Andrew Nguyen
0f050b3ecb
wined3d: Fix typo in GL_SGIS_generate_mipmap preprocessor definition.
2010-12-27 15:39:41 +01:00
Andrew Nguyen
7e13b1afaf
wined3d: Remove references to GLX_SGI_video_sync.
...
Usage of GLX_SGI_video_sync is problematic, and wined3d cannot use GLX extensions.
2010-12-27 15:39:41 +01:00
Rico Schüller
5b985bcb03
wined3d: Fix memset size in IWineD3DVolumeImpl_Unmap.
2010-12-20 12:47:38 +01:00
Henri Verbeet
f5d96d1701
wined3d: Pass an IWineD3DBaseTextureImpl pointer to basetexture_get_level_count().
2010-12-16 11:50:09 +01:00
Henri Verbeet
2438968c34
wined3d: Pass an IWineD3DBaseTextureImpl pointer to basetexture_cleanup().
2010-12-16 11:50:09 +01:00
Henri Verbeet
47fcc00cce
wined3d: Pass an IWineD3DBaseTextureImpl pointer to basetexture_unload().
2010-12-16 11:50:09 +01:00
Henri Verbeet
7bc7caf423
wined3d: Pass an IWineD3DBaseTextureImpl array to pixelshader_update_samplers().
2010-12-16 11:50:09 +01:00
Henri Verbeet
bd2e7aedcf
wined3d: Store an IWineD3DBaseShaderImpl pointer in wined3d_shader_context.
2010-12-15 11:55:22 +01:00
Henri Verbeet
2f36d600ef
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_generate_main().
2010-12-15 11:55:19 +01:00
Henri Verbeet
51f06dcf0c
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_get_registers_used().
2010-12-15 11:55:16 +01:00
Henri Verbeet
c492ec196e
wined3d: Pass implementation pointers to get_glsl_program_entry().
2010-12-15 11:55:13 +01:00
Henri Verbeet
d6446c7a97
wined3d: Store implementation pointers in glsl_program_key_t.
2010-12-14 11:38:42 +01:00
Henri Verbeet
dd1ba15ec7
wined3d: Store implementation pointers in struct glsl_shader_prog_link.
2010-12-14 11:38:39 +01:00
Henri Verbeet
b0bc24eec3
wined3d: Pass implementation pointers to generate_param_reorder_function().
2010-12-14 11:38:37 +01:00
Henri Verbeet
77beea98b9
wined3d: Avoid some interface pointers in set_glsl_shader_program().
2010-12-14 11:38:34 +01:00
Henri Verbeet
bbbab10c8e
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_cleanup().
2010-12-13 16:24:27 +01:00
Henri Verbeet
fe2ffe1e6a
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_destroy().
2010-12-13 16:24:23 +01:00
Henri Verbeet
97ca0e6863
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_generate_glsl_declarations().
2010-12-13 16:24:19 +01:00
Henri Verbeet
8ea7d1ef71
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_generate_arb_declarations().
2010-12-13 16:24:15 +01:00
Henri Verbeet
0e3c60786e
wined3d: Explicitly pass gl_info to unset_shader().
2010-12-10 13:02:26 +01:00
Henri Verbeet
ae7a20af2f
wined3d: Explicitly pass blit_priv and gl_info to set_shader().
2010-12-10 13:02:24 +01:00
Henri Verbeet
0caed0a771
wined3d: Explicitly pass blit_priv and gl_info to gen_p8_shader().
2010-12-10 13:02:22 +01:00
Henri Verbeet
fa75517155
wined3d: Explicitly pass blit_priv and gl_info to gen_yuv_shader().
2010-12-10 13:02:19 +01:00
Henri Verbeet
7f09eb6a7a
wined3d: Pass an IWineD3DDeviceImpl pointer to free_private().
2010-12-09 12:14:31 +01:00
Henri Verbeet
4ba3b64c57
wined3d: Pass an IWineD3DDeviceImpl pointer to alloc_private().
2010-12-09 12:14:25 +01:00
Henri Verbeet
a3b2407824
wined3d: Remove IWineD3DBaseTexture::SetDirty() from the public interface.
2010-12-09 12:14:19 +01:00
Henri Verbeet
4dd3066ea3
wined3d: Remove the unused IWineD3DBaseTexture::GetDirty() method.
2010-12-09 12:14:11 +01:00
Henri Verbeet
b5637a934e
wined3d: Store an IWineD3DDeviceImpl pointer in IWineD3DBaseShaderClass.
2010-12-08 11:27:49 +01:00
Henri Verbeet
018a48493b
wined3d: Remove a redundant SetDirty() call from IWineD3DSurfaceImpl_Map().
...
The surface_add_dirty_rect() call already does this.
2010-12-08 11:27:44 +01:00
Henri Verbeet
5fc53941ef
wined3d: Pass a wined3d_buffer structure to buffer_get_memory().
2010-12-08 11:27:40 +01:00
Henri Verbeet
46f3cc9df6
wined3d: Don't leak heapMemory in surface_remove_pbo().
2010-12-08 11:27:34 +01:00
Henri Verbeet
cd30e9562c
wined3d: Explicitly pass gl_info to shader_arb_generate_pshader().
2010-12-07 11:33:27 +01:00
Henri Verbeet
202a60c489
wined3d: Explicitly pass gl_info to shader_arb_generate_vshader().
2010-12-07 11:33:25 +01:00
Henri Verbeet
db164a990c
wined3d: Rename shader_reg_maps to wined3d_shader_reg_maps.
...
For consistency with other shader translation structures.
2010-12-07 11:33:23 +01:00
Henri Verbeet
78652a5fe8
wined3d: Explicitly pass shader_data, reg_maps and gl_info to vshader_add_footer().
2010-12-06 12:21:35 +01:00
Henri Verbeet
e9ff40d918
wined3d: Use local reg_maps variables where possible.
2010-12-06 12:21:31 +01:00
Henri Verbeet
0405733ff7
wined3d: Explicitly pass shader_data and reg_maps to reserved_vs_const().
2010-12-06 12:21:27 +01:00
Henri Verbeet
a564101630
wined3d: Explicitly pass shader_data and reg_maps to need_helper_const().
2010-12-06 12:21:24 +01:00
Henri Verbeet
6a646ac25d
wined3d: shader_get_registers_used() is only called during shader initialization.
2010-12-03 11:04:39 +01:00
Henri Verbeet
8c1e326e3c
wined3d: Explicitly pass shader_data and reg_maps to need_rel_addr_const().
2010-12-03 11:04:36 +01:00
Henri Verbeet
e43cd744b6
wined3d: need_rel_addr_const() is only ever called for vertex shaders.
2010-12-03 11:04:32 +01:00
Henri Verbeet
fe47ba8fa2
wined3d: Move the rel_offset vertex shader field to the ARB shader backend.
2010-12-03 11:04:28 +01:00
Henri Verbeet
b72b037128
wined3d: Properly initialize min_rel_offset.
...
This somehow got lost in 14da44aa36
.
2010-12-03 11:04:22 +01:00
Henri Verbeet
03d7f527cf
wined3d: Move min_rel_offset / max_rel_offset to the shader_reg_maps structure.
2010-12-02 11:54:20 +01:00
Henri Verbeet
a4477fea4a
wined3d: Pass an IWineD3DDeviceImpl pointer to free_private().
2010-12-02 11:54:15 +01:00
Henri Verbeet
6b9118e462
wined3d: Pass an IWineD3DDeviceImpl pointer to alloc_private().
2010-12-02 11:54:10 +01:00
Henri Verbeet
00550613e7
wined3d: Remove a redundant parameter to enable_extension().
2010-12-02 11:54:03 +01:00
Henri Verbeet
f92a0667d7
wined3d: Remove a unused parameter to shader_dirtifyable_constants().
2010-12-02 11:53:57 +01:00
Henri Verbeet
f45aeb4abe
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_free_private().
2010-12-01 11:09:08 +01:00
Henri Verbeet
4a69874938
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_alloc_private().
2010-12-01 11:09:02 +01:00
Henri Verbeet
77923346da
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_pixel_constants().
2010-12-01 11:08:57 +01:00
Henri Verbeet
4a6d0da207
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_vertex_constants().
2010-12-01 11:08:51 +01:00
Henri Verbeet
fad461eefa
wined3d: Move the PrivateData structure to resource.c.
2010-12-01 11:08:39 +01:00
Henri Verbeet
7363b0e98a
wined3d: Explicitly pass data and gl_info to shader_deselect_depth_blt().
2010-11-30 10:57:23 +01:00
Henri Verbeet
93a824d744
wined3d: Explicitly pass data and gl_info to shader_select_depth_blt().
2010-11-30 10:57:17 +01:00
Henri Verbeet
363d8a316e
wined3d: Pass an IWineD3DDeviceImpl pointer to drawPrimitive().
2010-11-30 10:57:10 +01:00
Henri Verbeet
6476ef599d
wined3d: Pass an IWineD3DDeviceImpl pointer to drawStridedSlow().
2010-11-30 10:57:01 +01:00
Marcus Meissner
5d657bfdba
wined3d: Detect nouveau as NVIDIA.
2010-11-29 19:43:35 +01:00
Christian Inci
4229b1f3b6
wined3d: Add nVidia GT 320M to the table.
2010-11-26 14:58:39 +01:00
Austin English
90f428cd85
wined3d: Add detection for Nvidia GT 330.
2010-11-23 14:16:21 +01:00
Henri Verbeet
a147fd9c36
wined3d: Fix the indentation in buffer_direct_upload().
2010-11-23 13:15:39 +01:00
Henri Verbeet
03f7a2d88e
wined3d: Get rid of the remaining "Flags".
2010-11-23 13:15:36 +01:00
Henri Verbeet
b459b917fb
wined3d: Textures never have a resource size.
...
They're just containers for their subresources.
2010-11-23 13:15:32 +01:00
Henri Verbeet
4f651808fc
wined3d: Disallow empty surfaces.
2010-11-18 12:37:36 +01:00
Henri Verbeet
faba8d734d
wined3d: Send a notification that the GL texture changed in flip_surface().
...
Strictly speaking the texture doesn't get unloaded, but it does get associated
with a different surface. The FBO cache in particular is much happier when it
gets notified of these.
2010-11-17 14:01:14 +01:00
Henri Verbeet
fadd192cba
wined3d: buffer_get_sysmem() potentially invalidates the current element array buffer binding.
...
This fixes a regression introduced by commit
2a7a237170
.
2010-11-16 13:48:46 +01:00
Henri Verbeet
4dc28005eb
wined3d: Remove a redundant flag in IWineD3DSurfaceImpl_SetMem().
2010-11-16 13:48:42 +01:00
Henri Verbeet
745126b05d
wined3d: Properly recreate the sysmem resource location in IWineD3DSurfaceImpl_SetMem().
...
Otherwise we could end up with surfaces that have SFLAG_INSYSMEM set, but no
actual system memory allocated. This was exposed by
3bbe658ef1
.
2010-11-15 15:04:41 +01:00
Henri Verbeet
44b9712cd6
wined3d: Add a trace to IWineD3DSurfaceImpl_SetMem().
2010-11-15 15:04:36 +01:00
Henri Verbeet
60b5dc04b7
wined3d: Rename the IWineD3DPaletteImpl "Flags" field to "flags".
2010-11-15 15:04:32 +01:00
Henri Verbeet
efb185dcd5
wined3d: Rename the wined3d_format "Flags" field to "flags".
2010-11-12 15:43:08 +01:00
Henri Verbeet
027fdb31c2
wined3d: Rename the IWineD3DSurfaceImpl "Flags" field to "flags".
2010-11-12 15:43:07 +01:00
Henri Verbeet
a59ee29dec
wined3d: Simplify a condition in IWineD3DSurfaceImpl_LoadTexture().
2010-11-12 15:43:07 +01:00
Henri Verbeet
4bd1f04fbd
wined3d: Check for depth/stencil surfaces in general in IWineD3DSurfaceImpl_Unmap().
...
Instead of just the current one.
2010-11-12 15:43:07 +01:00
Henri Verbeet
db013ed213
wined3d: Avoid marking samplers dirty in IWineD3DSurfaceImpl_Unmap().
...
Resources are explicitly loaded in context_apply_draw_state() when needed, the
resource location management takes care of all of this.
2010-11-12 15:43:07 +01:00
Henri Verbeet
3bbe658ef1
wined3d: Remove some useless code.
2010-11-11 13:11:37 +01:00
Henri Verbeet
78abb8ae07
wined3d: Simply use surface_modify_location() in IWineD3DSurfaceImpl_Map() with WINED3DLOCK_DISCARD.
...
The call to surface_add_dirty_rect() would have taken care of evicting the
other locations anyway, but we really shouldn't be touching the location flags
directly.
2010-11-11 13:11:34 +01:00
Henri Verbeet
d3fd7b247b
wined3d: Handle rendertargetlock_mode in surface_load_location().
2010-11-11 13:11:30 +01:00
Henri Verbeet
1fa19d8e42
wined3d: Take the location into account in context_apply_fbo_state_blit().
2010-11-11 13:11:26 +01:00
Jaime Rave
6bf3f67c01
wined3d: Added Intel GM45 video card detection.
2010-11-11 13:08:25 +01:00
Henri Verbeet
7a354177b3
wined3d: Don't unregister a window unless the window proc is what we expect it to be.
...
In particular, if we'd unregister a window when the application replaced our
window proc, but still forwards to us, we'd create a loop when we register
the same window again later.
2010-11-10 12:19:24 +01:00
Henri Verbeet
9a1fddb0fd
wined3d: Register a window only once.
2010-11-10 12:19:16 +01:00
Henri Verbeet
4503d0cb4b
wined3d: Use a lookup table in select_card_ati_binary().
2010-11-10 12:18:54 +01:00
Henri Verbeet
3bb40b0776
wined3d: Use lookup tables in select_card_nvidia_binary().
2010-11-09 14:21:00 +01:00
Henri Verbeet
a9da30dc5f
wined3d: Use lookup tables in select_card_ati_mesa().
2010-11-09 14:20:51 +01:00
Henri Verbeet
bed0266a8c
wined3d: Recognize Evergreen in select_card_ati_mesa().
2010-11-09 14:20:42 +01:00
Henri Verbeet
50b76b76cb
wined3d: Test for "AMD" in the renderer string as well to detect AMD cards.
...
Specifically, the Gallium r600 driver reports "X.Org" for vendor and a string
of the form "Gallium 0.4 on AMD RV730" for the renderer.
2010-11-08 13:31:09 +01:00
Henri Verbeet
7a64870014
wined3d: Don't use floating point textures without ARB_texture_float.
...
The floating point formats from ARB_texture_rg are only defined when
ARB_texture_float is also supported. It would have been nice if the formats
table itself was able to express this, but as far as I'm aware this is only an
issue for ARB_texture_rg, so it's probably not worth changing.
2010-11-08 13:30:59 +01:00
Henri Verbeet
7e3985e1fe
ddraw: Setup the device window in SetCooperativeLevel().
2010-11-08 13:30:54 +01:00
Henri Verbeet
b898130a11
wined3d: Do not activate the window when restoring the styles.
...
This is consistent with device_setup_fullscreen_window(), and ddraw actually
has a test for this in ddrawmodes.c. (Although it doesn't actually use
device_setup_fullscreen_window() until the next patch.)
2010-11-08 13:30:46 +01:00
Henri Verbeet
45cee64295
wined3d: Move the fullscreen window setup / restore code to the device.
2010-11-08 13:30:40 +01:00
Henri Verbeet
feaf81f60d
wined3d: Use SetWindowPos() to make the focus window active.
2010-11-05 17:15:37 +01:00
Henri Verbeet
f0b0c1b1dd
wined3d: Add support for the INTZ format.
2010-11-05 17:15:36 +01:00
Michael Stefaniuc
1183383a6f
wined3d: Fix some checkGLcall() messages.
2010-11-05 17:15:34 +01:00
Michael Stefaniuc
809741d5ae
wined3d: Move the checkGLcall() right after the corresponding GL call.
2010-11-05 17:15:34 +01:00
Henri Verbeet
8e059205ba
wined3d: Translate drawable coordinates in flush_to_framebuffer_drawpixels().
2010-11-02 13:17:35 +01:00
Henri Verbeet
3f0d16c5bf
wined3d: Do not use "lockedRect" unless the surface is locked in flush_to_framebuffer_drawpixels().
2010-11-02 13:17:31 +01:00
Henri Verbeet
b66478dfbc
wined3d: Set an A window proc on non-unicode windows.
2010-11-02 13:17:25 +01:00
Francois Gouget
b990617a95
Assorted spelling fixes.
2010-11-02 13:16:57 +01:00
Henri Verbeet
e35b6aa1a7
wined3d: Change surface_translate_frontbuffer_coords() to handle all drawable coordinates.
2010-11-01 13:34:43 +01:00