- 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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Stefan Dösinger authored
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- 16 Jan, 2009 1 commit
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Henri Verbeet authored
Other than being a bit nicer than passing function pointers all over the place, this helps dxgi/d3d10. While the swapchain itself is created in dxgi, its surfaces are constructed in d3d10core, which makes it impractical for dxgi to pass the appropriate function pointers.
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- 14 Jan, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
This is an internal wined3d function.
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- 13 Jan, 2009 1 commit
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Henri Verbeet authored
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- 12 Jan, 2009 4 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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- 10 Jan, 2009 1 commit
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Allan Tong authored
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- 08 Jan, 2009 3 commits
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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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Henri Verbeet authored
This should also be a little bit faster.
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Henri Verbeet authored
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- 07 Jan, 2009 1 commit
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Henri Verbeet authored
startIdx should be the first index to draw, either from the vertex array or the index array, depending on if the draw is indexed or not. Having both at the same time wouldn't make sense.
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- 06 Jan, 2009 2 commits
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Henri Verbeet authored
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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 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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- 03 Jan, 2009 1 commit
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Henri Verbeet authored
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- 02 Jan, 2009 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
The highest transform state should be 511.
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- 31 Dec, 2008 5 commits
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Henri Verbeet authored
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Henri Verbeet authored
Also fills a 3 byte hole.
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Henri Verbeet authored
Also happens to fill two 3 byte holes.
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Henri Verbeet authored
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Henri Verbeet authored
Most callers work on a stateblock rather than a device, and the main fields we check (vertexShader and pixelShader) are part of the stateblock as well.
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- 30 Dec, 2008 1 commit
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Henri Verbeet authored
It's only used for shader_hw_map2gl() and vshader_hw_rsq_rcp(), and we can handle those the same way we handle the GLSL equivalents.
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- 23 Dec, 2008 1 commit
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Maarten Lankhorst 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 2 commits
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Stefan Dösinger authored
This is a first step towards cleaning up the fog mess. The fog parameter is added to the pixelshader compile args structure. That way multiple pshaders are compiled for different fog settings, and the pixel shader can remove the fog line if fog is not enabled. That way we don't need special fog start and end settings, and this allows us to implement EXP and EXP2 fog in the future too.
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Stefan Dösinger authored
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- 18 Dec, 2008 1 commit
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Henri Verbeet authored
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- 17 Dec, 2008 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 16 Dec, 2008 3 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
We cannot remove this because we still have to load the surface as RGB. The shader may take care of setting the blue channel to 1.0 now, but we still get the red and green channels loaded incorrectly if we don't insert a blue channel before loading.
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Stefan Dösinger authored
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