Henri Verbeet
4056f4bf99
wined3d: Explicitly pass the render target and depth/stencil surfaces to the FBO management functions.
2010-05-05 10:37:34 +02:00
Henri Verbeet
e01d56f331
wined3d: Explicitly pass the FBO target to the FBO management functions.
2010-05-05 10:37:28 +02:00
Henri Verbeet
4fd3050b98
wined3d: Move draw buffer setup code out of context_apply_fbo_entry().
2010-05-05 10:37:24 +02:00
Stefan Dösinger
ec3d2ba316
wined3d: Fall back to other depth stencil formats if D24S8 isn't supported.
2010-05-04 13:15:00 +02:00
Stefan Dösinger
e7066a90e1
wined3d: Don't grab the implicit depth stencil format in the wrong place.
...
This format is now explicitly passed to create_context.
2010-05-04 13:15:00 +02:00
Henri Verbeet
ff6cf84c40
wined3d: Attach the surfaces from the fbo_entry instead of the ones from the device.
...
Currently these are always the same, but that doesn't make it right.
2010-05-04 13:14:59 +02:00
Henri Verbeet
312bacec96
wined3d: Remove a redundant check from prepare_ds_clear().
...
The rectangle count doesn't really matter. If the first rectangle doesn't
cover the entire draw_rect we need to load the depth/stencil surface.
2010-05-04 13:14:59 +02:00
Henri Verbeet
49e076eabd
wined3d: Separate context acquisition and state application.
2010-05-04 13:14:59 +02:00
Henri Verbeet
be43c867a5
wined3d: Split context_apply_state() into separate functions for each usage.
2010-05-04 13:14:59 +02:00
Henri Verbeet
87f34ce5f9
wined3d: Allow the ARB shader backend to work with GL implementations with low amounts of native parameters.
2010-05-03 13:51:02 +02:00
Henri Verbeet
0122cee51f
wined3d: Make sure all fields of the shader backend caps are always initialized.
2010-05-03 13:50:57 +02:00
Henri Verbeet
c9e7561b34
wined3d: Remove some unused fields from the shader backend caps.
2010-05-03 13:50:51 +02:00
Henri Verbeet
d5b68e7640
wined3d: Make sure all fields of the fragment pipe caps are always initialized.
2010-05-03 13:50:45 +02:00
Henri Verbeet
c1ea8fb6c7
wined3d: Store the VTF format capability in the format table.
2010-04-29 10:19:39 -05:00
Henri Verbeet
be7b01589f
wined3d: Store the sRGB write format capability in the format table.
2010-04-29 10:19:39 -05:00
Henri Verbeet
c041781255
wined3d: Store the sRGB read format capability in the format table.
2010-04-29 10:19:39 -05:00
Henri Verbeet
163940540d
wined3d: Store the bumpmap format capability in the format table.
2010-04-29 10:19:39 -05:00
Henri Verbeet
f09b8e454d
wined3d: Avoid some needless depth buffer copies.
...
If an application switches between render targets of a different size, but
with the same depth/stencil surface it'll typically clear the depth/stencil
surface before drawing. However, in case of the smaller render target that
wouldn't be a full clear, so we'd have to do a depth copy if we also switched
between onscreen and offscreen rendering. Keeping track of which part of the
depth/stencil surface is current for onscreen/offscreen allows us to avoid
most of these kinds of copies. The current scheme requires the current/dirty
rectangle to have an origin at (0,0). This could be extended to an arbitrary
rectangle, but the bookkeeping becomes somewhat more complex in that case, and
it's not clear that there would be much of a benefit at this point.
2010-04-29 10:19:39 -05:00
Henri Verbeet
83cf1ce8e1
wined3d: Check if the depth/stencil surface has any valid location at the start of surface_load_ds_location().
2010-04-28 07:32:05 -05:00
Henri Verbeet
7b80c7d8c0
wined3d: Make "clear_rect" a RECT in IWineD3DDeviceImpl_ClearSurface().
2010-04-28 07:31:53 -05:00
Henri Verbeet
772fe683fa
wined3d: Introduce device_get_draw_rect() to calculate the effective viewport.
2010-04-28 07:31:40 -05:00
Henri Verbeet
0d86323778
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_release_client_storage().
2010-04-28 07:31:28 -05:00
Henri Verbeet
23a377f02b
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_init_sysmem().
2010-04-28 07:31:13 -05:00
Henri Verbeet
42375518ba
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_add_dirty_rect().
2010-04-27 12:02:39 -05:00
Henri Verbeet
f78d85ffe1
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_set_texture_target().
2010-04-27 12:02:31 -05:00
Henri Verbeet
294d9dae8f
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_set_texture_name().
2010-04-27 12:02:24 -05:00
Henri Verbeet
d977e91b11
wined3d: Store back buffer surfaces as IWineD3DSurfaceImpl pointers in the swapchain.
2010-04-27 12:02:14 -05:00
Henri Verbeet
62acb2fdbc
wined3d: Store the front buffer surface as an IWineD3DSurfaceImpl pointer in the swapchain.
2010-04-27 12:01:59 -05:00
Henri Verbeet
32b1f25f4b
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_force_reload().
2010-04-26 09:04:56 -05:00
Henri Verbeet
553f429964
wined3d: Simply pass IWineD3DSurfaceImpl pointers to IWineD3DSurfaceImpl_BltOverride().
2010-04-26 09:04:48 -05:00
Henri Verbeet
d1ea48b971
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_internal_preload().
2010-04-26 09:04:35 -05:00
Henri Verbeet
c56d3c199c
wined3d: Add a missing newline to a TRACE in IWineD3DDeviceImpl_UpdateSurface().
2010-04-26 09:04:25 -05:00
Henri Verbeet
61d8338815
wined3d: Kill the now unused MAX_MIP_LEVELS.
2010-04-26 09:04:19 -05:00
Alexandre Julliard
fdfabd53f1
wined3d: Avoid a compiler warning on old gcc.
2010-04-26 07:18:18 -05:00
Henri Verbeet
bea50a39de
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to fb_copy_to_texture_hwstretch().
2010-04-25 07:28:18 -05:00
Henri Verbeet
99994f885c
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to fb_copy_to_texture_direct().
2010-04-25 07:28:07 -05:00
Henri Verbeet
339f7ef100
wined3d: Introduce basetexture_get_sub_resource() to simplify retrieving texture sub-resources.
2010-04-25 07:27:57 -05:00
Henri Verbeet
9308c5499f
wined3d: Make sure all texture levels are allocated in surface_prepare_texture().
...
This fixes a regression introduced by commit
af7dfcd378
.
2010-04-25 07:27:36 -05:00
Henri Verbeet
958b523707
wined3d: Store texture sub-resources in IWineD3DBaseTextureClass.
2010-04-25 07:26:51 -05:00
Henri Verbeet
158a001859
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to color_fill_fbo().
2010-04-22 11:28:22 +02:00
Henri Verbeet
6b34b8e6d1
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_acquire().
2010-04-22 11:28:17 +02:00
Henri Verbeet
1c403e44b5
wined3d: Store the current render target as an IWineD3DSurfaceImpl pointer in the context.
2010-04-22 11:28:12 +02:00
Henri Verbeet
95fb8eaa14
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_setup_target().
2010-04-22 11:28:06 +02:00
Henri Verbeet
1b26ccde91
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to FindContext().
2010-04-22 11:28:01 +02:00
Gerald Pfeifer
07c8120b57
wined3d: Remove variable dlc_tmp which is not really used from shader_arb_generate_pshader.
2010-04-21 15:35:07 +02:00
Henri Verbeet
660ad06692
wined3d: Simply pass implementation pointers to stretch_rect_fbo().
2010-04-21 11:57:32 +02:00
Henri Verbeet
79a014a505
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_get_gl_buffer().
2010-04-21 11:57:32 +02:00
Henri Verbeet
7b47dabd09
wined3d: Avoid some unnecessary invalidations of the the onscreen depth buffer.
...
This can happen for example when the application switches to a different
depth/stencil for offscreen rendering and back again.
2010-04-21 11:57:32 +02:00
Henri Verbeet
4f004a5565
wined3d: Move location loading and modification together in IWineD3DDeviceImpl_ClearSurface().
2010-04-21 11:57:32 +02:00
Henri Verbeet
dc67164d0d
wined3d: Fix some more misspellings of "device".
2010-04-21 11:57:32 +02:00
Henri Verbeet
fb189b39a9
wined3d: Immediately return on redundant changes in IWineD3DDeviceImpl_SetDepthStencilSurface().
2010-04-20 11:14:52 +02:00
Henri Verbeet
5056fd309d
wined3d: Get rid of a useless local variable in IWineD3DDeviceImpl_SetDepthStencilSurface().
2010-04-20 11:14:48 +02:00
Henri Verbeet
c5de1e1045
wined3d: Store the depth/stencil surface as an IWineD3DSurfaceImpl pointer in the device.
2010-04-20 11:14:42 +02:00
Henri Verbeet
520f74de21
wined3d: Store the auto depth/stencil surface as an IWineD3DSurfaceImpl pointer in the device.
2010-04-20 11:14:35 +02:00
Henri Verbeet
c7a1848656
wined3d: Store render targets as IWineD3DSurfaceImpl pointers in the device.
2010-04-20 11:14:30 +02:00
Henri Verbeet
92a44884c7
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_set_compatible_renderbuffer().
2010-04-19 14:55:35 +02:00
Henri Verbeet
03dc612c9c
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_is_offscreen().
2010-04-19 14:55:31 +02:00
Henri Verbeet
efb3993a3a
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_modify_ds_location().
2010-04-19 14:55:24 +02:00
Henri Verbeet
ae46589f53
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_load_ds_location().
2010-04-19 14:55:19 +02:00
Henri Verbeet
10c5a8ac9e
wined3d: Get rid of "myDevice".
2010-04-19 14:55:13 +02:00
Henri Verbeet
738ca2f5fc
wined3d: Allow offscreen depth/stencil clears again with FBOs.
...
This fixes a regression introduced by 10f58c14bc
.
2010-04-16 16:24:40 +02:00
Roderick Colenbrander
3b993117c3
wined3d: Separate AMD GPUs in D3D9 and D3D10 models, this allows for a more correct fall back when the GPU table isn't up to date.
...
D3D10_CAPABLE should work on any AMD OpenGL 3.0 driver (those came out in september 2008) and on OSX 10.5 and up.
2010-04-16 12:38:21 +02:00
Roderick Colenbrander
057c64c5b0
wined3d: Separate AMD Radeon HD2300 from other HD2xxx/HD3xxx GPUs since it is D3D9 instead of D3D10.
2010-04-16 12:38:18 +02:00
Henri Verbeet
f6e923b55d
wined3d: Remove some dead code from IWineD3DDeviceImpl_Uninit3D().
2010-04-16 12:09:48 +02:00
Henri Verbeet
da1b459754
wined3d: Store the depth/stencil attachment as IWineD3DSurfaceImpl pointer in struct fbo_entry.
2010-04-16 12:09:45 +02:00
Henri Verbeet
be993fc49f
wined3d: Store render target attachments as IWineD3DSurfaceImpl pointers in struct fbo_entry.
2010-04-16 12:09:42 +02:00
Henri Verbeet
24c93d48aa
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_attach_depth_stencil_fbo().
2010-04-16 12:09:39 +02:00
Henri Verbeet
95130a7d5e
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_attach_surface_fbo().
2010-04-16 12:09:36 +02:00
Henri Verbeet
870b3cb40b
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_apply_attachment_filter_states().
2010-04-16 12:09:32 +02:00
Henri Verbeet
bc2850a587
wined3d: Get rid of the width and height parameters to surface_upload_data().
2010-04-16 12:09:27 +02:00
Henri Verbeet
212bfab2df
wined3d: Get rid of the width and height parameters to surface_allocate_surface().
2010-04-16 12:09:23 +02:00
Henri Verbeet
7f6ab3c06e
wined3d: The currentDesc and pow2 width/height are the same for power of two textures.
2010-04-16 12:09:19 +02:00
Henri Verbeet
65797d7f75
wined3d: Get rid of glRect from IWineD3DSurfaceImpl.
...
604caf0caa
supposedly removed the "oversized
texture" code, but this was still left over.
2010-04-16 12:09:14 +02:00
Roderick Colenbrander
bf58d81968
wined3d: Remove paletteOverride from BltOverride offscreen->render_target blit.
...
This code was needed when the destination uses 8-bit and the source lacked a palette.
Since we don't allow destination fixups, this code doesn't do anything. At a later
stage something like this should perhaps be readded to specific backends.
2010-04-15 17:03:59 +02:00
Roderick Colenbrander
4cb6255907
wined3d: We don't need color keying for sysmem->drawable uploads.
2010-04-15 17:03:52 +02:00
Roderick Colenbrander
2a949ec323
wined3d: Remove call to d3dfmt_get_conv from read_from_framebuffer_texture.
2010-04-15 17:03:49 +02:00
Roderick Colenbrander
1a61f46bbb
wined3d: Remove temporary conv_byte_count fixup from d3dfmt_get_conv.
2010-04-15 17:03:47 +02:00
Roderick Colenbrander
bccfd7cc06
wined3d: Add BLT_OP_COLOR_FILL to blit_supported and use it in BltOverride.
2010-04-15 14:20:48 +02:00
Roderick Colenbrander
10f58c14bc
wined3d: Improve FBO support in ClearSurface.
2010-04-15 14:20:40 +02:00
Roderick Colenbrander
bf73d23d95
wined3d: Separate detection of D3D10+ and D3D9 Nvidia GPUs.
2010-04-14 18:00:47 +02:00
Roderick Colenbrander
4c87bc0c41
wined3d: Move A4L4 conversion to the formats table.
2010-04-14 18:00:47 +02:00
Roderick Colenbrander
cda78c01e6
wined3d: Move G16R16/R16G16F conversion to the formats table.
2010-04-14 18:00:47 +02:00
Henri Verbeet
43e89cb981
wined3d: Prune unsupported world matrix transform states.
2010-04-13 21:13:54 +02:00
Henri Verbeet
71d484303a
wined3d: We always support at least a single modelview matrix.
2010-04-13 21:13:50 +02:00
Henri Verbeet
8eb2a2cf0c
wined3d: Disable strict draw ordering by default.
...
While some performance hit from the extra flushes was expected and would be
acceptable, the performance hit can be over 50% on some configurations, which
clearly isn't acceptable. This patch introduces a "StrictDrawOrdering"
registry key for applications affected by this, until we have a more
structural solution.
2010-04-13 21:13:36 +02:00
Henri Verbeet
ab80e9739c
wined3d: Add a separate function for palette initialization.
2010-04-13 21:13:26 +02:00
Henri Verbeet
d1d8c81439
wined3d: Add a separate function for rendertarget view initialization.
2010-04-13 21:13:21 +02:00
Roderick Colenbrander
e35f54ef1f
wined3d: Move R32G32F convertion to the formats table.
2010-04-13 17:56:35 +02:00
Roderick Colenbrander
5c635f4146
wined3d: Move D15S1 over to the formats table.
2010-04-13 17:56:32 +02:00
Roderick Colenbrander
6a081ef95a
wined3d: Move D24X4S4 to the formats table.
2010-04-13 17:56:29 +02:00
Roderick Colenbrander
485040bb5c
wined3d: Move D24FS8 to formats table.
2010-04-13 17:56:27 +02:00
Roderick Colenbrander
798ba56c1b
wined3d: Move L6V5U5 conversion to the formats table.
2010-04-13 17:56:24 +02:00
Henri Verbeet
a4fad54134
wined3d: Don't write past the end of the buffer's conversion_map.
2010-04-12 11:33:32 +02:00
Henri Verbeet
5f7e087644
wined3d: Fix a GL extension prototype.
2010-04-12 11:33:28 +02:00
Roderick Colenbrander
76a9712779
wined3d: Add an initial implementation of arbfp_blit_surface.
2010-04-09 16:50:21 +02:00
Roderick Colenbrander
f1ca14cb5b
wined3d: Add an initial fbo_blit_supported implementation.
2010-04-09 16:50:21 +02:00
Roderick Colenbrander
7df7ce40c3
wined3d: Move X8L8V8U8 surface conversion to the format table.
2010-04-09 16:50:21 +02:00
Roderick Colenbrander
60c6294f84
wined3d: Move Q8W8V8U8 conversion to the format table.
2010-04-09 16:50:20 +02:00
Roderick Colenbrander
d7e1b973c7
wined3d: Start moving texture format fixups to the formats table.
2010-04-09 16:50:20 +02:00
Roderick Colenbrander
a4559e761b
wined3d: Move srgb checks away from d3dfmt_get_conv.
2010-04-09 16:50:20 +02:00
Roderick Colenbrander
00598c3e36
wined3d: Let d3dfmt_get_conv return a wined3d_format_desc.
2010-04-09 16:50:20 +02:00
Alexandre Julliard
90f4ae6948
wined3d: Remove unused offset parameter in buffer_get_memory.
2010-04-09 15:47:23 +02:00
Roderick Colenbrander
1c02a909e5
wined3d: Remove remaining redundant code from d3dfmt_get_conv.
2010-04-08 17:34:18 +02:00
Henri Verbeet
d373e14d53
wined3d: Add a FIXME for predicated shader instructions.
2010-04-08 12:26:10 +02:00
Henri Verbeet
284e92def9
wined3d: Validate some more states.
2010-04-08 12:26:07 +02:00
Henri Verbeet
e24473d531
wined3d: Update shader constants on viewport changes.
...
Otherwise the vertex shader will see stale posFixup values.
2010-04-08 12:25:51 +02:00
Henri Verbeet
cece23c7c9
wined3d: Get rid of state_nogl().
...
It's unused, all states that have this as handler have a 0 representative.
2010-04-08 12:25:43 +02:00
Henri Verbeet
3f79ba3019
wined3d: Add an extensionless STATE_INDEXBUFFER handler.
2010-04-08 12:25:38 +02:00
Roderick Colenbrander
2c5eee25ca
wined3d: Only apply float R16G16F/R32G32F fixup when ARB_texture_rg isn't around and remove redundant code.
2010-04-07 18:14:05 +02:00
Roderick Colenbrander
edcdbc2a76
wined3d: Remove redundant gl format/type code from d3dfmt_get_conv since it is already in the table.
2010-04-07 18:13:49 +02:00
Roderick Colenbrander
e7a71e15b5
wined3d: Turn blit_shader color_fixup_supported into blit_supported.
2010-04-07 18:13:35 +02:00
Henri Verbeet
55a96174c8
wined3d: Add a separate function for adding declaration elements in ConvertFvfToDeclaration().
2010-04-07 13:50:23 +02:00
Henri Verbeet
be9e077a4d
wined3d: Pass the correct window to Present() in IWineGDISurfaceImpl_Flip().
2010-04-07 13:50:19 +02:00
Henri Verbeet
83443273c1
wined3d: Pass the correct window to Present() in IWineD3DSurfaceImpl_Flip().
2010-04-07 13:50:16 +02:00
Henri Verbeet
3b7774b37b
wined3d: Pass the correct window to Present() in IWineD3DSurfaceImpl_BltOverride().
2010-04-07 13:50:12 +02:00
Roderick Colenbrander
e6ae272efe
wined3d: Due to code rewrites is_color_fixup_supported is not needed anymore in RealizePalette.
...
The code in question should be executed in all cases. This also fixes
palette refresh issues when shaders / paletted textures aren't around.
2010-04-06 13:55:14 +02:00
Roderick Colenbrander
1f2976a302
wined3d: Move the arbfp p8 fixup to the format table and get rid of the d3dfmt_get_conv override.
2010-04-06 13:55:02 +02:00
Roderick Colenbrander
a5a4be4fc5
wined3d: Disable framebuffer to texture blitting.
...
The current code doesn't work for this at all and causes major
rendering issues in e.g. C&C. I don't think we should fix this code
either since it isn't worth the effort and requires evil things like
paletteOverride.
2010-04-06 13:54:47 +02:00
Roderick Colenbrander
9fec1a02b9
wined3d: Disable paletted texture support. It was only offered on a few cards, so can be missed.
2010-04-06 13:54:06 +02:00
Roderick Colenbrander
69902ab6d0
wined3d: Move EXT_PALETTED_TEXTURE code over to ffp_blit.
2010-04-06 13:53:21 +02:00
Roderick Colenbrander
3b6aea5934
wined3d: Move palette uploading code over to arbfp blit_shader.
2010-04-06 13:53:15 +02:00
Henri Verbeet
f41ee7cd0a
wined3d: Capture the correct scissor rectangle.
...
This bug was originally introduced by
d4b63bbd87
, and then propagated by
1f029a30db
.
2010-04-06 11:48:51 +02:00
Henri Verbeet
2381c9529d
wined3d: Don't use GLSL if the supported version isn't at least 1.20.
2010-04-06 11:48:47 +02:00
Henri Verbeet
ca1b35aaff
wined3d: Rename some GL vendors.
...
GL_VENDOR_ATI -> GL_VENDOR_FGLRX because it's much more specific. Besides, AMD
also works on the Mesa drivers.
2010-04-05 11:37:45 +02:00
Henri Verbeet
b8211a67d4
wined3d: Rename HW_VENDOR_WINE to HW_VENDOR_SOFTWARE.
...
Software adapters like the refrast also return a 0 PCI ID on Windows.
2010-04-05 11:37:39 +02:00
Henri Verbeet
224c376528
wined3d: Make some functions static.
2010-04-05 11:37:34 +02:00
Henri Verbeet
fcee05586b
wined3d: Simply inline dumpResources().
2010-04-05 11:37:28 +02:00
Henri Verbeet
5ce986f1de
wined3d: Add a separate function for wined3d object initialization.
2010-04-05 11:37:24 +02:00
Roderick Colenbrander
ae8d9e21e3
wined3d: Remove the swapchain parameter from fb_copy_to_texture_hwstretch in order to unify all blit calls.
2010-04-02 15:22:51 +02:00
Roderick Colenbrander
ff82e66a69
wined3d: Move upsideDown calculation to blit implementation.
2010-04-02 15:22:51 +02:00
Henri Verbeet
23bfdecd8b
wined3d: Verify all render states have a handler.
2010-04-02 10:36:17 +02:00
Henri Verbeet
1289842da3
wined3d: Move handling of the unimplemented WINED3DRS_STIPPLEPATTERN states to ddraw.
2010-04-02 10:36:06 +02:00
Henri Verbeet
2e5976a8c5
wined3d: Move handling of the unimplemented WINED3DRS_BORDERCOLOR state to ddraw.
2010-04-02 10:35:54 +02:00
Henri Verbeet
af9510f400
wined3d: Remove some unused render states.
2010-04-02 10:35:44 +02:00
Henri Verbeet
e62771f7f7
wined3d: Add a state handler for WINED3DRS_ZVISIBLE.
2010-04-02 10:35:37 +02:00
Henri Verbeet
ef34b0ba06
wined3d: Verify state representatives represent themselves.
...
This ensures there's no multilevel indirection in the state table.
2010-04-02 10:35:30 +02:00
Henri Verbeet
a2344e7288
wined3d: Remove some superfluous white space and braces from the card selection functions.
2010-04-01 18:12:55 +02:00
Henri Verbeet
8afeb34559
wined3d: Add a state table entry for WINED3DRS_INDEXEDVERTEXBLENDENABLE.
2010-04-01 18:12:42 +02:00
Henri Verbeet
f4330add39
wined3d: Verify each state table entry has either a handler or a representative.
2010-04-01 18:12:42 +02:00
Henri Verbeet
57cfd613a5
wined3d: Explicitly set the state handler to NULL for states with a representative.
...
We should never call the handler for states that have a rep.
2010-04-01 18:12:42 +02:00
Henri Verbeet
f70193b915
wined3d: Use the rep instead of the apply function to determine if a state is used.
2010-04-01 18:12:42 +02:00
Henri Verbeet
03c472bff0
wined3d: Don't call directly into the state table.
2010-04-01 18:12:42 +02:00
Henri Verbeet
a298f37a9a
wined3d: Add a state table entry for WINED3DRS_TWEENFACTOR.
2010-03-31 16:32:57 +02:00
Henri Verbeet
6e1ed1c167
wined3d: Print a FIXME/WARN for all unsupported vertex blend flags.
2010-03-31 16:32:52 +02:00
Henri Verbeet
91db9f8bd3
wined3d: Remove a redundant initialization in IWineD3DDeviceImpl_UpdateSurface().
2010-03-31 16:32:41 +02:00
Henri Verbeet
3af0909693
wined3d: Get rid of some mostly useless local variables in IWineD3DDeviceImpl_UpdateSurface().
2010-03-31 16:32:35 +02:00
Henri Verbeet
61ca407151
wined3d: Cleanup variable naming in IWineD3DDeviceImpl_UpdateSurface().
2010-03-31 16:32:29 +02:00
Stefan Dösinger
dc918d4394
wined3d: Use FBOs when the onscreen depth stencil format isn't suitable.
...
This allows proper support of float depth buffers when rendering to onscreen surfaces.
2010-03-31 16:12:32 +02:00
Stefan Dösinger
19b6f5ca75
wined3d: Control the onscreen depth stencil format in the swapchain.
...
This allows the swapchain to know what depth format its window contexts have to see if the
requested depth format is compatible or a FBO fallback is needed, and it will be needed to
set the onscreen format to the requested auto depth stencil format instead of the
let's-hope-it-fits D24_UNORM_S8_UINT format.
2010-03-31 16:12:31 +02:00
Stefan Dösinger
a4b0bedc30
wined3d: Split out offscreen rendering concerns from FindContext.
2010-03-31 16:12:31 +02:00
Roderick Colenbrander
c6f0ddcb1a
wined3d: Remove some unneeded source rectangle calculations from BltOverride.
2010-03-31 16:12:30 +02:00
Roderick Colenbrander
87b5b2f738
wined3d: Remove the last use of the WINED3DRECT destination rectangle in BltOverride.
2010-03-31 16:12:30 +02:00
Roderick Colenbrander
40f3f0b041
wined3d: Use RECT instead of WINED3DRECT in fb_copy_to_texture_hwstretch.
2010-03-31 16:12:29 +02:00
Roderick Colenbrander
7f1f61e28e
wined3d: Use RECT instead of WINED3DRECT in fb_copy_to_texture_direct.
2010-03-31 16:12:28 +02:00
Roderick Colenbrander
ae26d9defd
wined3d: Use RECT instead of WINED3DRECT in stretch_rect_fbo.
2010-03-31 16:12:27 +02:00
Henri Verbeet
72be7fe3a5
wined3d: Get rid of destFormat and srcFormat in IWineD3DDeviceImpl_UpdateSurface().
2010-03-30 14:49:32 +02:00
Henri Verbeet
eced5fe8ec
wined3d: Calculate "offset" in the appropriate path in IWineD3DDeviceImpl_UpdateSurface().
2010-03-30 14:49:32 +02:00
Henri Verbeet
bb94bc3823
wined3d: Add more general support for partial updates of compressed surfaces to IWineD3DDeviceImpl_UpdateSurface().
2010-03-30 14:49:31 +02:00
Henri Verbeet
88a2decc49
wined3d: Source and destination formats should match in IWineD3DDeviceImpl_UpdateSurface().
2010-03-30 14:49:31 +02:00
Henri Verbeet
0eae42ddc6
wined3d: Use GL_UNPACK_ROW_LENGTH for partial updates of regular surfaces in IWineD3DDeviceImpl_UpdateSurface().
2010-03-30 14:49:31 +02:00
Henri Verbeet
2533860114
wined3d: Initialization functions don't allocate.
2010-03-30 14:49:31 +02:00
Roderick Colenbrander
c864ae6348
wined3d: Disable flipping through the source rectangle in BltOverride.
2010-03-30 14:10:45 +02:00
Roderick Colenbrander
334fea7d79
wined3d: Fix a destination flipping bug using the destination rectangle.
2010-03-30 14:10:37 +02:00
Roderick Colenbrander
a91f844a3d
wined3d: Use RECT instead of WINED3DRECT in more parts of BltOverride.
2010-03-30 13:54:45 +02:00
Roderick Colenbrander
682c969e9a
wined3d: Add a helper function for getting a valid rectangle.
2010-03-30 13:54:35 +02:00
Roderick Colenbrander
a7d3b616c4
wined3d: Add color_fill to blit_shader.
2010-03-30 13:54:24 +02:00
Roderick Colenbrander
9a1fd552d2
wined3d: Introduce a helper function which converts a color from the surface format to ARGB.
2010-03-30 13:54:12 +02:00
Roderick Colenbrander
f724843f14
wined3d: Move argb_to_fmt to utils.c as a helper function to be used in more places.
2010-03-30 13:53:54 +02:00
Henri Verbeet
f69d0fa00d
wined3d: GL errors aren't FIXMEs.
2010-03-29 15:51:21 +02:00
Michael Stefaniuc
6997c8d70c
wined3d: Remove superfluous cast of zero.
2010-03-29 11:49:58 +02:00
Henri Verbeet
eb064db083
wined3d: Add support for partial updates of compressed surfaces to IWineD3DDeviceImpl_UpdateSurface().
2010-03-26 10:29:39 +01:00
Henri Verbeet
941c7da08e
wined3d: Don't warn about independent color write masks when the masks are all the same.
2010-03-26 10:29:34 +01:00
Henri Verbeet
4651dd86bf
wined3d: Implement independent color write masks.
2010-03-26 10:29:29 +01:00
Henri Verbeet
13a57c81f0
wined3d: Add support for EXT_draw_buffers2.
2010-03-26 10:29:23 +01:00
Henri Verbeet
d5ff1e640c
wined3d: glColorMask() changes the write mask for all render targets.
2010-03-26 10:29:17 +01:00
Henri Verbeet
8cf63f0aee
wined3d: Add GL locking to match_fbo_tex_update().
2010-03-26 10:29:13 +01:00
Stefan Dösinger
f74de3ab65
wined3d: Don't advertise float formats as supported by WGL.
2010-03-26 10:28:52 +01:00
Stefan Dösinger
7b43cb1877
wined3d: Don't check WGL depth stencil limitations with FBOs.
2010-03-26 10:28:48 +01:00
Henri Verbeet
9866125e23
wined3d: Just mark the color write mask dirty in IWineD3DDeviceImpl_ClearSurface().
2010-03-25 10:01:59 +01:00
Henri Verbeet
9eb5ba435e
wined3d: Use the same order of operations for depth clears as for stencil clears.
2010-03-25 10:01:54 +01:00
Henri Verbeet
2e7e118899
wined3d: Just mark the stencil write mask dirty in IWineD3DDeviceImpl_ClearSurface().
2010-03-25 10:01:49 +01:00
Henri Verbeet
1c4e9e6a0e
wined3d: Disable two-sided stencil when doing stencil clears.
2010-03-25 10:01:44 +01:00
Stefan Dösinger
1181762f99
wined3d: Implement manual buffer fencing.
2010-03-23 12:31:15 +01:00
Stefan Dösinger
fd13a6ae23
wined3d: Partially implement unserialized buffers with the apple extension.
2010-03-23 12:30:18 +01:00
Stefan Dösinger
5d94fe2095
wined3d: Add a function for deleting the GL buffer.
2010-03-23 12:29:33 +01:00
Roderick Colenbrander
8f604afa96
wined3d: Remove WGL RGBA float support because it doesn't make sense without pbuffers.
2010-03-22 11:41:03 +01:00
Roderick Colenbrander
28a2c7ab29
wined3d: Use the format table instead of WGL-checks in CheckDepthStencilMatch when FBOs are used.
2010-03-22 11:40:52 +01:00
Roderick Colenbrander
5ffb088975
wined3d: Fix depth blit regression.
2010-03-22 11:40:40 +01:00
Francois Gouget
3428b94a8d
Assorted spelling and case fixes.
2010-03-22 10:49:13 +01:00
Henri Verbeet
122129f94a
wined3d: Add COMPLEX_FIXUP_NONE as value 0 to the complex_fixup enum.
...
To prevent get_complex_fixup() from returning COMPLEX_FIXUP_YUY2 for simple
fixups.
2010-03-19 14:31:59 +01:00
Henri Verbeet
12608b0a0d
wined3d: Unify "gl_formats_template" naming with the other format info tables.
2010-03-19 14:31:51 +01:00
Henri Verbeet
3aaa6ee6e7
wined3d: Rename GlPixelFormatDesc to wined3d_format_desc.
2010-03-19 14:31:47 +01:00
Henri Verbeet
4cd69b8a09
wined3d: Simplify the generated GLSL for NRM.
2010-03-19 14:31:40 +01:00
Roderick Colenbrander
fb8812db89
wined3d: Get rid of d3dfmt_get_conv in RealizePalette.
2010-03-19 13:15:26 +01:00
Roderick Colenbrander
27a96e477a
wined3d: Start moving paletted texture support to the blit_shader.
2010-03-19 13:15:21 +01:00
Roderick Colenbrander
fd99ab78c2
wined3d: Use draw_textured_quad in BltOverride.
2010-03-19 13:15:06 +01:00
Roderick Colenbrander
4bd627cc7f
wined3d: Add a helper function for drawing a textured quad.
2010-03-19 13:15:03 +01:00
Henri Verbeet
7c930589bc
wined3d: Avoid some common invalid context accesses.
...
Unfortunately there are plenty of other places left. Perhaps we should
consider creating our own window when the context becomes invalid and making
the context current on that instead.
2010-03-18 10:25:09 +01:00
Henri Verbeet
135f364110
wined3d: Kill VTRACE.
2010-03-18 10:25:02 +01:00
Henri Verbeet
f2bcd32bff
wined3d: Replace some VTRACEs with proper TRACEs.
2010-03-18 10:24:51 +01:00
Henri Verbeet
e5673ddbc3
wined3d: Add a quirk to rebind FBOs when one of their attached textures is updated.
...
Updating a texture while it is attached to the currently bound FBO is
something GL implementations tend to get wrong. NVIDIA fails at
glTexSubImage2D(), fglrx and Mesa with glTexImage2D(). I'm afraid to try what
happens on OS X. Fortunately we never use glTexImage2D() while a texture is
attached to an FBO, so we only need to care about glTexSubImage2D().
2010-03-18 10:24:41 +01:00
Henri Verbeet
bd4fb33a52
wined3d: Unify GLINFO_LOCATION in surface.c.
2010-03-18 10:24:33 +01:00
Henri Verbeet
914c8cb8ea
ddraw: Acquire/release the focus window from the correct location.
2010-03-18 10:24:15 +01:00
Henri Verbeet
0838d0ab64
wined3d: Make the focus window also the foreground window.
2010-03-18 10:24:05 +01:00
Stefan Dösinger
d790530df3
wined3d: Make resources 16 byte aligned.
2010-03-17 13:36:39 +01:00
Stefan Dösinger
b621fac215
wined3d: Merge two if conditions in buffer.c.
2010-03-17 13:36:17 +01:00
Sandijs Ribaks
e385748258
wined3d: Add surface conversion function from WINED3DFMT_YUY2 to WINED3DFMT_B8G8R8X8_UNORM.
2010-03-17 10:59:18 +01:00
Henri Verbeet
4e48ae2629
ddraw: Implement IDirectDrawImpl_GetSurfaceFromDC().
...
This is a pretty naive implementation, should that become a performance
problem it's easy enough to speed up with a search tree of some kind.
2010-03-17 10:06:25 +01:00
Henri Verbeet
7b52c2fbed
wined3d: Cleanup IWineD3DDeviceImpl_SetFrontBackBuffers().
2010-03-17 10:06:21 +01:00
Henri Verbeet
e9dbd5bff8
wined3d: Don't change the draw buffer in IWineD3DDeviceImpl_SetFrontBackBuffers().
...
This should be handled by the context's draw buffer management.
2010-03-17 10:06:18 +01:00
Henri Verbeet
509b038cf5
wined3d: Simplify the IWineD3DDeviceImpl_ClearSurface() surface loading code.
2010-03-17 10:06:15 +01:00
Henri Verbeet
2b86950c3b
wined3d: Simplify context_apply_attachment_filter_states() flow a bit.
2010-03-17 10:06:12 +01:00
Henri Verbeet
ec10c1ed8d
wined3d: Add missing checkGLcall's to buffer_Map().
2010-03-17 10:06:09 +01:00
Henri Verbeet
570f865bad
wined3d: Don't use framebuffer blit for backbuffer formats with fixups in swapchain_blit().
2010-03-17 10:06:06 +01:00
Henri Verbeet
60e98cc3ad
wined3d: Don't use filtering on textures that need complex fixups in swapchain_blit().
...
For example, interpolating palette indices doesn't have the desired result.
Should we really want filtering for these cases we could implement it inside
the relevant shaders, after the fixup, but I doubt it's worth the effort.
2010-03-17 10:06:03 +01:00
Henri Verbeet
c48adfe201
wined3d: Use "gl_filter" in the non-FBO path of swapchain_blit() as well.
2010-03-17 10:05:59 +01:00
Stefan Dösinger
cc6d17ba7c
wined3d: Check the alignment of mapped buffer pointers.
...
Windows returns 32 byte aligned pointers when locking vertex and index
buffers, and some applications(Half Life 2, Alpha Prime, possibly others)
rely on this. Check the alignment and fall back to double buffered
buffers with HeapAlloced and aligned pointers if the alignment doesn't
fit.
2010-03-16 17:03:13 +01:00
Stefan Dösinger
6c53871d30
wined3d: Implement unfenced updates of double buffered buffers.
2010-03-16 17:02:50 +01:00
Stefan Dösinger
1691a6d7d0
wined3d: Use glMapBuffer for 1:1 uploads in PreLoad.
...
This is needed to take advantage of asynchronous uploads with double buffered buffers
2010-03-16 17:02:43 +01:00
Stefan Dösinger
04752991b1
wined3d: Don't DISCARD or NOOVERWRITE non-dynamic buffers.
...
Shaiya locks a non-dynamic buffer with the DISCARD flag and expects
the contents to be retained. The SDK says DISCARD requires dynamic
resources, and Windows 7 returns an error in this situation, crashing
Shaiya. This patch sticks to the Windows XP behavior and allows the
lock, but ignores the DISCARD flag to retain the buffer contents.
2010-03-16 17:02:34 +01:00
Alexandre Julliard
bef5645eb1
makefiles: Remove the no longer needed explicit separators for dependencies.
2010-03-16 13:28:19 +01:00
Ričardas Barkauskas
a7aa4a87e2
wined3d: Fix ATI2N pitch and offset calculations.
2010-03-16 13:03:30 +01:00
Henri Verbeet
78166b0b23
wined3d: Implement SetDestWindowOverride() by simply making the context current on a different window.
2010-03-16 11:45:15 +01:00
Henri Verbeet
cd9a8b74b9
wined3d: Store the device window in the swapchain.
...
The swapchain's current window might be changed by SetDestWindowOverride().
2010-03-16 11:45:11 +01:00
Henri Verbeet
aa819fe888
wined3d: Simplify a comparison in IWineD3DDeviceImpl_Reset().
2010-03-16 11:45:06 +01:00
Henri Verbeet
d6bbe90b85
wined3d: The swapchain should always have a window handle.
2010-03-16 11:45:01 +01:00
Henri Verbeet
0ae49c35fb
wined3d: Use the context's window handle in IWineD3DSurfaceImpl_BltOverride().
2010-03-16 11:44:55 +01:00
Henri Verbeet
7b0b16fafe
wined3d: Use the context's window handle in stretch_rect_fbo().
2010-03-16 11:44:50 +01:00
Henri Verbeet
18ec2525a4
wined3d: Store the swapchain instead of the surface in the context.
2010-03-16 11:44:44 +01:00
Henri Verbeet
b281f23efe
wined3d: Add a separate function to set the pixel format in context_create().
2010-03-16 11:44:38 +01:00
Henri Verbeet
4133a0a4ff
wined3d: Use "gl_info" in some more places in context_create().
2010-03-16 11:44:32 +01:00
Henri Verbeet
4b671f4d54
wined3d: Move device context array functions to device.c.
2010-03-15 15:55:57 +01:00
Henri Verbeet
6ed7906852
wined3d: Don't partially initialize contexts in AddContextToArray().
...
Just add a context to the device's context array.
2010-03-15 15:55:51 +01:00
Henri Verbeet
8a107bc63a
wined3d: Kill pbuffer offscreen rendering support.
...
Our pbuffer support is broken, nobody cares.
2010-03-15 15:55:38 +01:00
Roderick Colenbrander
604caf0caa
wined3d: Remove oversize texture support.
2010-03-15 14:23:15 +01:00
Roderick Colenbrander
74bf524a99
wined3d: Use surface_get_blt_info to compute texture coordinates for surface_blt_to_drawable.
2010-03-15 14:22:57 +01:00
Roderick Colenbrander
360384277b
wined3d: Extend surface_get_depth_blt_info with texture coordinate code from surface_blt_to_drawable.
2010-03-15 14:22:44 +01:00
Paul Andrew Panon
482fbe91e2
wined3d: Update to add Mesa ATI card detection code.
2010-03-05 12:46:46 +01:00
Kusanagi Kouichi
f4bce098ea
wined3d: Fix a failure of card vendor detection.
2010-03-05 12:39:30 +01:00
Stefan Dösinger
bd0641d37f
wined3d: Add wined3d_event_query_create and destroy.
...
This also moves the event query faking code back to the external
interface and removes the temporary WINED3D_EVENT_QUERY_UNSUPPORTED
return value since wined3d_event_query_create properly fails if no
event query GL extension is supported.
2010-03-05 12:39:23 +01:00
Stefan Dösinger
6863af3ebb
wined3d: Introduce wined3d_event_query_issue.
2010-03-05 12:39:15 +01:00
Stefan Dösinger
a0d1a55650
wined3d: Create a wined3d internal event query interface.
...
The newly created wined3d_event_query_test will be available for
wined3d-internal use, primarily for synchronizing buffer updates when
using GL_APPLE_flush_buffer_range.
The wined3d_event_query interface will contain most of the functionality:
* Selecting the proper GL extension
* Context handling
* Thread handling
The IWineD3DEventQuery COM interface will use the internal interface
and implement event query faking on top of it (to enable games that
require event queries able to run on drivers that don't implement the
GL extension).
2010-03-05 12:39:07 +01:00
Henri Verbeet
ba519be60f
wined3d: Split TEXT shader comments into separate lines.
...
Based on a patch by Christian Costa.
2010-03-04 17:29:16 +01:00
Paul Andrew Panon
74a059d21b
wined3d: Add Mesa ATI card detection code.
2010-03-03 16:13:23 +01:00
Paul Andrew Panon
85b07b9d38
wined3d: Add a card detection table and refactor wined3d_guess_card.
2010-03-03 16:13:09 +01:00
Paul Andrew Panon
1735b4ee92
wined3d: Adjust the quirks to use the new GL_VENDOR codes.
2010-03-03 16:06:40 +01:00
Paul Andrew Panon
7a9734dc68
wined3d: Add a real GL vendor detection.
2010-03-03 16:06:28 +01:00
Paul Andrew Panon
31573b21b9
wined3d: Rename GL_VENDOR to HW_VENDOR.
2010-03-03 16:06:07 +01:00
Roderick Colenbrander
c0ef7a1a93
wined3d: Move the 8-bit palette shader code over to the blit_shader backend.
2010-03-03 12:53:51 +01:00
Roderick Colenbrander
922ad80f42
wined3d: Rename yuv to complex in order to prepare for 8-bit palette fixups using the same code.
2010-03-03 12:53:41 +01:00