Henri Verbeet
471e626052
wined3d: Fix the .spec.
2015-02-12 22:12:11 +09:00
Henri Verbeet
e4cb3b5081
wined3d: Recognize the SM4 or opcode.
2015-02-11 23:05:17 +09:00
Henri Verbeet
3225fea30c
wined3d: Recognize the SM4 ne opcode.
2015-02-11 23:05:13 +09:00
Henri Verbeet
8506da62e0
wined3d: Implement WINED3DSIH_SQRT in the GLSL shader backend.
2015-02-11 23:05:08 +09:00
Henri Verbeet
1dfea3a4ba
wined3d: Do not validate format restrictions for buffers.
...
Buffers don't have a format as such, and are created with either
WINED3DFMT_UNKNOWN or WINED3DFMT_VERTEXDATA.
2015-02-11 23:05:04 +09:00
Henri Verbeet
5045ca639d
wined3d: Add some warnings when resource_init() fails due to format restrictions.
2015-02-11 23:04:59 +09:00
Matteo Bruni
ac3df5e1f1
wined3d: Use the proper pitch in read_from_framebuffer().
...
This function is only used in the non-default "backbuffer" ORM.
2015-02-11 22:21:36 +09:00
Matteo Bruni
20e61b396e
wined3d: Use unsigned short for the bitfields in struct color_fixup_desc.
2015-02-11 22:21:28 +09:00
Matteo Bruni
b875a4a44a
wined3d: Use GL_CLAMP_TO_EDGE instead of GL_CLAMP.
...
GL_CLAMP was removed from core profile and probably GL_CLAMP_TO_EDGE was
intended to be used here anyway.
2015-02-10 16:21:55 +09:00
Matteo Bruni
f4da723151
wined3d: Call glReadBuffer() through the appropriate function pointer.
2015-02-10 16:21:41 +09:00
Matteo Bruni
1612dc4dc9
wined3d: Refuse pixel shaders declaring POSITION0 inputs.
2015-02-09 22:05:43 +09:00
Matteo Bruni
74b4516bfa
wined3d: Only consider POSITION0 PS inputs as vpos.
2015-02-09 22:05:41 +09:00
Matteo Bruni
96b48191c0
wined3d: Only copy POSITION0 output semantics into gl_Position.
2015-02-09 22:05:35 +09:00
Matteo Bruni
1aa5015467
wined3d: Directly use the core version of glTex[Sub]Image3D.
2015-02-09 22:05:32 +09:00
Stefan Dösinger
da5041eb4b
wined3d: Check the d3d buffer to find converted attributes.
...
This fixes some tests with ARB shaders that were broken since
1360af6adc
. When buffer_internal_preload
is called by context_update_stream_info, si->elements[i].data is not yet
set.
2015-02-06 22:20:26 +09:00
Stefan Dösinger
e178b7ec9a
wined3d: Don't use TXP for rectangle P8 textures.
...
This was probably taken from the YUV shaders, incorrectly and in reverse
logic. It did happen to work though because fragment.texcoord[0].w is 1.0.
2015-02-04 23:15:03 +09:00
Stefan Dösinger
3d49060fdf
wined3d: Fix the color keyed P8 alpha ref value.
2015-02-04 23:14:59 +09:00
Matteo Bruni
9defaa53a1
wined3d: Use the core version of the asynchronous queries functions.
2015-02-02 22:39:05 +09:00
Stefan Dösinger
3ef1d6bcd9
wined3d: Pass WM_SYSCOMMAND(SC_RESTORE) to DefWindowProc.
2015-01-28 11:06:48 +01:00
Andrew Eikum
7b45103c4a
wined3d: Fix spec file entry for wined3d_texture_create.
2015-01-23 17:28:40 +01:00
Matteo Bruni
d360a51f3c
wined3d: Use the core version of the shader object functions.
2015-01-23 12:02:37 +01:00
Matteo Bruni
e192939652
wined3d: Use the core version of GL vertex attribute functions where possible.
2015-01-23 12:02:33 +01:00
Matteo Bruni
584892b692
wined3d: Properly initialize the last two components of R16G16_SINT attributes.
2015-01-23 12:02:28 +01:00
Matteo Bruni
270431c220
wined3d: Don't normalize R8G8B8A8_UINT attributes.
2015-01-22 13:37:55 +01:00
Matteo Bruni
8ddb7e32f8
wined3d: Add separate stencil state setup via GL 2.0+ core functions.
2015-01-22 13:37:53 +01:00
Matteo Bruni
915e0ef0cf
wined3d: Always use the core version of the glPointParameteri function.
...
The state function depends on GL 2.0+ so it's unnecessary to
check for NV_POINT_SPRITE.
2015-01-20 16:09:01 +01:00
Matteo Bruni
aff0c389cc
wined3d: Use the core version of glDrawElementsInstanced.
2015-01-20 16:08:58 +01:00
Matteo Bruni
75b96768e5
wined3d: Use the core version of glDrawBuffers.
2015-01-20 16:08:56 +01:00
Matteo Bruni
6bb32e47ff
wined3d: Use the core gl*CompressedTex* functions.
2015-01-20 16:08:54 +01:00
Henri Verbeet
525696fe6c
wined3d: Properly cleanup samplers on wined3d_device_reset() / wined3d_device_uninit_3d().
2015-01-19 14:31:53 +01:00
Henri Verbeet
ca06f960ed
wined3d: Use the same flags for wined3d_texture_set_color_key() and the "color_key_flags" field it sets.
...
This fixes a regression introduced by commit a8ab569415
.
2015-01-19 14:31:51 +01:00
Henri Verbeet
2912e2938e
wined3d: Handle the SM4 SV_POSITION pixel shader input semantic in the GLSL shader backend.
...
This is (mostly) equivalent to the vPos register in SM3.
2015-01-19 14:31:38 +01:00
Henri Verbeet
2e5abc156a
wined3d: Implement WINED3DSIH_SAMPLE in the GLSL shader backend.
2015-01-19 14:31:32 +01:00
Henri Verbeet
60d44af34e
wined3d: Merge shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().
2015-01-15 17:24:45 +01:00
Henri Verbeet
c6232e1d11
wined3d: Create GL sampler objects for wined3d sampler objects.
2015-01-15 17:24:43 +01:00
Henri Verbeet
5231113fc7
wined3d: Replace wined3d_texture_apply_state_changes() with wined3d_texture_apply_sampler_desc().
2015-01-15 17:24:38 +01:00
Henri Verbeet
86e99abb12
wined3d: Store a struct wined3d_sampler_desc in struct gl_texture.
...
Instead of a enum wined3d_texture_state array.
2015-01-15 17:24:35 +01:00
Henri Verbeet
4b480f5519
wined3d: Introduce struct wined3d_sampler_desc.
2015-01-15 17:24:32 +01:00
Matteo Bruni
7e169d43c5
wined3d: Use the core glColorMaski function.
2015-01-15 11:44:22 +01:00
Matteo Bruni
79a0dece8b
wined3d: Use the core version of the gl*Buffer* functions.
2015-01-15 11:44:20 +01:00
Matteo Bruni
3ccb66f472
wined3d: Use the core version of the glBlend* functions.
2015-01-09 11:49:37 +01:00
Matteo Bruni
993075cdb3
wined3d: Prefer the core glActiveTexture function.
2015-01-09 11:49:33 +01:00
Matteo Bruni
c603e47986
wined3d: Inline GL_EXT_FUNCS_GEN in load_gl_funcs.
2015-01-09 11:49:16 +01:00
Henri Verbeet
30aa55282e
wined3d: Specify the initial texture contents with wined3d_texture_create() in wined3d_device_create_cursor_texture().
2015-01-05 20:15:38 +01:00
Henri Verbeet
ea534c9ab4
wined3d: Allow initial texture contents to be specified with wined3d_texture_create().
2015-01-05 20:15:35 +01:00
Henri Verbeet
08aded431b
wined3d: Reject wined3d_texture_create() calls without explicit level count.
2015-01-05 20:15:26 +01:00
Henri Verbeet
af9ccb490a
ddraw: Use wined3d_log2i() to calculate the level count in ddraw_surface_create().
2014-12-10 19:32:08 +01:00
Henri Verbeet
f5939399f0
wined3d: Use __builtin_clz() in wined3d_log2i() when available.
2014-12-10 13:40:47 +01:00
Stefan Dösinger
19c860499a
wined3d: Filter messages generated by focus handling.
2014-12-08 14:18:43 +01:00
Henri Verbeet
5c3d52468c
wined3d: Take the resource data type into account in shader_glsl_gen_sample_code().
2014-12-03 11:14:27 +01:00