Stefan Dösinger
a69c86d3f5
ddrawex: Add a test for the permanent DC function.
2009-01-09 16:26:06 +01:00
Henri Verbeet
9d8c6326c0
wined3d: Remove stray tabs.
2009-01-09 14:06:14 +01:00
Stefan Dösinger
616ea53226
ddraw: Add a test for IDirectDrawSurface::GetDC.
2009-01-03 15:14:38 +01:00
Vincent Pelletier
23dcf61e61
wined3d: Make WARN about oversized texture output surface and texture sizes.
2009-01-03 14:55:31 +01:00
Nick Burns
9dea6f7de5
wined3d: Fix glReadPixels call from read_from_framebuffer.
2008-12-26 13:42:17 +01:00
Stefan Dösinger
0dc0444c14
wined3d: Reinstall the G16R16F format surface load fixup.
...
We cannot remove this because we still have to load the surface as
RGB. The shader may take care of setting the blue channel to 1.0 now,
but we still get the red and green channels loaded incorrectly if we
don't insert a blue channel before loading.
2008-12-16 14:32:11 +01:00
Stefan Dösinger
199a3468bf
wined3d: Fake GL_ARB_multitexture.
2008-12-16 14:31:25 +01:00
Henri Verbeet
74acbf9c16
wined3d: Get rid of vcheckGLcall.
...
Everywhere it's used a regular checkGLcall will do just as well.
2008-12-04 12:00:29 +01:00
Stefan Dösinger
e04556bb16
wined3d: Fix D3DFMT_R32F, R16F, G16R16F, ... in the pixel shader.
...
This allows us to drop the load time conversion and the clear
readback hack and replaces it with a color fixup in the fixed
function pipeline replacement.
2008-12-04 12:00:15 +01:00
Henri Verbeet
89139b7589
wined3d: Make shader texture format fixups more generic.
...
Based on a patch by Stefan Dösinger. This is more flexible, and allows
the shader backend implementation to be simpler, since it doesn't have
to know about specific formats. The next patch makes use of this.
2008-12-04 11:59:58 +01:00
Henri Verbeet
b451048eb7
wined3d: Move GlPixelFormatDesc to wined3d_private.h where it belongs.
...
Also remove the silly typedef.
2008-12-04 11:59:06 +01:00
Henri Verbeet
2acf8d7947
wined3d: Rename resource functions to reflect that they're not COM functions.
2008-12-03 09:47:26 +01:00
Alexandre Julliard
9c306e9871
wined3d: Make some functions and variables static.
2008-12-02 15:31:17 +01:00
Andrew Talbot
33e0d1610a
wined3d: Sign-compare warnings fix.
2008-12-02 14:12:39 +01:00
Henri Verbeet
c7880e8916
wined3d: Make minMipLookup_noFilter and magLookup_noFilter const.
...
Note that minMipLookup and magLookup aren't particularly safe to use,
they're global arrays initialized from IWineD3DImpl_FillGLCaps(). The same
goes for the other global dynamic lookup tables.
2008-11-28 12:53:57 +01:00
Henri Verbeet
4cea13dec7
wined3d: Const correctness fixes for surface.c.
2008-11-26 12:05:27 +01:00
Henri Verbeet
f552c90c30
wined3d: Make some functions static.
2008-11-25 13:37:55 +01:00
Henri Verbeet
f0a816e8cb
wined3d: Slightly reduce the scope of fragment_palette_conversion.
2008-11-25 13:37:50 +01:00
Henri Verbeet
49b55f677e
wined3d: Don't call IWineD3DSurfaceImpl_GetData() from surface_gdi.c.
2008-11-25 13:37:45 +01:00
Henri Verbeet
b4f0b5bdd0
wined3d: Const correctness fixes.
2008-11-25 13:37:39 +01:00
Francois Gouget
c0e271c4de
wined3d: Remove WINAPI on static functions where not needed.
2008-11-25 11:49:57 +01:00
Christian Costa
632d34651f
wined3d: Implement CONVERT_CK_RGB24 in d3dfmt_convert_surface.
2008-11-24 14:18:41 +01:00
Henri Verbeet
29f2fefc2b
wined3d: Fix the cube map coordinates in surface_blt_to_drawable().
...
I don't see how this can ever have worked properly.
2008-11-19 14:22:29 +01:00
Stefan Dösinger
620a423b22
wined3d: Kill the GL_ATI_envmap_bumpmap code.
...
GL_ATI_envmap_bumpmap provides two things: Signed V8U8 pixel formats,
and bump mapping. The extension is only supported on fglrx, and this
driver also supports GL_ARB_fragment_program. Thus the bump mapping
code is never used on any driver out there. Furthermore, if it is
used, it tends to crash the driver
The signed pixel format is used, as it can be used by pixel shaders or
the ARBfp replacement. However, the format is broken in fglrx, and
negative values are clamped to 0.0. This results in test
failures. WineD3D has an alternative codepath using scale+bias to
enable V8U8 using a standard signed RGB which works correctly on
fglrx.
2008-11-04 11:41:14 +01:00
Henri Verbeet
d262752aea
wined3d: Handle lack of NPOT support for depth blts.
2008-10-29 11:52:06 +01:00
Henri Verbeet
80818bfc8d
wined3d: Support some more depth blt texture types in surface_depth_blt().
2008-10-29 11:52:01 +01:00
Henri Verbeet
437b342424
wined3d: Pass explicit texcoords to depth blt.
2008-10-28 12:33:27 +01:00
Henri Verbeet
57401fcab2
wined3d: Pass the texture type to the shader depth blt function.
2008-10-28 12:33:18 +01:00
Henri Verbeet
4034a29f19
wined3d: Move depth_blt to surface.c.
2008-10-28 12:33:13 +01:00
Roderick Colenbrander
b98a7b5082
wined3d: Fix recursive ENTER_GL in LoadLocation.
2008-10-20 11:38:19 +02:00
Roderick Colenbrander
e5ed8edb89
wined3d: Fix a recursive ENTER_GL in read_from_framebuffer.
2008-10-20 11:38:11 +02:00
Roderick Colenbrander
5163a360e0
wined3d: arbfp_blit_unset should call ENTER_GL/LEAVE_GL instead of the caller.
2008-10-20 11:37:46 +02:00
Roderick Colenbrander
8a002b09c1
wined3d: arbfp_set_shader_blit should handle ENTER_GL/LEAVE_GL instead of the caller.
2008-10-20 11:37:38 +02:00
Alexandre Julliard
6cfef95ce7
wined3d: Convert source files to utf-8.
2008-10-18 19:21:20 +02:00
Henri Verbeet
231e2c60b5
wined3d: The container is always non-NULL if GetContainer() succeeds.
2008-10-16 12:35:34 +02:00
Henri Verbeet
f5fbfe47d7
wined3d: Handle offscreen rendering a bit nicer in surface_blt_to_drawable().
2008-10-16 12:35:09 +02:00
Henri Verbeet
e22bda24c6
wined3d: Simplify texture target handling in surface_blt_to_drawable().
2008-10-15 15:22:11 +02:00
Henri Verbeet
c777f962a2
wined3d: We only need to enable texturing for a target if we're going to draw with it (without a shader).
...
Also, these enables cause problems if they're done while the context
is setup for blitting.
2008-10-15 15:22:06 +02:00
Henri Verbeet
a98b19cef5
wined3d: Pass the correct RECT to LoadLocation() in LockRect().
2008-10-10 12:27:21 +02:00
Henri Verbeet
eaf2474003
wined3d: Split SetGlTextureDesc() up.
...
This creates a function for setting the texture name and one for
setting the texture target. The idea is that the texture target should
get set right after the surface is created, and won't change, while
generating a texture name can wait.
2008-09-25 11:52:42 +02:00
Henri Verbeet
254349fb4d
wined3d: Remove the "Wine 1.0 safety path".
2008-09-24 12:53:29 +02:00
Roderick Colenbrander
c13b3f6179
wined3d: Re-add a comment which got lost.
2008-09-22 12:20:42 +02:00
Stefan Dösinger
2e6717ab79
wined3d: Initialize standalone surface parameters.
2008-09-22 12:20:13 +02:00
Henri Verbeet
45820046e8
wined3d: Create a FBO for each combination of render targets and depth stencil.
...
The main reason for this change is crappy performance for reconfiguring FBOs.
2008-09-19 11:30:00 +02:00
Henri Verbeet
a269236649
wined3d: Move FBO handling functions to context.c.
2008-09-19 11:29:13 +02:00
Henri Verbeet
99981f2604
wined3d: Remove some assumptions that PreLoad() will always bind the texture.
2008-09-17 20:49:38 +02:00
Henri Verbeet
53a7951230
wined3d: Clarify a comment.
2008-09-17 20:49:33 +02:00
Henri Verbeet
147ec1a1a4
wined3d: Use the internal format for renderbuffer storage.
...
Note that using GL_DEPTH_COMPONENT instead of eg. GL_DEPTH_COMPONENT24
will work, but will create a renderbuffer with the format of the
onscreen depth buffer.
2008-09-16 22:34:03 +02:00
Henri Verbeet
047e42da08
wined3d: Improve a TRACE.
2008-09-16 22:33:46 +02:00
Henri Verbeet
81effcf30d
wined3d: Set the viewport to the texture size in depth_blt().
2008-09-05 10:50:55 +02:00
Alexander Dorofeyev
78312704d9
wined3d: Remove obsolete code & ModifyLocation TODO.
...
This fbo logic appears to have already been implemented in ModifyLocation.
2008-09-04 12:29:57 +02:00
Alexander Dorofeyev
1bcd6e4508
wined3d: Get rid of gl buffer variable in BltOverride.
...
Uses This == dstSwapchain->frontBuffer instead as suggested by Henri Verbeet.
2008-09-04 12:29:50 +02:00
Alexander Dorofeyev
7c38816819
wined3d: Remove glDrawBuffer calls in BltOverride.
...
Handled in ActivateContext, must be remains of pre-context management code.
2008-09-04 12:29:42 +02:00
Alexander Dorofeyev
5c7f2906ee
wined3d: Make the condition to enter p8 conversion shader path more strict.
...
This prevents shader path from being entered for an offscreen surface
when there is p8 render target and fixes failures in ddraw visual test
(with opengl rendering and RTL_READDRAW mode) and visual glitches in
Red Alert.
2008-09-04 12:29:35 +02:00
Alexander Dorofeyev
e13d0efb01
wined3d: Remove glFlush in RealizePalette.
...
glFlush was added to surface_blt_to_drawable some time ago, which is a
more general fix and makes this one superfluous.
2008-09-03 13:14:52 +02:00
Stefan Dösinger
3b48660f43
wined3d: Implement YV12 support for emulated overlays.
...
This is the prefered format of many codecs, and for some codecs this
is the only supported output format. As usual I try to handle all the
conversion in the GPU and keep the CPU involvement minimal to gain the
full performance of PBO transfers.
2008-09-02 14:55:50 +02:00
Stefan Dösinger
6c87a66355
wined3d: Get a GL context before creating a PBO.
2008-08-25 12:24:43 +02:00
Stefan Dösinger
ba58adaaf6
wined3d: Remove a few texture initializations.
...
This is done by LoadLocation now.
2008-08-25 12:24:33 +02:00
H. Verbeet
05931f4a5a
wined3d: Track FBOs per-context.
...
Although sharing FBOs across contexts is allowed by EXT_framebuffer_object
(issue 76), it causes issues with nVidia drivers. Considering the GL 3 spec
explicitly disallows sharing of FBOs accross contexts (Appendix D), this
patch is probably the right thing to do.
2008-08-22 10:38:59 +02:00
Stefan Dösinger
bab367e1a0
wined3d: Update the overlay when the destination was drawn to.
2008-08-21 13:27:47 +02:00
Stefan Dösinger
bfe7067973
wined3d: Ask the ffp/shader/blit implementation about format support.
...
If a format is not supported natively by opengl, a shader may be able
to convert it. Up to now, CheckDeviceFormat had magic knowldge which
GL extensions lead to which supported format. This patch adds
functions that allow CheckDeviceFormat to ask the actual
implementation for its capabilities.
2008-08-20 12:26:02 +02:00
Stefan Dösinger
fc6b977486
wined3d: Start a framework for color conversion shaders in blits.
2008-08-20 12:25:26 +02:00
Roderick Colenbrander
4421e3ebe5
wined3d: Fix BltOverride regression.
2008-08-20 11:45:41 +02:00
H. Verbeet
f71fdecdc7
wined3d: Move creating a texture id from PreLoad to BindTexture.
...
This is consistent with BindTexture in basetexture/texture/etc. and has the
added benefit that it makes LoadLocation work properly.
2008-08-20 10:26:19 +02:00
Stefan Dösinger
25c07dc86c
wined3d: Remove the ddraw_window device member.
2008-08-19 12:25:05 +02:00
Stefan Dösinger
e178ddd9e1
wined3d: Use a swapchain for GDI surfaces.
...
This is a long-needed cleanup aimed at removing the ddraw_primary,
ddraw_window, ddraw_width and ddraw_height members from
IWineD3DDeviceImpl, which just do not belong there. Destination
window and screen handling is supposed to be done by swapchains.
2008-08-19 12:21:32 +02:00
Stefan Dösinger
dff3a42233
wined3d: Track overlay surfaces in the overlayed surface.
2008-08-05 14:09:37 +02:00
Stefan Dösinger
851dd7339e
wined3d: Implement overlay flipping.
2008-08-05 14:09:36 +02:00
Stefan Dösinger
fad3f9ba98
wined3d: Basic overlay emulation with opengl.
2008-08-05 14:09:36 +02:00
Stefan Dösinger
eb0264e2b3
wined3d: Remove a glFlush.
2008-08-05 14:09:36 +02:00
Stefan Dösinger
44d419ad8e
wined3d: Call glFlush outside the GL lock.
2008-08-05 14:09:36 +02:00
Stefan Dösinger
474e7ed98c
wined3d: Beware of the frontbuffer coordinate system difference.
2008-08-04 13:09:43 +02:00
Stefan Dösinger
dc25a86cc5
wined3d: Support ATI's D3DFMT_ATI2N format.
...
This is an ATI specific format designed for compressed normal maps,
and quite a few games check for its existence. While it is an
ATI-specific "extension" in d3d9, it is a core part of
D3D10(DXGI_FORMAT_BC5), and supported on Geforce 8 cards.
2008-07-24 11:56:24 +02:00
Stefan Dösinger
c088edeae7
wined3d: Use GL_ARB_texture_non_power_of_two emulation.
...
ATI cards prior to the radeon HD series did not have unconditional non
power of two support. So far we've used texture_rectangle for that, or
created a bigger power of two texture with padding. This had the
disadvantage that we had to correct the coordinates, which causes
extreme problems with shaders(doesn't work, pretty much).
Both the MacOS and the fglrx driver have support for
GL_ARB_texture_non_power_of_two, and run it on the hardware as long as
we stay within the texture_rectangle limitations. This allows us to
have conditional non power of two textures with normalized
coordinates. This patch adds an internal extension, and the code
creates a regular GL_TEXTURE_2D texture with NP2 size, but refuses
mipmapping, filtering and texture_rectangle incompatible
operations. This makes np2 textures work with shaders on fglrx and
macos.
2008-07-18 11:41:09 +02:00
H. Verbeet
7f741f0414
wined3d: Use rev_tex_unit_map instead of assuming there's a 1:1 mapping between samplers and texture units.
2008-07-16 17:54:41 +02:00
H. Verbeet
4f77c29bcf
wined3d: Track depth stencil location per-surface.
...
This gets rid of depth_copy_state in the device, and instead tracks
the most up to date location per-surface. This makes things a lot
easier to follow, and allows us to make a copy when switching depth
stencils in SetDepthStencilSurface().
2008-07-03 11:50:52 +02:00
Stefan Dösinger
1c7f39ed1e
wined3d: Use CTXUSAGE_RESOURCELOAD for fb->texture reads.
...
There is no need for _BLIT usage. RESOURCELOAD should be faster.
2008-07-02 12:24:54 +02:00
H. Verbeet
d5cbb8375e
wined3d: Use ModifyLocation() to force a reload on color key change.
...
Just unsetting SFLAG_INTEXTURE doesn't work for FBOs because the
drawable and texture are the same there (and ModifyLocation() is the
correct way to do this anyway). Fixes another ddraw test failure with
FBO ORM.
2008-07-01 12:25:54 +02:00
H. Verbeet
8d6dc9daa7
wined3d: Move setting a palette up a couple of lines in BltOverride().
...
This prevents a few failures in the ddraw tests when using FBOs due to
using P8 surfaces without a palette set.
2008-06-30 12:47:34 +02:00
H. Verbeet
469e791f00
wined3d: Invert "upsidedown" in fb_copy_to_texture_direct() and fb_copy_to_texture_hwstretch() rather than BltOverride().
...
This inversion is specific to the blit implementation being used,
stretch_rect_fbo() doesn't need it.
2008-06-30 12:47:25 +02:00
Stefan Dösinger
6ab3d17104
wined3d: Remove a broken AddDirtyRect call.
2008-06-13 10:15:02 +02:00
H. Verbeet
35bdc00479
wined3d: Set the surface location to SFLAG_INSYSMEM for depth stencils on Reset.
2008-06-03 11:11:44 +02:00
Andrew Talbot
c58e59f40f
wined3d: Remove unneeded "extern" from function definition.
2008-05-22 11:29:05 +02:00
Alexander Dorofeyev
a25651138a
wined3d: Activate context for the right target in surface_blt_to_drawable.
2008-05-12 13:27:44 +02:00
Alexander Dorofeyev
e1c60caa42
wined3d: glFlush when updating front buffer.
...
Fixes screen not updating or getting updated inconsistently when apps blit to
front buffer or lock it when RenderTargetLockMode=readtex, as happens in e.g.
Red Alert 2 and also in p8_primary_test in ddraw tests.
2008-05-12 13:27:40 +02:00
Alexander Dorofeyev
b8a5742358
wined3d: Set alpha to index even when there is no palette.
...
Fixes a failure in p8_primary_test when running with opengl ddraw renderer.
2008-05-09 11:20:01 +02:00
Alexander Dorofeyev
6d86e7f861
wined3d: Use source colorkey when passed KEYSRC or KEYSRCOVERRIDE.
...
Fixes failure in p8_primary_test when using opengl ddraw renderer.
2008-05-09 11:19:39 +02:00
Andrew Talbot
0de14c37e5
wined3d: Remove unused variables.
2008-04-30 10:25:47 +02:00
Stefan Dösinger
5d49dea373
d3d9: Add a test for NP2 stretchrect.
2008-04-24 11:43:18 +02:00
Stefan Dösinger
1c9f1f8ddd
wined3d: Support framebuffer reading from texture_rectangle sources.
2008-04-24 11:43:18 +02:00
Austin English
6e59cd2c34
Spelling fixes.
2008-04-22 12:20:12 +02:00
Alexander Dorofeyev
db36665be5
wined3d: Add missing check for p8 primary in surface_download_data.
2008-04-21 14:22:35 +02:00
Roderick Colenbrander
f2753d7189
wined3d: Add palette re-upload support for cards with hardware palette support.
...
Before it was broken and when it worked it was slow due to unneeded
gpu -> cpu -> gpu copying.
2008-04-21 13:36:19 +02:00
Stefan Dösinger
a22203adeb
wined3d: Make the mag filter lookup a separate array.
...
This makes it easier to make this a per texture / per adapter property.
Somewhen we should rename the remaining lookup type in the general
lookup table to wraplookup.
2008-04-09 11:48:30 +02:00
Stefan Dösinger
67e0943ba3
wined3d: Store the number of aux buffers in the context.
2008-04-09 11:47:24 +02:00
Stefan Dösinger
0de167db9e
wined3d: Put implicit surfaces into drawable on unload.
...
If we mark the sysmem copy up to date we would have to take care about
allocating it. As explained in the comment, INDRAWABLE is a saner
choice
2008-04-08 11:59:28 +02:00
Alexander Dorofeyev
65f9abc88d
wined3d: Move PreLoad to avoid calling it with gl lock held.
2008-04-07 21:18:47 +02:00
Alexander Dorofeyev
7f2257ca55
wined3d: Add device->isInDraw checks in LoadLocation.
...
Prevents calling ActivateContext while holding gl lock, e.g. when preloading
texture in sampler().
2008-04-07 21:18:36 +02:00
Alexander Dorofeyev
29b38bc886
wined3d: Implement CONVERT_RGB32_888 conversion.
2008-04-07 21:17:15 +02:00
Roderick Colenbrander
f04d870a8d
wined3d: Remove a PBO when a converted surface is detected.
...
This can happen e.g. when suddenly color keying is activated and at
some stages we don't know if we will need conversion at PBO creation
time.
2008-04-07 12:05:54 +02:00
Roderick Colenbrander
0efefef34b
wined3d: Use the render target its palette when performing a texture copy as the texture doesn't hold one.
2008-04-07 12:05:39 +02:00
Allan Tong
a68637b59b
wined3d: Call ActivateContext before any gl call in IWineD3DSurfaceImpl_Release.
2008-04-04 11:43:50 +02:00
Alexander Dorofeyev
d6ba069d9e
wined3d: Improve detection of device palette change.
2008-04-03 11:31:57 +02:00
Alexander Dorofeyev
1c89795438
wined3d: Support index in alpha in BltOverride colorfill codepath.
...
Fixes a failure in ddraw p8_primary_test when running with opengl ddraw renderer.
2008-04-03 11:31:43 +02:00
Alexander Dorofeyev
b54553a253
wined3d: Avoid calling LoadTexture with gl lock held in IWineD3DSurfaceImpl_PreLoad.
...
Needed to prevent ActivateContext being called while holding gl lock.
2008-04-03 11:31:09 +02:00
Alexander Dorofeyev
1e6f02ed2b
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DSurfaceImpl_Release.
2008-04-03 11:30:55 +02:00
Alexander Dorofeyev
088c34ec1c
wined3d: Add ENTER_GL/LEAVE_GL in surface_allocate_surface.
2008-04-03 11:30:47 +02:00
Alexander Dorofeyev
d5b400307b
wined3d: Add ENTER_GL/LEAVE_GL in surface_bind_and_dirtify.
2008-04-03 11:30:38 +02:00
Stefan Dösinger
b1d8af7926
wined3d: Update copyright lines.
2008-04-02 20:22:42 +02:00
Alexander Dorofeyev
9b913b3b79
wined3d: Don't use device palettes in RealizePalette.
2008-03-25 11:53:47 +01:00
Alexander Dorofeyev
13ce219235
wined3d: Don't use device palettes in GetDC.
2008-03-25 11:53:39 +01:00
Alexander Dorofeyev
85fd313046
wined3d: Don't use device palettes in read_from_framebuffer.
2008-03-25 11:53:24 +01:00
Alexander Dorofeyev
16da594354
wined3d: Fix comment.
2008-03-25 11:53:01 +01:00
Roderick Colenbrander
3771341774
wined3d: Add a missing break to blt_to_drawable.
2008-03-24 12:08:12 +01:00
Alexander Dorofeyev
fc064cb04b
wined3d: Use primary_render_target_is_p8 in read_from_framebuffer.
2008-03-10 12:55:02 +01:00
Alexander Dorofeyev
8f8076c3f7
wined3d: Get rid of spurious err when locking with WINED3DLOCK_DISCARD.
2008-03-10 12:54:48 +01:00
Stefan Dösinger
825506d5ff
wined3d: General cross format blitting infrastrucutre, R32F->R16F blits.
2008-02-26 11:31:19 +01:00
Roderick Colenbrander
0b3d880c8e
wined3d: Use the color key in glAlphaFunc in case of index_in_alpha.
2008-02-22 11:54:51 +01:00
Roderick Colenbrander
0cdccfc8b5
wined3d: Unify p8 render target detection code.
2008-02-22 11:54:40 +01:00
Roderick Colenbrander
a5444cb897
wined3d: In DirectDraw a palette is a property of a surface while in d3d8/9 it is a property of a device.
2008-02-22 11:54:31 +01:00
Roderick Colenbrander
98a0786096
wined3d: Don't flush in D3D RealizePalette without a palette.
2008-02-22 11:53:45 +01:00
Roderick Colenbrander
8f18eeea35
wined3d: Let flush_to_framebuffer_drawpixels use a valid rect.
2008-02-20 12:06:46 +01:00
Roderick Colenbrander
28464f9689
wined3d: Fix lack of indent in PreLoad.
2008-02-19 13:39:25 +01:00
Roderick Colenbrander
48275308ee
wined3d: Add a GL specific RealizePalette which also updates the drawable.
2008-02-19 13:39:25 +01:00
Alexander Dorofeyev
5346039d5a
wined3d: Take alpha from device palette entry for d3d 8 and later.
...
Adds support for D3D >= 8 style palettes that contain alpha. This fixes
rendering problems in games like Commandos 3 and Madden NFL 2004.
2008-02-19 13:39:24 +01:00
Roderick Colenbrander
a29584b34f
wined3d: Add SURFACE_BUSY support to *_BltFast.
2008-02-18 14:19:44 +01:00
Roderick Colenbrander
5437cb01f1
wined3d: Add SURFACE_BUSY support to *_Blt.
2008-02-18 14:19:37 +01:00
Stefan Dösinger
d49c9bbcbe
wined3d: Do not change the texture unit when binding surfaces.
...
Changing the texture unit when binding a surface for loading can break
the state manager in the way that it changes the currently active
texture unit while it is setting up a texture that has to be loaded.
Instead find out the current unit to dirtify the correct sampler.
2008-02-18 13:34:13 +01:00
Roderick Colenbrander
ba90a740be
wined3d: Add read_from_framebuffer_texture which combines code from read_from_framebuffer (drawpixels) and LoadLocation.
...
This makes the code easier to read and the pieces borrowed from
read_from_framebuffer are more correct than the code in LoadLocation.
2008-02-11 19:58:58 +01:00
Roderick Colenbrander
059778446f
wined3d: Upload p8 palette using GL_ALPHA instead of GL_RED.
2008-02-08 11:04:36 +01:00
Roderick Colenbrander
424e9c3e08
wined3d: Allow read back of P8 surfaces. This fixes some of the redrawing issues in Red Alert.
2008-02-06 11:36:35 +01:00
Roderick Colenbrander
f84589ea1f
wined3d: Reload the palette on a color key change. This fixes the ddex4/ddex5 samples from the dx7 sdk.
2008-02-06 11:36:23 +01:00
Roderick Colenbrander
1b78457bc6
wined3d: Make sure to set the color key when it is needed including for index_in_alpha.
2008-02-06 11:36:15 +01:00
Stefan Dösinger
33d012efcb
wined3d: Unload implicit depth stencil buffers correctly.
...
We have to destroy potential fbo renderbuffers, and make sure the
texture is gone
2008-02-05 12:32:42 +01:00
Andrew Talbot
18047e77e5
wined3d: Remove unneeded casts.
2008-01-24 11:41:42 +01:00
Roderick Colenbrander
a1364d11c0
wined3d: Don't use texture_rectangle for paletted textures.
2008-01-23 11:31:42 +01:00
Alexander Dorofeyev
d9567b7627
wined3d: Fix not released swapchain in some codepaths.
2008-01-22 11:19:43 +01:00
Marcus Meissner
d757432c7d
wined3d: Removed deadcode.
2008-01-21 12:41:31 +01:00
Pablo Spallanzani
91afa09ac0
wined3d: Fix texture coordinate calculation in surface_blt_to_drawable.
2008-01-15 11:36:44 +01:00
Stefan Dösinger
c372654b26
wined3d: Implement IWineD3DSurface::UnLoad.
2008-01-14 15:10:30 +01:00
Stefan Dösinger
e59ddb0ab1
wined3d: Add a new IWineD3DResource::UnLoad method.
2008-01-14 15:10:17 +01:00
Roderick Colenbrander
a74ecc5f2f
wined3d: Unify color conversion code.
2008-01-07 22:57:05 +01:00
Roderick Colenbrander
f2e32f7c45
wined3d: Use software palette conversion for non-texturing operations.
2008-01-07 18:20:07 +01:00
H. Verbeet
bf50e07f34
wined3d: SFLAG_INTEXTURE is the same as SFLAG_INDRAWABLE for offscreen render targets when ORM_FBO is used.
2008-01-03 11:40:31 +01:00
H. Verbeet
4863daf06a
wined3d: Bind the surface texture in LoadLocation().
2008-01-03 11:40:31 +01:00
H. Verbeet
6cab4c8005
wined3d: Move binding the texture and dirtifying the sampler to its own function from surface_download_data().
2008-01-03 11:40:31 +01:00
H. Verbeet
c46c53a12c
wined3d: Call ActivateContext regardless of WINED3DCREATE_MULTITHREADED.
2008-01-03 11:40:31 +01:00
Alexander Dorofeyev
7165d7268b
wined3d: Fix regression of colorfill and texture to swapchain codepaths in BltOverride.
2007-12-31 17:49:00 +01:00
Roderick Colenbrander
f3df6cf42b
wined3d: Only store the palette index in the alpha component when the primary render target uses P8.
...
This was already done in other places but I missed this spot.
2007-12-28 11:45:03 +01:00
Roderick Colenbrander
756cb66e78
wined3d: In case of GL_EXT_paletted_textures we use GL_COLOR_INDEX and don't need a GL_RED fixup.
2007-12-28 11:44:49 +01:00