- 12 Jan, 2009 1 commit
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Henri Verbeet authored
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- 20 Dec, 2008 1 commit
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Henri Verbeet authored
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- 19 Dec, 2008 1 commit
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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 1 commit
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Henri Verbeet authored
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- 16 Dec, 2008 1 commit
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Henri Verbeet authored
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- 15 Dec, 2008 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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- 12 Dec, 2008 1 commit
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Henri Verbeet authored
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- 11 Dec, 2008 4 commits
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Stefan Dösinger authored
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Henri Verbeet authored
This moves setting baseShader.hex_version and baseShader.functionLength to shader_get_registers_used(), where it's more appropriate.
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Henri Verbeet authored
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Henri Verbeet authored
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- 09 Dec, 2008 2 commits
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Henri Verbeet authored
IWineD3DVertexShader isn't supposed to implement IWineD3DPixelShader.
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Henri Verbeet authored
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- 08 Dec, 2008 3 commits
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Henri Verbeet authored
This is mainly to reduce the size and indentation level of the if-block.
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Henri Verbeet authored
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Henri Verbeet authored
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- 05 Dec, 2008 4 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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Henri Verbeet authored
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- 04 Dec, 2008 1 commit
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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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- 03 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
Some stateblock parameters have to be compiled into the GL pixel shader code, like lines for pixelformat fixups. This leads to problems when applications switch those settings, requiring a recompilation of the shader. This patch enables wined3d to have multiple GL shaders for a D3D shader(pixel shaders only so far) to handle this more efficiently.
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- 28 Oct, 2008 2 commits
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Tobias Jakobi authored
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Henri Verbeet authored
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- 18 Oct, 2008 1 commit
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Alexandre Julliard authored
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- 24 Sep, 2008 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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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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- 16 Jul, 2008 1 commit
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H. Verbeet authored
Make it clear the traced values are hexadecimal.
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- 14 Jul, 2008 1 commit
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Andrew Talbot authored
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- 11 Jul, 2008 2 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
It isn't related to the shader backend any longer. The nvts_enable in the ffp code isn't quite right as well, it should be moved away once there is a dedicated nvts fragment pipeline replacement
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- 10 Jul, 2008 2 commits
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H. Verbeet authored
Calling shader_select() from inside depth_blt() isn't necessarily safe. shader_select() assumes CompileShader() has been called for the current shaders, but that depends on STATE_VSHADER / STATE_PIXELSHADER being applied. That isn't always true when depth_blt() gets called, with the result that sometimes GLSL programs could be created with no shader objects attached.
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H. Verbeet authored
No need to expose this in the interface.
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- 08 Jul, 2008 1 commit
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Stefan Dösinger authored
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