Henri Verbeet
|
5231113fc7
|
wined3d: Replace wined3d_texture_apply_state_changes() with wined3d_texture_apply_sampler_desc().
|
2015-01-15 17:24:38 +01:00 |
Henri Verbeet
|
86e99abb12
|
wined3d: Store a struct wined3d_sampler_desc in struct gl_texture.
Instead of a enum wined3d_texture_state array.
|
2015-01-15 17:24:35 +01:00 |
Henri Verbeet
|
4b480f5519
|
wined3d: Introduce struct wined3d_sampler_desc.
|
2015-01-15 17:24:32 +01:00 |
Matteo Bruni
|
7e169d43c5
|
wined3d: Use the core glColorMaski function.
|
2015-01-15 11:44:22 +01:00 |
Matteo Bruni
|
79a0dece8b
|
wined3d: Use the core version of the gl*Buffer* functions.
|
2015-01-15 11:44:20 +01:00 |
Matteo Bruni
|
3ccb66f472
|
wined3d: Use the core version of the glBlend* functions.
|
2015-01-09 11:49:37 +01:00 |
Matteo Bruni
|
993075cdb3
|
wined3d: Prefer the core glActiveTexture function.
|
2015-01-09 11:49:33 +01:00 |
Matteo Bruni
|
c603e47986
|
wined3d: Inline GL_EXT_FUNCS_GEN in load_gl_funcs.
|
2015-01-09 11:49:16 +01:00 |
Henri Verbeet
|
30aa55282e
|
wined3d: Specify the initial texture contents with wined3d_texture_create() in wined3d_device_create_cursor_texture().
|
2015-01-05 20:15:38 +01:00 |
Henri Verbeet
|
ea534c9ab4
|
wined3d: Allow initial texture contents to be specified with wined3d_texture_create().
|
2015-01-05 20:15:35 +01:00 |
Henri Verbeet
|
08aded431b
|
wined3d: Reject wined3d_texture_create() calls without explicit level count.
|
2015-01-05 20:15:26 +01:00 |
Henri Verbeet
|
af9ccb490a
|
ddraw: Use wined3d_log2i() to calculate the level count in ddraw_surface_create().
|
2014-12-10 19:32:08 +01:00 |
Henri Verbeet
|
f5939399f0
|
wined3d: Use __builtin_clz() in wined3d_log2i() when available.
|
2014-12-10 13:40:47 +01:00 |
Stefan Dösinger
|
19c860499a
|
wined3d: Filter messages generated by focus handling.
|
2014-12-08 14:18:43 +01:00 |
Henri Verbeet
|
5c3d52468c
|
wined3d: Take the resource data type into account in shader_glsl_gen_sample_code().
|
2014-12-03 11:14:27 +01:00 |
Henri Verbeet
|
3aa9fe6bef
|
wined3d: Record the data type of shader resources.
|
2014-12-03 11:14:25 +01:00 |
Henri Verbeet
|
f7e485dcf4
|
wined3d: Handle SM4 resource declarations.
|
2014-12-03 11:14:23 +01:00 |
Henri Verbeet
|
f5cef43738
|
wined3d: Store resource types instead of sampler types in struct wined3d_shader_reg_maps.
The difference doesn't really matter for SM1-3 since resources and samplers
are always tied together, but in SM4 they're separate.
|
2014-12-03 11:14:21 +01:00 |
Henri Verbeet
|
5ccda82acc
|
wined3d: Validate register indices for WINED3DSIH_DCL instructions.
|
2014-12-03 11:14:14 +01:00 |
Stefan Dösinger
|
f103247ddf
|
wined3d: Add a comment about reset during focus change.
|
2014-12-02 13:05:54 +01:00 |
Henri Verbeet
|
0e8f2786e9
|
wined3d: Keep a reference to the resource in shader resource views.
|
2014-12-01 11:00:23 +01:00 |
Henri Verbeet
|
08b06b7d8f
|
wined3d: Unbind shader resource views in state_unbind_resources().
|
2014-12-01 11:00:22 +01:00 |
Henri Verbeet
|
55eb6c6922
|
wined3d: Assign the name to the correct signature in pixelshader_init().
|
2014-12-01 11:00:21 +01:00 |
Stefan Dösinger
|
7b5bf3d4d6
|
wined3d: Update fragment program constants when switching from arb ffp draws.
|
2014-11-28 17:05:12 +01:00 |
Stefan Dösinger
|
c9b10beb36
|
wined3d: Vertex fog uses the absolute eye position z.
|
2014-11-27 13:27:13 +01:00 |
Stefan Dösinger
|
f4d520d6e2
|
wined3d: Don't minimize hidden windows.
|
2014-11-20 22:31:26 +09:00 |
Stefan Dösinger
|
09a91231a6
|
wined3d: Set the device window size on focus window activation.
|
2014-11-20 22:31:13 +09:00 |
Stefan Dösinger
|
a835ae8643
|
wined3d: Fix mode comparison in wined3d_set_adapter_display_mode.
|
2014-11-20 22:30:48 +09:00 |
Stefan Dösinger
|
f6dde70624
|
wined3d: Restore the display mode on focus change.
|
2014-11-19 17:56:44 +09:00 |
Caron Wills
|
9f36db8fa5
|
wined3d: Add NVIDIA GeForce GTX 970 to supported device list.
|
2014-11-18 22:08:53 +09:00 |
Henri Verbeet
|
8c18ebf66a
|
wined3d: Recognize the SM4 uge opcode.
|
2014-11-17 19:30:37 +09:00 |
Henri Verbeet
|
8681999eee
|
wined3d: Explicitly convert the condition to bool shader_glsl_if().
In SM4 shaders the condition is likely to be an integer instead of a bool
uniform like in SM3.
|
2014-11-17 19:30:35 +09:00 |
Stefan Dösinger
|
45d530461b
|
wined3d: Minimize device windows on focus loss.
|
2014-11-17 17:36:12 +09:00 |
Jonas Maebe
|
3a7bf90f66
|
wined3d: Add NVIDIA Geforce GT 750M to supported device list.
|
2014-11-14 21:30:36 +09:00 |
Matteo Bruni
|
2dd237e200
|
wined3d: Dirtify pixel shader on texture format change.
|
2014-11-04 21:15:57 +09:00 |
Matteo Bruni
|
ea85db2a3f
|
wined3d: Add ATI1N texture format support.
|
2014-11-04 21:15:56 +09:00 |
Henri Verbeet
|
875a7c5426
|
wined3d: Use the input signature to setup SM4 pixel shader input semantics.
|
2014-11-04 16:54:35 +09:00 |
Henri Verbeet
|
d74fe031f9
|
wined3d: Calculate the SM4 output mapping in shader_sm4_init().
|
2014-11-04 16:54:30 +09:00 |
Henri Verbeet
|
909c5cc6fa
|
wined3d: Make a copy of shader signature string data.
|
2014-11-04 16:54:27 +09:00 |
Matteo Bruni
|
dd923c3029
|
wined3d: Check ARB_TEXTURE_COMPRESSION_RGTC for applying the correct fixup.
|
2014-10-30 23:08:47 +09:00 |
Michael Stefaniuc
|
00c25959d1
|
wined3d: Remove no-op min() with magic number (PVS_Studio).
|
2014-10-30 12:00:31 +09:00 |
Stefan Dösinger
|
c35f0161c0
|
wined3d: Update AMD drivers.
|
2014-10-27 19:03:11 +09:00 |
Stefan Dösinger
|
a4443a97a7
|
wined3d: Update Nvidia driver versions.
|
2014-10-27 19:03:09 +09:00 |
Stefan Dösinger
|
aad1997dff
|
wined3d: Remove texture locations after downloading all subresources.
|
2014-10-23 18:48:25 +09:00 |
Ken Thomases
|
bd460bca1c
|
wined3d: Fix subtraction of resource size from used adapter memory.
Properly negate an unsigned value while promoting it from 32- to 64-bit.
|
2014-10-17 15:48:42 +09:00 |
Matteo Bruni
|
69c72c969f
|
wined3d: ps_2_0 shaders don't support int or bool constants.
|
2014-10-16 21:23:33 +09:00 |
Matteo Bruni
|
e789fadd56
|
wined3d: Don't replicate shader limits values for each shader.
|
2014-10-16 21:23:26 +09:00 |
Matteo Bruni
|
f24e62b303
|
wined3d: Fail to create shaders using more than the supported number of constants.
|
2014-10-14 14:00:11 +09:00 |
Henri Verbeet
|
1800712298
|
wined3d: Track texture coordinate normalization per-texture.
|
2014-10-09 17:36:21 +02:00 |
Henri Verbeet
|
c5459881a3
|
wined3d: Track SFLAG_DYNLOCK per-texture.
|
2014-10-09 17:36:21 +02:00 |
Henri Verbeet
|
d6a511e022
|
wined3d: Track system memory pinning per-texture.
|
2014-10-09 17:36:21 +02:00 |
Henri Verbeet
|
710694d9ca
|
wined3d: Track format conversion per-texture.
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
4c454fd4ab
|
wined3d: Only prepare the texture in device_update_volume().
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
ee8a5b7dd1
|
wined3d: Track texture allocation per-texture.
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
0c0a2adc71
|
wined3d: Handle GL texture allocation in the texture code.
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
77646173a0
|
wined3d: Move the color key conversion helpers to util.c.
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
bd1afdb3c3
|
wined3d: Get rid of surface_prepare_texture_internal().
|
2014-10-07 20:22:07 +02:00 |
Henri Verbeet
|
6da1cff518
|
wined3d: Get rid of d3dfmt_convert_surface().
|
2014-10-07 20:22:06 +02:00 |
Henri Verbeet
|
71b59afe03
|
wined3d: Return the destination format from d3dfmt_get_conv().
|
2014-10-07 20:22:05 +02:00 |
Henri Verbeet
|
fd342cce3e
|
wined3d: Don't check for color-keying for WINED3D_CT_P8.
We don't support p8 color keying either way.
|
2014-10-06 17:35:17 +02:00 |
Henri Verbeet
|
c5bf229287
|
wined3d: Print a FIXME for any unhandled format in d3dfmt_get_conv().
|
2014-10-06 17:35:15 +02:00 |
Henri Verbeet
|
dffcc36dd4
|
wined3d: Don't abuse conv_byte_count for color-key conversions.
|
2014-10-06 17:35:12 +02:00 |
Henri Verbeet
|
b0ce89d810
|
wined3d: Just use glGammaInternal/rtInternal from the destination format in d3dfmt_get_conv().
Using glGammaInternal or rtInternal should do the right thing in principle,
although in practice they should never get used either way.
|
2014-10-06 17:35:10 +02:00 |
Henri Verbeet
|
7d42d9ea91
|
wined3d: Introduce a separate function for WINED3D_CT_CK_B8G8R8A8.
|
2014-10-03 09:22:52 +02:00 |
Henri Verbeet
|
dabe5b4479
|
wined3d: Introduce a separate function for WINED3D_CT_CK_B8G8R8X8.
|
2014-10-03 09:22:49 +02:00 |
Henri Verbeet
|
548978dec4
|
wined3d: Introduce a separate function for WINED3D_CT_CK_B8G8R8.
|
2014-10-03 09:22:45 +02:00 |
Henri Verbeet
|
dabb07aea6
|
wined3d: Introduce a separate function for WINED3D_CT_CK_B5G5R5X1.
|
2014-10-02 16:58:27 +02:00 |
Henri Verbeet
|
e377ad45fa
|
wined3d: Introduce a separate function for WINED3D_CT_CK_B5G6R5.
|
2014-10-02 16:58:25 +02:00 |
Henri Verbeet
|
e10a46c300
|
wined3d: Introduce a separate function for WINED3D_CT_P8.
|
2014-10-02 16:58:23 +02:00 |
Henri Verbeet
|
5802f72adf
|
wined3d: Just store the wined3d format in color_key_info[].
|
2014-10-02 16:58:21 +02:00 |
Henri Verbeet
|
2c7be38bb4
|
wined3d: Convert to WINED3DFMT_B8G8R8A8_UNORM for WINED3D_CT_CK_B8G8R8X8.
|
2014-10-02 16:58:19 +02:00 |
Henri Verbeet
|
7579a96ac1
|
wined3d: Convert to WINED3DFMT_B8G8R8A8_UNORM for WINED3D_CT_CK_B8G8R8.
|
2014-10-01 10:35:56 +02:00 |
Henri Verbeet
|
02b031e61a
|
wined3d: Convert to WINED3DFMT_B5G5R5A1_UNORM for WINED3D_CT_CK_B5G6R5.
|
2014-10-01 10:35:54 +02:00 |
Henri Verbeet
|
6f8cb77ea9
|
wined3d: Convert to WINED3DFMT_B8G8R8A8_UNORM for WINED3D_CT_P8.
|
2014-10-01 10:35:52 +02:00 |
Henri Verbeet
|
632d2fca6e
|
wined3d: Fix the pitch handling in the no-palette WINED3D_CT_P8 case.
|
2014-10-01 10:35:50 +02:00 |
Henri Verbeet
|
c5d917777a
|
wined3d: Get rid of the WINED3D_CT_NONE case in d3dfmt_convert_surface().
This is never used.
|
2014-10-01 10:35:47 +02:00 |
Henri Verbeet
|
90e3312c8c
|
wined3d: Use a more consistent naming for wined3d_conversion_type elements.
|
2014-09-30 17:35:56 +02:00 |
Henri Verbeet
|
df21c2b346
|
wined3d: Pass a texture to d3dfmt_get_conv().
|
2014-09-30 17:35:24 +02:00 |
Henri Verbeet
|
6323a26f6c
|
wined3d: Get rid of the "use_texturing" parameter to d3dfmt_get_conv().
|
2014-09-30 17:34:55 +02:00 |
Henri Verbeet
|
0932567faf
|
wined3d: Use a lookup table in d3dfmt_get_conv().
|
2014-09-30 17:34:20 +02:00 |
Henri Verbeet
|
a8ab569415
|
wined3d: Use wined3d_texture_set_color_key() to manipulate the color-key in surface_blt_special().
|
2014-09-30 10:18:37 +02:00 |
Henri Verbeet
|
2d5c8aff3c
|
wined3d: Get rid of SFLAG_DONOTFREE.
|
2014-09-29 10:37:37 +02:00 |
Henri Verbeet
|
97856bcfee
|
wined3d: Replace wined3d_surface_update_desc() with wined3d_texture_update_desc().
|
2014-09-29 10:37:35 +02:00 |
Francois Gouget
|
0dd5cb1cef
|
Assorted spelling fixes.
|
2014-09-29 10:36:36 +02:00 |
Thomas Faber
|
c5b9bdc75a
|
wined3d: Use correct FXCAPS constant in wined3d_get_device_caps.
|
2014-09-24 14:05:18 +02:00 |
Andrei Slăvoiu
|
9d0f924d1b
|
wined3d: Pass the capabilities directly to d3d_level_from_gl_info and rename it to d3d_level_from_caps.
|
2014-09-23 17:17:12 +02:00 |
Andrei Slăvoiu
|
24f661674f
|
wined3d: Adjust the Intel fallbacks to better reflect reality.
|
2014-09-23 17:17:12 +02:00 |
Henri Verbeet
|
8aa1137509
|
wined3d: Use the texture resource in wined3d_surface_depth_fill().
|
2014-09-19 10:49:29 +02:00 |
Henri Verbeet
|
4f2110b0ce
|
wined3d: Never pass a surface to wined3d_resource_is_offscreen().
|
2014-09-19 10:49:27 +02:00 |
Henri Verbeet
|
a3daed9604
|
d3d10core: Implement d3d10_device_GetPredication().
|
2014-09-19 10:49:24 +02:00 |
Henri Verbeet
|
fdf60e51fc
|
d3d10core: Implement d3d10_device_SetPredication().
|
2014-09-19 10:49:11 +02:00 |
Henri Verbeet
|
2f67b13918
|
wined3d: Set the initial primitive type to WINED3D_PT_UNDEFINED.
|
2014-09-18 13:06:34 +02:00 |
Henri Verbeet
|
74ab8e8ce9
|
wined3d: Do not increment the reference count of the returned buffer in wined3d_device_get_stream_source().
None of the other getters increment the reference count either.
|
2014-09-18 13:06:32 +02:00 |
Henri Verbeet
|
f06a57f678
|
d3d10core: Implement d3d10_device_PSGetShaderResources().
|
2014-09-17 11:05:08 +02:00 |
Henri Verbeet
|
8080212f43
|
d3d10core: Implement d3d10_device_PSSetShaderResources().
|
2014-09-17 11:05:05 +02:00 |
Henri Verbeet
|
354a6d4e2c
|
d3d10core: Implement d3d10_device_GSGetShaderResources().
|
2014-09-17 11:05:01 +02:00 |
Henri Verbeet
|
9c3266fe1d
|
d3d10core: Implement d3d10_device_GSSetShaderResources().
|
2014-09-17 11:04:58 +02:00 |
Henri Verbeet
|
482e5f589b
|
d3d10core: Implement d3d10_device_VSGetShaderResources().
|
2014-09-17 11:04:54 +02:00 |
Henri Verbeet
|
1e434b52d0
|
d3d10core: Implement d3d10_device_VSSetShaderResources().
|
2014-09-16 12:24:59 +02:00 |
Henri Verbeet
|
e01d207699
|
d3d10core: Create wined3d views for shader resource views.
|
2014-09-16 12:24:50 +02:00 |