Henri Verbeet
13a05caa97
wined3d: Remove the "declaration" parameter to IWineD3DDeviceImpl_CreateVertexShader().
...
Once upon a time this was used for creating fake vertex shader
attribute semantics for d3d8 shaders. We don't need this anymore since
device_stream_info_from_declaration() will use the vertex
declaration's output slot to load the data, if present. That also
avoids the potentially expensive matching of attribute semantics
between vertex shader and declaration for d3d8.
2009-05-28 12:42:18 +02:00
Henri Verbeet
f0e303b0f2
wined3d: Add the output signature to IWineD3DDevice_CreateVertexShader().
2009-05-26 13:49:55 +02:00
Henri Verbeet
9a579a43b1
wined3d: Use the output signature to map SM4 pixel shader outputs to the appropriate register.
2009-05-11 12:43:00 +02:00
Stefan Dösinger
9f1731edb6
d3d: Limit d3d8 and d3d9 vshader constants to 256.
...
DX10 cards support 512(ATI) or 1024(Nvidia) vertex shader constants in
GL. The dx9 DXCapsViewer shows that dx10 windows drivers only claim
256 constants on Windows, so we can and should do the same.
2009-04-27 13:23:36 +02:00
David Adam
33eb939390
wined3d: SetDepthStencilSurface is always called when AutoDepthStencil is enabled.
2009-04-24 11:51:27 +02:00
Henri Verbeet
6f33b97c94
wined3d: Get rid of the shared_handle parameter.
...
I don't expect us to support this in the near future, and right now it's just
dead code.
2009-04-23 14:22:06 +02:00
David Adam
458902b5b2
d3d8: Add tests for IDirect3D8Device_Reset.
2009-04-22 12:55:45 +02:00
Stefan Dösinger
cb1c9dcda9
d3d: Remove the format from index buffers.
2009-04-09 16:28:25 +02:00
Stefan Dösinger
f0efa97413
wined3d: Remove the buffer fvf.
2009-04-09 16:28:10 +02:00
Stefan Dösinger
ff16f30677
d3d8: Store the fvf in the d3d8 vertex buffer.
2009-04-09 16:27:43 +02:00
Stefan Dösinger
513a493f00
wined3d: Merge IWineD3DIndexBuffer and IWineD3DBuffer.
2009-04-08 11:37:29 +02:00
Stefan Dösinger
3ed94329a3
wined3d: Use Map and Unmap for index buffers.
...
Just a change in name to prepare for the next patch
2009-04-08 11:36:18 +02:00
Stefan Dösinger
dc80a3ede5
d3d: Unify WINED3DVERTEXBUFFER_DESC and WINED3DINDEXBUFFER_DESC.
2009-04-08 11:36:02 +02:00
Stefan Dösinger
bc07ad0579
d3d8, d3d9: Don't rely on the wined3d buffer type.
2009-04-08 11:35:29 +02:00
Henri Verbeet
4434d00f84
wined3d: Unify vertex and texture formats.
...
Some fields should be redundant now, eg. gl_vtx_type and glType. I'll leave
that for a different patch to fix though.
2009-03-27 15:51:25 +01:00
Henri Verbeet
6f206c75ec
wined3d: Don't create an END element for wined3d vertex declarations.
...
Wined3d doesn't need it since it already has the element count.
2009-03-27 15:51:25 +01:00
Henri Verbeet
41ea1e1df7
d3d8: Fix some indentation.
2009-03-26 14:47:21 +01:00
Henri Verbeet
c0cefb3501
d3d8: Cleanup the vertexshader handling code a bit.
2009-03-24 12:56:50 +01:00
Henri Verbeet
4131135a9f
d3d8: Cleanup the pixelshader handling code a bit.
...
This mostly just reduces the nesting to something more sane.
2009-03-24 12:56:33 +01:00
Henri Verbeet
3f559f26d6
d3d8: Properly handle unsetting the pixelshader in SetPixelShader().
2009-03-24 12:56:25 +01:00
Henri Verbeet
775ea907a3
d3d8: Fix locking.
2009-03-23 14:08:03 +01:00
Henri Verbeet
72b5378758
d3d8: Get rid of resource.c.
2009-03-23 14:08:03 +01:00
Henri Verbeet
7c0931b7c2
d3d8: Get rid of basetexture.c.
2009-03-23 14:08:03 +01:00
Michael Stefaniuc
d4c2a387c8
d3d8/tests: Use ULONG instead of unsigned long.
2009-03-23 12:41:08 +01:00
Henri Verbeet
24100cd026
d3d8: Release the d3d8 shader once we're done with it in IDirect3DDevice8Impl_GetPixelShader().
2009-03-13 11:28:35 +01:00
Henri Verbeet
f9d82ed1de
d3d8: Handles aren't supposed to be pointers.
...
This might even make d3d8 a bit more 64-bit safe.
2009-03-10 12:08:58 +01:00
Henri Verbeet
cbc8630019
d3d8: Make the shader handle table a bit more generic.
2009-03-10 12:08:32 +01:00
Henri Verbeet
954c3e22e1
d3d8: Don't call Release() in a while loop.
...
There should only ever be a single reference to these objects, since only
their handle is exposed outside d3d8. Should there be more references than
that, calling Release() in a while loop probably isn't the right approach.
2009-03-10 12:07:59 +01:00
Henri Verbeet
57d971121a
d3d8: Fix some sign compare warnings.
2009-03-10 12:07:41 +01:00
Henri Verbeet
aa3027a604
wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
...
That still leaves IWineD3DIndexBuffer, but that code is also mostly similar,
except for the conversion code (which will be unused there).
2009-03-06 15:35:58 +01:00
Henri Verbeet
702eeb6b0c
wined3d: Add separate methods for setting the primitive type.
2009-03-05 16:16:25 +01:00
Henri Verbeet
602bb1f551
wined3d: Pass the vertex count rather than the primitive count to wined3d draw methods.
2009-03-05 16:16:24 +01:00
Paul Vriens
1dc4d5caae
d3d8/tests: Use win_skip() and skip() where appropriate.
2009-03-02 12:29:01 +01:00
Paul Vriens
a1ca18eaf8
d3d8/tests: Fix a test failure on some boxes.
2009-02-25 14:05:36 +01:00
Paul Vriens
b6263f6664
d3d8/tests: Fix a test failure on VMware.
2009-02-25 14:05:31 +01:00
Francois Gouget
bd14f24b69
d3d8/tests: Use win_skip() to skip over unimplemented functionality.
2009-02-25 12:49:25 +01:00
Henri Verbeet
0048a0373b
d3d10core: Keep a reference to the wined3d device in the d3d10 device.
2009-02-23 12:20:29 +01:00
Henri Verbeet
8cefc47d81
wined3d: Add DXGI formats to WINED3DFORMAT.
2009-02-20 11:10:37 +01:00
Henri Verbeet
d575b5fecb
d3d8: Explicitly convert between D3DFORMAT and WINED3DFORMAT values.
2009-02-20 11:09:54 +01:00
Ge van Geldorp
ae79b02ca6
d3d8/tests: Make tests pass on a W2K8 VM.
2009-01-27 11:30:03 +01:00
Francois Gouget
1f601015cd
d3d8: Make some device_parent_*() functions static.
2009-01-26 15:13:29 +01:00
Henri Verbeet
b5eaca542e
d3d8: Properly test for dynamic usage in device_parent_CreateSurface().
2009-01-16 13:29:52 +01:00
Henri Verbeet
a966293f59
wined3d: Add an IWineD3DDeviceParent interface.
...
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.
2009-01-16 13:29:32 +01:00
Michael Stefaniuc
357c3f4a2c
d3d8: Remove superfluous pointer casts.
2009-01-14 13:51:01 +01:00
Stefan Dösinger
a69c86d3f5
ddrawex: Add a test for the permanent DC function.
2009-01-09 16:26:06 +01:00
Henri Verbeet
352e60e6ed
d3d: Explicitly translate texture stage states.
...
Ddraw and d3d8 already translate half of them, it turns out the lookup
table actually saves lines there.
2009-01-06 12:45:32 +01:00
Paul Vriens
49da5031c2
d3d8/tests: Fix a test failure on VMware and VirtualBox.
2009-01-05 15:09:17 +01:00
Henri Verbeet
007c648c20
d3d: Correct some debug levels.
2008-12-30 11:36:50 +01:00
Henri Verbeet
ff409280e7
d3d8: Port the d3d9 stateblock tests to d3d8.
2008-12-30 11:36:11 +01:00
Henri Verbeet
664b58dc6f
d3d: Make sure the device is properly released when exiting the tests.
2008-12-29 12:16:35 +01:00