Commit Graph

5574 Commits

Author SHA1 Message Date
Henri Verbeet a0264eb101 wined3d: Move the WGL extension detection code to the same place as regular GL extension detection. 2012-03-16 11:08:59 +01:00
Henri Verbeet bb08fafdf0 wined3d: Use the same code for parsing the WGL extension string as for the regular GL extension string. 2012-03-16 11:08:54 +01:00
Henri Verbeet 00ba167c71 wined3d: Introduce a separate function for parsing the GL extension string. 2012-03-16 11:08:49 +01:00
Henri Verbeet 02ae22d984 wined3d: The current WGL DC should never be NULL in wined3d_adapter_init_gl_caps(). 2012-03-16 11:08:42 +01:00
Henri Verbeet 6396ad9e45 wined3d: GL_MAX_TEXTURE_COORDS_ARB is not available without ARB_fragment_program. 2012-03-12 10:44:01 +01:00
Henri Verbeet 112e2e219f wined3d: Also recognise the "classic" Mesa Nouveau driver for GeForce 4 and earlier cards. 2012-03-12 10:44:00 +01:00
Henri Verbeet ab4474c19b wined3d: surface_cpu_blt() should always receive valid source and destination rectangles. 2012-03-12 10:44:00 +01:00
Henri Verbeet 29468906bb wined3d: Pass correctly offset pointers to surface_cpu_blt_compressed().
This was debugged by Alexey Loukianov.
2012-03-12 10:43:59 +01:00
Matteo Bruni 4ed605f081 wined3d: Clamp fog coordinate in the ARB backend too. 2012-03-09 17:26:01 +01:00
Matteo Bruni 2d810bdc89 wined3d: Clamp fog coordinate in the vertex shader. 2012-03-09 17:25:57 +01:00
Henri Verbeet 06aab27197 wined3d: Remove a texture dimension check in state_alpha().
I don't think there's any reason color-keying shouldn't work on e.g. cube
textures, although it probably isn't very common either.
2012-03-09 11:32:22 +01:00
Henri Verbeet 6eb5c891ac wined3d: Use ARB_texture_rg for WINED3DFMT_R16G16_UNORM textures when available. 2012-03-09 11:32:16 +01:00
Henri Verbeet b8a22ebef0 wined3d: Remove an outdated comment from load_vertex_data(). 2012-03-08 17:58:02 +01:00
Henri Verbeet 3d5ca7ab64 wined3d: Remove an outdated comment in state_zwritenable().
We actually do have tests for this.
2012-03-08 17:57:58 +01:00
Henri Verbeet 6d483c2d9d wined3d: Don't use floating point for surface height scaling.
This is the follow-up to commit a4e5bcff4c.
2012-03-08 17:57:54 +01:00
Henri Verbeet 639ea0f49c wined3d: Remove a transformed vertex loading hack in load_vertex_data().
This should never be used, we fall back to drawStridedSlow() for transformed vertices.
2012-03-08 17:57:46 +01:00
Henri Verbeet 90739d9474 wined3d: Implement resetting the device window in wined3d_device_reset(). 2012-02-29 20:47:29 +01:00
Henri Verbeet 9c25758656 wined3d: Support color keyed WINED3DFMT_B8G8R8A8_UNORM surfaces.
Color keying and alpha channels aren't mutually exclusive.
2012-02-29 10:31:09 +01:00
Henri Verbeet d17f037fb1 wined3d: Disable z-clipping for transformed vertices when WINED3D_RS_ZENABLE is disabled. 2012-02-24 09:55:52 +01:00
Gaurav Jain b2eadfd4eb wined3d: Recognize Nvidia GeForce 320M, 8600M GT & 9400M. 2012-02-22 20:49:11 +01:00
Henri Verbeet 80555d2cb8 wined3d: Specify the depth range in surface_depth_blt(). 2012-02-22 18:47:30 +01:00
Henri Verbeet ed47f259bd wined3d: Don't take the wined3d mutex during WM_DISPLAYCHANGE either. 2012-02-21 11:30:10 +01:00
Henri Verbeet a4e5bcff4c wined3d: Use a format flag instead of a floating point comparison to determine if we need to apply heightscale. 2012-02-13 20:20:08 +01:00
Henri Verbeet 56a4680b69 wined3d: Complain when the hardware may not be able to run a shader. 2012-02-06 10:19:30 -06:00
Matteo Bruni b51a657626 wined3d: Use a separate flag for discarded surfaces. 2012-02-02 15:18:09 +01:00
Henri Verbeet 348c655b5c wined3d: Make sure transparent hardware cursors are really transparent.
Loosely based on a patch by Stefan Dösinger.
2012-01-27 14:57:55 +01:00
Henri Verbeet faa040cd9e wined3d: Clear the device if we're not removing the entry from the table in wined3d_unregister_window().
The device may be destroyed after the window is unregistered, causing
device_process_message() to access freed memory.
2012-01-26 17:43:50 +01:00
Henri Verbeet d0347f51ed wined3d: Only take the wined3d mutex during the WM_DISPLAYCHANGE handler in device_process_message().
We can deadlock if we send messages while holding the wined3d mutex and the
message loop is on another thread. Ideally we probably shouldn't send messages
while holding the wined3d mutex at all, but that may be hard to enforce with
the way wined3d locking is currently set up.
2012-01-25 11:25:04 +01:00
Matteo Bruni f69f2aa347 wined3d: SM1 texture projection always divides by w when there is a vertex shader set. 2012-01-24 11:55:47 +01:00
Henri Verbeet 41c910d5f0 wined3d: Get rid of the vertex buffer conversion hack in process_vertices_strided().
The main thing that's broken is the unnecessary color conversion in case bgra
vertex arrays are supported. It shouldn't be hard to fix that, but at this
point I don't think this hack even helps a lot anymore.
2012-01-24 11:55:33 +01:00
Stefan Dösinger 038e308a41 wined3d: Relax depth blit requirements. 2012-01-23 16:06:55 +01:00
Henri Verbeet 1ec21e323b wined3d: Rename WineD3DRectPatch to wined3d_rect_patch. 2012-01-20 13:31:36 +01:00
Henri Verbeet 3769afa33d wined3d: Get rid of the WINED3DSURFTYPE typedef. 2012-01-20 13:31:33 +01:00
Henri Verbeet d8b00ecf34 wined3d: Get rid of the CONVERT_TYPES typedef. 2012-01-20 13:31:24 +01:00
Henri Verbeet 8692ff48a9 wined3d: Don't load the draw_binding location in surface_unmap() unless the surface is on a swapchain.
It really makes no sense to do this just because a surface happens to be the
current render target. In particular, this patch prevents needlessly bouncing
the surface between the CPU and the GPU when the application does e.g.
multiple colorkeyed blits to the current render target to draw a HUD.
2012-01-20 13:31:17 +01:00
Henri Verbeet d1254eddb5 wined3d: Properly enable / disable register combiners. 2012-01-20 13:31:07 +01:00
Matteo Bruni cf5bc7a711 wined3d: Dirtify STATE_FRAMEBUFFER after a FBO depth blit. 2012-01-19 17:08:09 +01:00
Henri Verbeet bee9adbd05 wined3d: Get rid of the WINED3DDECLUSAGE typedef. 2012-01-19 11:56:47 +01:00
Henri Verbeet c35c30fa68 wined3d: Get rid of the WINED3DDECLMETHOD typedef. 2012-01-19 11:56:41 +01:00
Henri Verbeet d0d094dea2 wined3d: Respect SFLAG_PIN_SYSMEM when creating a surface DIB section. 2012-01-19 11:56:30 +01:00
Henri Verbeet e1cd2453b9 wined3d: Get rid of the mostly unused blockType field in struct wined3d_stateblock. 2012-01-19 11:56:00 +01:00
Akihiro Sagawa bd97589dba wined3d: Let GetRasterStatus return D3D_OK, again. 2012-01-19 11:55:48 +01:00
Henri Verbeet ed417a6f13 wined3d: Get rid of the WINED3DSTATEBLOCKTYPE typedef. 2012-01-18 12:37:38 +01:00
Henri Verbeet ae2e5d65ff wined3d: Get rid of the WINED3DQUERYTYPE typedef. 2012-01-18 12:37:38 +01:00
Henri Verbeet e53a277305 wined3d: Get rid of the WINED3DPOOL typedef. 2012-01-18 12:37:38 +01:00
Henri Verbeet 6a5a098b23 wined3d: Get rid of the WINED3DRESOURCETYPE typedef. 2012-01-18 12:37:38 +01:00
Henri Verbeet c70e17e806 wined3d: Reset the changed float shader constants in stateblock_init_default_state().
The GLSL constant tracking needs these to be correct.
2012-01-18 12:37:37 +01:00
Henri Verbeet 59df293640 wined3d: Don't print an ERR if the depth/stencil surface still has references in wined3d_device_uninit_3d().
This is completely legitimate in ddraw.
2012-01-18 12:37:37 +01:00
Austin English fe30990e8d wined3d: Recognize Nvidia 540M. 2012-01-17 11:52:26 +01:00
Francois Gouget cbc7a0361e wined3d: Add a trailing '\n' to a FIXME() message. 2012-01-16 12:45:34 +01:00