- 20 Jan, 2009 2 commits
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Stefan Dösinger authored
The fog settings do not depend on wether the shader writes to oFog or not, instead they depend on the FOGVERTEXMODE and FOGTABLEMODE settings, and if a vertex shader is bound at all. It works the same way as with the fixed function, and having a vertex shader is the same as using pretransformed vertices, just that the fog coord comes from the shader instead of the specular color: FOGTABLEMODE != NONE: The Z coord is used, oFog is ignored FOGTABLEMODE == NONE, with VS: oFog is used FOGTABLEMODE == NONE, no VS, XYZ: Z is used FOGTABLEMODE == NONE, no VS, XYZRHW: diffuse color is used
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Henri Verbeet authored
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- 08 Jan, 2009 2 commits
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Henri Verbeet authored
This makes more sense than the other way around.
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Henri Verbeet authored
This allows us to skip BGRA->RGBA color conversion for vertex attributes if this extension is present.
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- 06 Jan, 2009 1 commit
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Henri Verbeet authored
Saves some space by not having unused entries is the arrays tracking these states.
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- 05 Jan, 2009 1 commit
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Henri Verbeet authored
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- 03 Jan, 2009 1 commit
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Henri Verbeet authored
Spotted by Chris Robinson.
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- 24 Dec, 2008 1 commit
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Andrew Talbot authored
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- 20 Dec, 2008 1 commit
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Henri Verbeet authored
This improves performance a bit for applications that use a lot of shaders with a lot of constants.
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- 19 Dec, 2008 3 commits
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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- 12 Dec, 2008 2 commits
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Henri Verbeet authored
It's probably slightly faster too.
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Henri Verbeet authored
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- 11 Dec, 2008 1 commit
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Stefan Dösinger authored
That bug was uncovered by Henri's change of the bitfield sizes.
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- 10 Dec, 2008 1 commit
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Henri Verbeet authored
This is consistent with other uses of struct color_fixup_desc.
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- 04 Dec, 2008 3 commits
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Stefan Dösinger authored
This allows us to drop the load time conversion and the clear readback hack and replaces it with a color fixup in the fixed function pipeline replacement.
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Henri Verbeet authored
Based on a patch by Stefan Dösinger. This is more flexible, and allows the shader backend implementation to be simpler, since it doesn't have to know about specific formats. The next patch makes use of this.
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Henri Verbeet authored
Also remove the silly typedef.
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- 02 Dec, 2008 1 commit
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Henri Verbeet authored
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- 26 Nov, 2008 1 commit
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Henri Verbeet authored
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- 25 Nov, 2008 1 commit
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Stefan Dösinger authored
The dx7 sdk demos need this.
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- 20 Nov, 2008 1 commit
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Stefan Dösinger authored
This reflects the fact that they describe the fragment pipeline. The vertex pipeline will use its own structures.
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- 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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- 18 Oct, 2008 2 commits
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Vitaliy Margolen authored
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Alexandre Julliard authored
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- 02 Sep, 2008 1 commit
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Stefan Dösinger authored
This is the prefered format of many codecs, and for some codecs this is the only supported output format. As usual I try to handle all the conversion in the GPU and keep the CPU involvement minimal to gain the full performance of PBO transfers.
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- 29 Aug, 2008 1 commit
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Henri Verbeet authored
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- 28 Aug, 2008 3 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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Stefan Dösinger authored
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- 27 Aug, 2008 1 commit
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Stefan Dösinger authored
Note that the fix is only implemented in the arbfp and atifs fragment pipeline. Unfortunately nvrc doesn't support dot3 as alpha operation.
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- 25 Aug, 2008 2 commits
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Stefan Dösinger authored
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Chris Robinson authored
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- 22 Aug, 2008 1 commit
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H. Verbeet authored
It doesn't add much.
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- 21 Aug, 2008 1 commit
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Stefan Dösinger authored
There's no need to do that with the nvts and opengl ffp fixed function fragment pipeline, it's perfectly well defined in GL which one takes effect. This removes a few more troubles when switching between shaders and arbfp.
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- 20 Aug, 2008 3 commits
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Stefan Dösinger authored
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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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Stefan Dösinger authored
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- 04 Aug, 2008 1 commit
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Stefan Dösinger authored
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