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Release 1.5.29.
[wine]
/
dlls
/
wined3d
/
glsl_shader.c
2013-04-25
Stefan Dösinger
wined3d: Don't pass the device to gen_ffp_frag_op.
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2013-04-25
Henri Verbeet
wined3d: Introduce a wined3d_vertex_pipe_ops structure.
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2013-04-22
Stefan Dösinger
wined3d: Remove leftover texture accesses in GLSL shade...
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2013-04-22
Henri Verbeet
wined3d: Rename the device "strided_streams" field...
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2013-04-17
Henri Verbeet
wined3d: Immediate constants should always have a valid...
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2013-04-16
Stefan Dösinger
wined3d: Enable GL_ARB_texture_rectangle in GLSL ffp...
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2013-04-16
Henri Verbeet
wined3d: Immediate constants should always have a valid...
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2013-04-16
Henri Verbeet
wined3d: Constants in constants_set should always have...
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2013-04-15
Stefan Dösinger
wined3d: Store ps 1.4 texture types in ps_compile_args.
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2013-04-15
Stefan Dösinger
wined3d: Use the np2_fixup to find out if a RECT textur...
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2013-04-09
Stefan Dösinger
wined3d: Put local constants into the shader code again.
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2013-02-06
Michael Stefaniuc
wined3d: Remove ERR() on HeapAlloc failure for small...
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2013-01-25
Henri Verbeet
wined3d: Replace "VertexShaderMode" and "PixelShaderMod...
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2013-01-22
Henri Verbeet
wined3d: Add sRGB writes to the shader backend and...
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2013-01-21
Henri Verbeet
wined3d: Move "vs_clipping" to the shader caps.
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2013-01-21
Henri Verbeet
wined3d: Move "ffp_proj_control" to the fragment caps.
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2012-12-11
Henri Verbeet
wined3d: Get rid of ENTER_GL / LEAVE_GL.
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2012-11-30
Frédéric Delanoy
wined3d: Add some 'fall through' comments (coverity).
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2012-11-27
Henri Verbeet
d3d10core: Implement d3d10_device_DrawIndexedInstanced().
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2012-11-27
Henri Verbeet
wined3d: Properly handle scalar destinations in shader_...
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2012-11-15
Henri Verbeet
wined3d: Add support for geometry shaders to the GLSL...
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2012-11-12
Henri Verbeet
wined3d: Handle relative addresses in the common code...
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2012-11-12
Henri Verbeet
wined3d: Add support for GLSL based fixed function...
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2012-11-09
Henri Verbeet
wined3d: Introduce a separate function for generating...
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2012-11-09
Henri Verbeet
wined3d: Introduce a separate function for generating...
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2012-11-08
Henri Verbeet
wined3d: Introduce a separate function for initializing...
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2012-11-08
Henri Verbeet
wined3d: Introduce a separate function for initializing...
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2012-11-07
Henri Verbeet
wined3d: Use more consistent names for the various...
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2012-11-07
Henri Verbeet
wined3d: Introduce a separate structure for the ps...
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2012-11-06
Henri Verbeet
wined3d: Introduce a separate structure for the vs...
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2012-11-06
Henri Verbeet
wined3d: Use the shader object ids as program key.
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2012-11-05
Henri Verbeet
wined3d: Enable or disable the fragment pipe in shader_...
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2012-10-29
Henri Verbeet
wined3d: Don't depend on device internals in fragment_p...
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2012-10-25
Henri Verbeet
wined3d: Make the shader backend responsible for contro...
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2012-10-23
Henri Verbeet
wined3d: Explicitly check the shader type in shader_gen...
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2012-10-22
Henri Verbeet
wined3d: Implement WINED3DSIH_MOVC in the GLSL shader...
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2012-10-22
Henri Verbeet
wined3d: Merge a couple of shader type specific blocks...
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2012-10-22
Henri Verbeet
wined3d: Use shader_glsl_get_prefix() in shader_glsl_ge...
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2012-10-18
Henri Verbeet
wined3d: Merge most of the code for shader_glsl_cmp...
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2012-10-18
Henri Verbeet
wined3d: Implement WINED3DSIH_ROUND_NI in the GLSL...
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2012-10-18
Henri Verbeet
wined3d: Explicitly check the shader type in shader_gls...
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2012-10-18
Henri Verbeet
wined3d: Explicitly check the shader type in shader_gls...
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2012-10-18
Henri Verbeet
wined3d: Implement WINED3DSIH_USHR in the GLSL shader...
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2012-10-18
Henri Verbeet
wined3d: Implement WINED3DSIH_UDIV in the GLSL shader...
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2012-10-18
Henri Verbeet
wined3d: Explcitly check the shader type in shader_glsl...
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2012-10-18
Henri Verbeet
wined3d: Explicitly check the shader type in shader_gls...
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2012-10-17
Henri Verbeet
wined3d: Handle WINED3DSPR_PRIMID in the GLSL shader...
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2012-10-16
Henri Verbeet
wined3d: Explicitly check the shader type in shader_gls...
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2012-10-16
Henri Verbeet
wined3d: Explicitly check the shader type in shader_gls...
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2012-10-15
Henri Verbeet
wined3d: Introduce a structure for shader register...
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2012-10-15
Henri Verbeet
wined3d: Use the correct relative address for constant...
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2012-10-12
Henri Verbeet
wined3d: Implement WINED3DSIH_IMUL in the GLSL shader...
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2012-10-12
Henri Verbeet
wined3d: Implement WINED3DSIH_UTOF in the GLSL shader...
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2012-10-12
Henri Verbeet
wined3d: Implement WINED3DSIH_ITOF in the GLSL shader...
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2012-10-12
Henri Verbeet
wined3d: Implement WINED3DSIH_FTOI in the GLSL shader...
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2012-10-11
Henri Verbeet
wined3d: Implement WINED3DSIH_LT in the GLSL shader...
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2012-10-11
Henri Verbeet
wined3d: Implement WINED3DSIH_IGE in the GLSL shader...
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2012-10-11
Henri Verbeet
wined3d: Implement WINED3DSIH_GE in the GLSL shader...
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2012-10-11
Henri Verbeet
wined3d: Implement WINED3DSIH_EQ in the GLSL shader...
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2012-10-11
Henri Verbeet
wined3d: Implement WINED3DSIH_XOR in the GLSL shader...
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2012-10-10
Henri Verbeet
wined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL...
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2012-10-10
Henri Verbeet
wined3d: Implement SM4 loops in the GLSL shader backend.
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2012-10-10
Henri Verbeet
wined3d: Implement WINED3DSIH_IADD in the GLSL shader...
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2012-10-10
Henri Verbeet
wined3d: Implement WINED3DSIH_DIV in the GLSL shader...
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2012-10-10
Henri Verbeet
wined3d: Implement WINED3DSIH_BREAKP in the GLSL shader...
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2012-10-08
Henri Verbeet
wined3d: Implement WINED3DSIH_AND in the GLSL shader...
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2012-10-03
Henri Verbeet
wined3d: Handle WINED3DSPR_CONSTBUFFER registers in...
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2012-10-01
Henri Verbeet
wined3d: Recognize the SM4 dcl_constantBuffer opcode.
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2012-09-28
Henri Verbeet
wined3d: Set more accurate limits for SM4 shaders.
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2012-09-28
Henri Verbeet
wined3d: Unify GLSL input / output variable naming.
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2012-09-27
Henri Verbeet
wined3d: Introduce a separate function to retrieve...
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2012-09-25
Henri Verbeet
wined3d: Take the data type of registers into account...
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2012-09-24
Henri Verbeet
wined3d: Take the data type of immediates into account...
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2012-09-21
Henri Verbeet
wined3d: Simplify shader_glsl_destroy() control flow...
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2012-09-19
Henri Verbeet
wined3d: Merge the glsl_vshader_private and glsl_pshade...
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2012-09-19
Henri Verbeet
wined3d: Implement version checks for geometry shaders.
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2012-09-18
Henri Verbeet
wined3d: Implement WINED3DSIH_EMIT in the GLSL shader...
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2012-09-17
Henri Verbeet
wined3d: Implement WINED3DSIH_CUT in the GLSL shader...
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2012-09-17
Henri Verbeet
wined3d: Recognize the SM4 dcl_outputTopology opcode.
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2012-09-17
Henri Verbeet
wined3d: Recognize the SM4 dcl_inputPrimitive opcode.
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2012-09-17
Henri Verbeet
wined3d: Recognize the SM4 dcl_maxOutputVertexCount...
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2012-09-14
Henri Verbeet
wined3d: Just handle all instructions in the shader...
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2012-08-21
Matteo Bruni
wined3d: Use BOOL instead of char in shader_load_consta...
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2012-06-22
Henri Verbeet
wined3d: Get rid of the d3d_caps debug channel.
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2012-06-01
Francois Gouget
wined3d: We must include Wine's port.h before using...
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2012-03-09
Matteo Bruni
wined3d: Clamp fog coordinate in the vertex shader.
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2012-02-06
Henri Verbeet
wined3d: Complain when the hardware may not be able...
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2012-01-19
Henri Verbeet
wined3d: Get rid of the WINED3DDECLUSAGE typedef.
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2012-01-10
Henri Verbeet
wined3d: Get rid of the WINED3DTEXTURETRANSFORMFLAGS...
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2012-01-10
Henri Verbeet
wined3d: Get rid of the WINED3DTEXTURESTAGESTATETYPE...
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2011-12-06
Henri Verbeet
wined3d: Don't declare more varyings than required...
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2011-11-29
Henri Verbeet
wined3d: Use proper texcoord masks for GLSL texm3x3spec...
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2011-11-22
Henri Verbeet
wined3d: Recognize the SM4 xor opcode.
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2011-11-22
Henri Verbeet
wined3d: Recognize the SM4 ushr opcode.
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2011-11-22
Henri Verbeet
wined3d: Recognize the SM4 udiv opcode.
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2011-11-21
Henri Verbeet
wined3d: Recognize the SM4 round_ni opcode.
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2011-11-21
Henri Verbeet
wined3d: Recognize the SM4 ge opcode.
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2011-11-21
Henri Verbeet
wined3d: Recognize the SM4 eq opcode.
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2011-11-15
Henri Verbeet
wined3d: Get rid of the WINED3DSHADER_PARAM_SRCMOD_TYPE...
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2011-11-14
Henri Verbeet
wined3d: Introduce a "state" variable in shader_glsl_lo...
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