Henri Verbeet
49c4623b2f
wined3d: device_clear_render_targets() never fails.
2012-04-16 12:05:15 +02:00
Henri Verbeet
3ba95e2f3e
wined3d: Move the present() back buffer check to the common wined3d_swapchain_present() code.
2012-04-16 12:05:09 +02:00
Henri Verbeet
8cef8b3587
wined3d: Unify the wined3d_mapped_rect and wined3d_mapped_box structures.
2012-04-13 10:48:51 +02:00
Henri Verbeet
cd0c18f56b
wined3d: Simplify the data.buffer_object assignment in surface_load_texture().
...
The surface pbo field should be 0 is SFLAG_PBO is not set.
2012-04-09 12:02:47 +02:00
Henri Verbeet
baff64a27a
wined3d: Properly determine the viewport size for front buffer blits in SetupForBlit().
2012-04-05 11:56:19 +02:00
Henri Verbeet
12369f9f4d
wined3d: Fix the VBO check in device_stream_info_from_declaration().
2012-03-29 20:49:14 +02:00
Henri Verbeet
7017ed4587
wined3d: Drop a questionable FIXME in device_stream_info_from_declaration().
2012-03-29 20:49:13 +02:00
Henri Verbeet
c7d3a8a478
wined3d: Drop the "vbo" check in wined3d_device_process_vertices().
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We care about individual streams having a VBO or not, and there's no way for
device_stream_info_from_declaration() to properly express that, so just check
the individual streams.
2012-03-29 20:49:13 +02:00
Matteo Bruni
7e3c7840e3
wined3d: Support WINED3D_TTFF_COUNT3 texture projection in the ARB backend.
2012-03-28 15:09:18 +02:00
Matteo Bruni
439097c810
wined3d: Update the correct draw buffers mask.
2012-03-28 15:09:09 +02:00
Henri Verbeet
426535a7dd
wined3d: Recognise AMD HD 6770M and HD 6750M with closed drivers.
2012-03-28 11:36:46 +02:00
Henri Verbeet
00a4011425
wined3d: Drop the ORM_BACKBUFFER special case in surface_unmap().
2012-03-27 11:39:26 +02:00
Henri Verbeet
d1e00648ff
wined3d: Only update the drawable on surface unmap for the frontbuffer.
2012-03-27 11:39:23 +02:00
Henri Verbeet
6f8b8bda2d
wined3d: Load the backbuffer in the correct location before presenting in swapchain_gl_present().
2012-03-27 11:39:19 +02:00
Henri Verbeet
337b63d878
wined3d: Drop an Apple hack.
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The hack actually breaks things on cards that do support more than 256
uniforms in GLSL.
2012-03-27 11:39:13 +02:00
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().
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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.
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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().
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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.
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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.
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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().
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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().
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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.
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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