Roderick Colenbrander
e91f4ae776
wined3d: Make sure wglFlush is not between ENTER_GL/LEAVE_GL.
2010-05-14 18:03:02 +02:00
Roderick Colenbrander
b60961ae55
wined3d: Use surface_prepare_texture for surface allocation in read_from_framebuffer_texture.
2010-05-11 11:04:55 +02:00
Stefan Dösinger
481aca47ad
wined3d: Don't use GL_ARB_map_buffer_range for now.
...
There are numerous problems with this extension, and there are no
visible upsides. In the best case dynamic VBOs are just as fast as no
VBO at all.
2010-05-10 13:45:16 +02:00
Marcus Meissner
9494cdc56f
wined3d: fixed a NULL deref in create_arb_blt_fragment_program (Coverity).
2010-05-10 10:04:31 +02:00
Alexandre Julliard
e45926d582
wined3d: Don't crash during initialization if the adapter doesn't have full GL info.
2010-05-06 14:57:21 +02:00
Gerald Pfeifer
da628001fe
wined3d: Fix the handling of the blue channel inIWineGDISurfaceImpl_SaveSnapshot. (take 2).
2010-05-06 14:26:18 +02:00
Henri Verbeet
6478e41b97
wined3d: Remove the unused device type parameter to some format capability checking functions.
2010-05-06 14:17:46 +02:00
Henri Verbeet
6d68701fb3
wined3d: Reorganize IWineD3DImpl_CheckDeviceFormat() a bit.
2010-05-06 14:17:39 +02:00
Henri Verbeet
7a2debe113
wined3d: Use the FBO cache in swapchain_blit().
2010-05-06 14:17:30 +02:00
Henri Verbeet
3345146d0b
wined3d: Use the FBO cache in stretch_rect_fbo().
2010-05-06 14:17:24 +02:00
Henri Verbeet
9982a46296
wined3d: Use the FBO cache in context_apply_blit_state().
2010-05-06 14:16:44 +02:00
Henri Verbeet
8de7d2ed4c
wined3d: Use context_apply_clear_state() in color_fill_fbo().
2010-05-05 10:37:43 +02:00
Henri Verbeet
ed75f5ca7a
wined3d: Setup the FBO for the correct target in context_apply_clear_state().
2010-05-05 10:37:40 +02:00
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