage index. For cards that don't support the
      NV_register_combiners extension nothing should change.
      7f9e61f7
    • H. Verbeet's avatar
      wined3d: Texture limits fixes. · a54e36ad
      H. Verbeet authored
      GL_LIMITS(textures) is currently used for both the number of texture
      stages and the maximum number of simultaneous textures. In the current
      code that's the same, but in a later patch that will be separated,
      since a texture stage doesn't have to reference an actual
      texture. Also, shaders can access a larger number of samplers than the
      number of texture units the fixed function pipeline can access.
      a54e36ad
  12. 27 Jun, 2006 2 commits
  13. 26 Jun, 2006 4 commits
  14. 21 Jun, 2006 1 commit
  15. 16 Jun, 2006 4 commits
  16. 15 Jun, 2006 2 commits
  17. 13 Jun, 2006 2 commits
  18. 10 Jun, 2006 2 commits
  19. 09 Jun, 2006 1 commit
    • Jason Green's avatar
      wined3d: Add GLSL helper functions to Device. · b67cda24
      Jason Green authored
      - Add functions to attach & detach shader objects, create and delete programs, and maintain the list of programs.
      - Add a list of GLSL shader programs to the device which is initialized on Init3D(), and deleted on Release().
      b67cda24
  20. 07 Jun, 2006 2 commits