Commit Graph

219 Commits

Author SHA1 Message Date
H. Verbeet b22ca33a85 wined3d: 11 space indent is ugly. 2007-03-13 11:54:08 +01:00
Stefan Dösinger 603e7933ea wined3d: Blit the offscreen texture into the drawable if needed.
When using pbuffer or back buffer offscreen rendering the content of
the drawable will have been overwritten. Thus the texture has to be
written into the drawable. An exception is the (pretty common) case
that the whole render target is cleared before rendering to it.
2007-03-12 12:02:05 +01:00
Stefan Dösinger c54a0fc2cf wined3d: Rework surface dirtification.
Previously the surfaces stored a flag if the system memory copy was
ahead of the gl copy(SFLAG_DIRTY) or the gl copy is
ahead(SFLAG_GLDIRTY). The pbuffer copy was 'managed' differently using
SFLAG_INPBUFFER and SFLAG_INTEXTURE.

This patch replaces them with 3 flags, INSYSMEM, INPBUFFER and
INTEXTURE which specify which copy contains the most up to date
copy. It is perfectly valid to have more than one of those flags
set. One must be set at least (except at init, when no content is in
the surface yet). When one copy is modified, the flags for the others
are removed.
2007-03-07 12:18:14 +01:00
Stefan Dösinger 2a90bc2c7a wined3d: Remove dead code from drawprim.c. 2007-02-21 10:57:50 +01:00
Stefan Dösinger fb1469c47d wined3d: Do not print the fixed / unfixed vertices warning with shaders. 2007-02-21 10:55:14 +01:00
Stefan Dösinger a9d681c3ad wined3d: With FVFs only one stream is used. 2007-02-20 11:50:26 +01:00
Stefan Dösinger 59ae2a56fb wined3d: Use VBOs for index buffers. 2007-02-20 11:50:10 +01:00
H. Verbeet 498f9c507a wined3d: Use WINED3DSTREAMSOURCE_INSTANCEDATA rather than D3DSTREAMSOURCE_INSTANCEDATA. 2007-02-15 11:15:25 +01:00
Stefan Dösinger 0feddccfe3 wined3d: Instancing emulation. 2007-02-14 20:46:25 +01:00
H. Verbeet 32e5cac2be wined3d: Get rid of the vertexDeclaration field in IWineD3DVertexShaderImpl. 2007-02-14 13:54:29 +01:00
H. Verbeet 8f0884066f wined3d: Add WINED3DDECLUSAGE, use it. 2007-02-14 13:50:22 +01:00
Stefan Dösinger 8cae0e4d07 wined3d: Dirtify the render targets, not the primary swapchain on draws. 2007-02-14 12:27:23 +01:00
Stefan Dösinger c1623d4e7b wined3d: Use the context manager to prepare for drawing. 2007-02-13 12:03:40 +01:00
Stefan Dösinger 380930dc54 wined3d: Store dirty states per context. 2007-02-13 11:55:07 +01:00
Stefan Dösinger c739c387b6 wined3d: Add a per context structure for context management. 2007-02-13 11:50:14 +01:00
Stefan Dösinger 354fdae524 wined3d: Implement per stream offsets. 2007-01-17 11:24:04 +01:00
Stefan Dösinger 1d3abdeeaa wined3d: Store the stream number in the strided structure. 2007-01-17 11:23:54 +01:00
Stefan Dösinger 71f923a6d2 wined3d: Improve drawStridedSlow a bit. 2007-01-17 11:23:41 +01:00
Stefan Dösinger 9b4920996e wined3d: Move material applying to the state table. 2007-01-10 22:00:34 +01:00
Stefan Dösinger dfeb40cbff wined3d: Remove the invymat from drawprim.c. 2007-01-10 22:00:25 +01:00
Stefan Dösinger 329670c7f1 wined3d: Do not reset the material. 2007-01-10 22:00:17 +01:00
Stefan Dösinger 9f2e0fa2e0 wined3d: Do not try to read the vertex decl when the stateblock isn't finalized. 2007-01-08 21:00:14 +01:00
Stefan Dösinger d47ec21280 wined3d: Vertex buffers can use the declaration from the device. 2007-01-08 20:59:57 +01:00
Stefan Dösinger b310e98693 wined3d: Clean up drawprim a bit. 2007-01-08 20:59:38 +01:00
Stefan Dösinger 09ab812e79 wined3d: Avoid negative draw start indices. 2007-01-08 20:58:11 +01:00
Stefan Dösinger 8e37fcd266 wined3d: Move applying shader constants to the state table. 2007-01-08 20:57:57 +01:00
Stefan Dösinger 799770b992 wined3d: Apply shaders in their state handlers. 2007-01-08 20:56:51 +01:00
Stefan Dösinger 7e314011fb wined3d: Move debugging fixmes from drawprim to the stream source handler. 2007-01-08 20:56:36 +01:00
Stefan Dösinger 27bac24acb wined3d: Re-add the fixed function stream source trace. 2007-01-08 20:56:06 +01:00
Stefan Dösinger d5f18e6a63 wined3d: Move applying the gl stream sources to the state table. 2007-01-08 20:55:51 +01:00
Stefan Dösinger e26e3ee5f3 wined3d: Remove d3ddevice_set_ortho. 2007-01-03 11:19:55 +01:00
Stefan Dösinger 82bd0790ed wined3d: Move the projection matrix into its own state. 2007-01-03 11:19:45 +01:00
Stefan Dösinger 20de200fa3 wined3d: Move the functionality of primitiveInitState to the state table. 2007-01-03 11:17:08 +01:00
Stefan Dösinger 438c172841 wined3d: Move decoding the vertex declaration to the vertexshader state handler. 2007-01-03 11:10:01 +01:00
Stefan Dösinger 04ce141940 wined3d: Pass the user pointer strided structure via the device implementation. 2007-01-03 11:03:03 +01:00
Stefan Dösinger 71631f7638 wined3d: Use the baseVertexIndex in the stateblock. 2007-01-03 11:02:51 +01:00
Stefan Dösinger 091f9c28e4 wined3d: Put the decoded strided data structure into the device. 2007-01-02 12:29:04 +01:00
H. Verbeet bf250285ff wined3d: Restore texture bindings in the FBO code. 2006-12-26 12:37:38 +01:00
H. Verbeet d6010edee0 wined3d: Copy the depth buffer after all dirty states are applied. 2006-12-26 12:37:29 +01:00
Stefan Dösinger 22e2a5aca5 wined3d: Add pixel shaders to the state table. 2006-12-20 17:09:21 +01:00
Stefan Dösinger 666b507766 wined3d: Move samplers to the state table. 2006-12-20 17:07:56 +01:00
Stefan Dösinger bd6a6ad2c0 wined3d: Move WINED3DTSS_ALPHAOP to the state table. 2006-12-20 17:06:10 +01:00
Stefan Dösinger 762af471e8 wined3d: Move WINED3DTSS_COLOROP to the state table. 2006-12-20 17:06:00 +01:00
Stefan Dösinger 1e264e5dd4 wined3d: Temporary disable nvrc junk texture skipping. 2006-12-20 17:05:11 +01:00
Stefan Dösinger 062b6ffc5c wined3d: Catch nop render state changes. 2006-12-19 16:53:18 +01:00
Stefan Dösinger 7532c759f1 wined3d: Add the state dirtification infrastructure. 2006-12-19 16:53:00 +01:00
Dmitry Timoshkov 47ffd7ae95 wined3d: Make some data const. 2006-12-14 20:11:41 +01:00
Markus Amsler c40501db50 Revert "d3d: Remove AddRef from IWineD3DDevice_GetSwapChain.".
This reverts commit f84f687e6d.
2006-11-30 16:03:59 +01:00
H. Verbeet 8a7f427948 wined3d: Select the right shader backend when creating the device. 2006-11-28 12:19:27 +01:00
H. Verbeet df6f482a69 wined3d: Move some code specific to the different shader backends into the respective source files. 2006-11-28 12:19:19 +01:00
Markus Amsler f84f687e6d d3d: Remove AddRef from IWineD3DDevice_GetSwapChain. 2006-11-22 11:40:50 +01:00
H. Verbeet 9d6f22002c wined3d: Only copy the depth buffer if there is one. 2006-11-20 11:50:14 +01:00
H. Verbeet 8afe27dacd wined3d: Fix GL_ARB_texture_cube_map extension support. 2006-11-20 11:50:14 +01:00
H. Verbeet ef2c062c09 wined3d: Allow the depth buffer to be shared between onscreen and offscreen rendering modes. 2006-11-17 18:14:25 +01:00
H. Verbeet 6d66085150 wined3d: Add FBO support for offscreen rendering. 2006-11-17 18:14:13 +01:00
H. Verbeet 9bf04ecd03 wined3d: Rename renderUpsideDown to render_offscreen. 2006-11-17 15:53:52 +01:00
Ivan Gyurdiev 875a1eb02d wined3d: Add D3DFVF codes to the WINED3D namespace. 2006-10-31 12:09:06 +01:00
Ivan Gyurdiev 4eced8ea24 wined3d: Add D3DFOGMODE to the WINED3D namespace. 2006-10-30 12:05:24 +01:00
Markus Amsler 9497e89d89 wined3d: Respect ARB_VERTEX_BUFFER_OBJECT in loadVertexData. 2006-10-30 11:17:01 +01:00
Ivan Gyurdiev 9846602412 wined3d: Add D3DTEXTURETRANSFORMTYPE to the WINED3D namespace. 2006-10-13 11:15:31 +02:00
Ivan Gyurdiev c912032aa5 wined3d: Add D3DTEXTUREOP to the WINED3D namespace. 2006-10-13 11:13:02 +02:00
Ivan Gyurdiev 532fe7a1cf wined3d: Merge D3DDP_MAXTEXCOORD constants into one constant in WINED3D namespace. 2006-10-12 12:38:02 +02:00
Ivan Gyurdiev 2bac4a02da wined3d: Merge D3DPRIMITIVETYPE types into one type in WINED3D namespace. 2006-10-12 12:37:52 +02:00
Ivan Gyurdiev a07a8f793b wined3d: D3DDECLTYPE: Consistently use in WINED3D namespace. 2006-10-11 12:20:21 +02:00
Ivan Gyurdiev 837027fcb7 wined3d: D3DTEXTURESTAGESTATETYPE: Consistently use in WINED3D namespace. 2006-10-11 12:18:53 +02:00
Ivan Gyurdiev e020eceddf wined3d: Make the shader mode selections per device. 2006-10-09 20:27:55 +02:00
Ivan Gyurdiev 3dcd3681f3 wined3d: Win64 printf fixes. 2006-10-02 14:38:04 +02:00
Ivan Gyurdiev 42a9262acf wined3d: Read GL info and load constants into the same device. 2006-09-27 19:53:43 +02:00
H. Verbeet 5abdd7a19f wined3d: Comparing BOOLs against FALSE is redundant. 2006-09-27 09:49:07 +02:00
Stefan Dösinger 96bce8d6d4 wined3d: Avoid wasting a uniform. 2006-09-25 18:24:19 +02:00
Ivan Gyurdiev b421b60874 wined3d: Allow null streams in the vertex declaration. 2006-09-21 19:57:12 +02:00
Stefan Dösinger fd65b9b413 wined3d: Do not bind the 0 vbo when vbos are unsupported. 2006-09-21 11:14:52 +02:00
Stefan Dösinger 0b7a96e92b wined3d: Compile pixel shaders in drawprim. 2006-08-25 11:19:08 +02:00
Stefan Dösinger d7f94bf7c9 wined3d: Correctly draw transformed and untransformed vertices in the same scene. 2006-08-22 12:53:53 +02:00
H. Verbeet 49f4c68e29 wined3d: Lookup GLSL float uniform locations only once per program. 2006-08-21 12:16:27 +02:00
Roderick Colenbrander 1a3359884c wined3d: Fix opengl extension call. 2006-08-11 11:56:36 +02:00
H. Verbeet ef87a40c72 wined3d: Delay vertex shader compilation until the shader is first used. 2006-08-07 13:12:10 +02:00
H. Verbeet ea905eab09 wined3d: Disable vertex arrays after we're done drawing from them.
After drawing from a vertex array we should disable them, to prevent
the next draw calls from potentially reading past their ends. This
also moves the disabling of vertex attrib arrays (for shaders) into
its own function.
2006-08-04 11:58:43 +02:00
Jason Green 46c4b88ba5 wined3d: Fix some upside-down rendering issues for shaders. 2006-07-27 12:03:25 +02:00
Jason Green f6b88b93ad wined3d: Fix crash caused by bad TRACE. 2006-07-26 10:24:27 +02:00
H. Verbeet 2d6e661fbe wined3d: D3d8 shaders can have a NULL pFunction, but a valid vertex declaration. 2006-07-25 11:21:46 +02:00
Jason Green ac8f2c033c wined3d: Improve traces for D3DTRANSFORMSTATETYPE.
Added debug function for WINED3DTRANSFORMSTATETYPE and changed all
references from D3DTS_* to WINED3DTS_*.
2006-07-24 19:55:27 +02:00
H. Verbeet 593541a50c wined3d: Increment texture_idx when continuing as well. 2006-07-18 11:09:46 +02:00
Jason Green 6a97f2202e wined3d: Fix for vertex shaders. 2006-07-17 15:05:38 +02:00
Ivan Gyurdiev 899c8cdb64 wined3d: Create fake input semantics for d3d8 shaders.
Use them to remove the need for loading arrays in two different places.
2006-07-07 17:39:52 +02:00
Ivan Gyurdiev 5b3c500efe wined3d: Reverse semantics maps for shaders. 2006-07-07 17:39:26 +02:00
Ivan Gyurdiev c611012df5 wined3d: Make WINED3D_ATR macros more flexible.
Make them operate on a type, as opposed to a semantic name.
2006-07-07 17:37:25 +02:00
Ivan Gyurdiev c202bfe40d wined3d: Simplify primitiveDeclartationConvertToStrided.
Assign fixed indices to declaration inputs.
Then use a common path to load the strided data.
2006-07-07 17:36:24 +02:00
Ivan Gyurdiev 85aa8ab855 wined3d: Add position_transformed flag to Strided data format. 2006-07-07 17:35:36 +02:00
Ivan Gyurdiev fc2611d4a8 wined3d: Only link and use GLSL program if at least one GLSL shader is available. 2006-07-07 17:28:21 +02:00
Michael Stefaniuc 00e779370f janitorial: Put "inline static" at the beginning of a declaration. 2006-07-07 14:30:35 +02:00
Ivan Gyurdiev 0472e9cd49 wined3d: Clean up drawPrimitive/drawPrimitiveDrawStrided. 2006-07-06 16:07:38 +02:00
Ivan Gyurdiev 276609e1e5 wined3d: Move register count pass to SetFunction.
Move semantics pointers out of the reg_maps, make them persistent data
in the shader (again, for future software shaders).
2006-07-06 16:07:38 +02:00
Ivan Gyurdiev 771623692e wined3d: Rework shader mode selection.
- currently half the shader selection code (GLSL vs ARB) is in
fillGLcaps. The parts that check for software shaders are in
GetDeviceCaps. That placement, will work, but is definitely not optimal.
FillGLcaps should detect support - it should not make decision as to
what's used, because that's not what the purpose of the function is.
GetDeviceCaps should report support as it has already been selected.
Instead, select shader mode in its own function, called in the
appropriate places.

- unifying pixel and vertex shaders into a single selection is a
mistake. A software vertex shader can be coupled with a hardware arb or
glsl pixel shader, or no shader at all. Split them back into two and add
a SHADER_NONE variant.

- drawprim is doing support checks for ARB_PROGRAM, and making shader
decisions based on that - that's wrong, support has already been
checked, and decided upon, and shaders can be implemented via software,
ARB_PROGRAm or GLSL, so that support check isn't valid.

- Store the shader selected mode into the shader itself. Different types
of shaders can be combined, so this is an improvement. In fact, storing
the mode into the settings globally is a mistake as well - it should be
done per device, since different cards have different capabilities.
2006-07-06 16:07:37 +02:00
H. Verbeet 7f9e61f7d2 wined3d: Use register combiners for texture stage operations.
Make wined3d use register combiners for texture stage operations. In
order to do that the texture unit index needs to be separated from the
texture stage index. For cards that don't support the
NV_register_combiners extension nothing should change.
2006-06-28 16:34:36 +02:00
H. Verbeet ac98d566ac wined3d: Fix uploading of textures for shaders.
The code for uploading / binding textures for use with pixel shaders
is slightly different from the one for uploading / binding textures
for use with the fixed function pipeline. It would be possible to keep
the code in a single function with a couple of conditionals, but in
combination with the changes needed for register combiners that would
become quite messy.
2006-06-28 16:08:17 +02:00
H. Verbeet a54e36adfe wined3d: Texture limits fixes.
GL_LIMITS(textures) is currently used for both the number of texture
stages and the maximum number of simultaneous textures. In the current
code that's the same, but in a later patch that will be separated,
since a texture stage doesn't have to reference an actual
texture. Also, shaders can access a larger number of samplers than the
number of texture units the fixed function pipeline can access.
2006-06-28 16:06:25 +02:00
Stefan Dösinger 7d31ab95e4 wined3d: Add support for VBOs to the drawing code. 2006-06-26 13:02:19 +02:00
Jason Green 2d8e05f8a1 wined3d: Move constant loading into target-specific files.
- Moves GLSL constant loading code into glsl_shader.c and out of the
  over-populated drawprim.c.
- Creates a new file named arb_program_shader.c which will hold code
  specific to ARB_vertex_program & ARB_fragment_program.
- Remove the constant loading calls from drawprim.c
2006-06-19 10:49:52 +02:00
H. Verbeet 701ce97d65 wined3d: Add and use GL_EXT_fog_coord defines. 2006-06-16 11:29:31 +02:00