Stefan Dösinger
6cf421399b
wined3d: Use bitfields in struct arbfp_blit_type.
2015-04-03 00:33:28 +09:00
Stefan Dösinger
da7abd29b4
wined3d: Pass a wined3d_ffp_texture_type enum to blit shader functions.
2015-04-03 00:33:28 +09:00
Stefan Dösinger
844c4efb47
wined3d: Give tex_type and its values a better name.
2015-04-03 00:33:28 +09:00
Henri Verbeet
94b0e895db
wined3d: Use GLSL 1.30 for SM4 shaders when available.
...
This is required for bitwise operators in particular if no other extension
provides them.
2015-03-31 18:49:28 +09:00
Henri Verbeet
d0d8a7827b
wined3d: Take WINED3D_PIXEL_CENTER_INTEGER into account when calculating vpos.
2015-03-31 18:49:28 +09:00
Henri Verbeet
94967c28b9
wined3d: Add support for half-integer pixel centers.
...
Like in OpenGL and Direct3D 10+.
2015-03-30 19:10:29 +09:00
Matteo Bruni
05757794a0
wined3d: Don't use the builtin FFP uniform for the projection matrix.
2015-03-27 20:40:38 +09:00
Matteo Bruni
7a8ac888de
wined3d: Don't use the builtin FFP uniform for the normal matrix.
2015-03-27 20:40:38 +09:00
Stefan Dösinger
be4c7a0a84
wined3d: Implement per stage constants in atifs.
2015-03-27 20:40:37 +09:00
Stefan Dösinger
3c2d0b983a
wined3d: Avoid constant collision in atifs.
2015-03-24 20:06:18 +09:00
Stefan Dösinger
239e8cad7c
wined3d: Add per-context private data for fragment pipelines.
2015-03-24 20:06:15 +09:00
Stefan Dösinger
1b0c063632
wined3d: Check for conversion changes in the atifs fragment pipeline.
...
Mapping colorop to pixelshader is necessary because misc_state_template
defines a pixel shader handler. We have to use the same representative
in all pipeline parts.
Wined3d_cs_exec_set_texture dirtifies the pixel shader state when the
fixup of a texture changes. Atifs no longer needs a pixel shader handler
on its own since vertex shader updates aren't delayed any more when the
pixel shader state is dirty.
2015-03-24 20:06:05 +09:00
Stefan Dösinger
92fee8c04f
wined3d: Improve color fixups in atifs shaders.
...
The abilities of this hardware is too limited to support generic sign /
swizzle fixups. A generic handler would consume 4 of the 8 available
color instruction slots and 2 alpha instruction slots.
The bump mapping handler code has its own way of handling the color
fixups. It merges the fixup into the perturbation calculation without
requiring extra shader instructions. In theory this is possible for the
majority of d3d texture ops as well, but I don't think this is worth the
effort. I expect that this code will only be used for the ddraw signed
format test in practice.
2015-03-24 20:05:46 +09:00
Henri Verbeet
010ff106dd
d3d10core: Implement d3d10_device_DrawInstanced().
2015-03-24 17:41:17 +09:00
Henri Verbeet
a33d3ad41b
wined3d: Add support for SV_InstanceID.
2015-03-24 17:41:12 +09:00
Henri Verbeet
f9fafb3686
wined3d: Use the "sysval_semantic" field instead of "semantic_name" to recognize SV_POSITION.
2015-03-24 17:41:09 +09:00
Henri Verbeet
1b08196c5a
wined3d: Implement d3d10 style instance data step rates.
2015-03-24 17:41:06 +09:00
Matteo Bruni
74cda79ac3
wined3d: Introduce a get_texture_matrix() function.
2015-03-23 22:59:20 +09:00
Matteo Bruni
2d270f31c6
wined3d: Introduce a get_projection_matrix() function.
...
Notice that I'm using floats instead of doubles in the new function,
mostly to be able to use struct wined3d_matrix and multiply_matrix().
At a rough estimate the precision should still be good enough.
2015-03-23 22:59:19 +09:00
Matteo Bruni
65c8c40b18
wined3d: Use a separate STATE_VIEWPORT state handler in the GLSL pipeline.
2015-03-23 22:59:18 +09:00
Henri Verbeet
88f230b56e
d3d10core: Also pass unused input layout elements to wined3d.
...
While these won't be used by the shader, they potentially affect the
calculated offset for WINED3D_APPEND_ALIGNED_ELEMENT elements.
2015-03-23 22:59:12 +09:00
Henri Verbeet
cbe717b8f3
wined3d: Take the input slot into account when handling WINED3D_APPEND_ALIGNED_ELEMENT.
2015-03-23 22:59:11 +09:00
Henri Verbeet
f3765e9f77
wined3d: Merge some common shader initialization code into shader_init().
2015-03-23 22:59:10 +09:00
Henri Verbeet
002713de6d
wined3d: Store shader input signatures as a wined3d_shader_signature structure.
2015-03-23 22:59:08 +09:00
Henri Verbeet
2e5ad1b6e3
wined3d: Store shader output signatures as a wined3d_shader_signature structure.
...
Instead of a fixed array of wined3d_shader_signature_element structures.
Shader model 4 shaders can have different semantics in a single
register, e.g. v1.xy TEXCOORD0 and v1.zw TEXCOORD1, so having a single
wined3d_shader_signature_element structure per register isn't
necessarily sufficient.
2015-03-23 22:59:07 +09:00
Henri Verbeet
ec78d50193
wined3d: Fix a TRACE in wined3d_device_draw_indexed_primitive_instanced().
2015-03-20 21:32:50 +09:00
Henri Verbeet
ba396e4212
wined3d: Simplify the wined3d_matrix structure.
2015-03-20 21:32:46 +09:00
Francois Gouget
f505e6fb4a
Assorted spelling fixes.
2015-03-19 21:54:14 +09:00
Matteo Bruni
9811d85141
wined3d: Don't use the builtin FFP uniform for the modelview matrix.
2015-03-19 20:56:59 +09:00
Matteo Bruni
425dc69fef
wined3d: Use a separate STATE_TRANSFORM(WINED3D_TS_VIEW) state handler in the GLSL pipeline.
2015-03-19 20:56:56 +09:00
Matteo Bruni
99f3e835ac
wined3d: Use a separate STATE_VDECL state handler in the GLSL pipeline.
...
It's mostly a copy of vertexdeclaration() from state.c, with a few
differences due to the new function being private to the GLSL backend
(e.g. d3d_info.vs_clipping is known to be TRUE) and the fragment fog
update part being split out.
2015-03-19 20:56:50 +09:00
Matteo Bruni
50861156e2
wined3d: Introduce a get_modelview_matrix() function.
2015-03-19 20:56:45 +09:00
Matteo Bruni
fe4a226bfa
wined3d: Introduce a get_identity_matrix() function.
2015-03-19 20:56:42 +09:00
Stefan Dösinger
df829de88d
ddraw: Handle DDBLT_ROP in ddraw.
2015-03-18 21:03:22 +09:00
Matteo Bruni
38e4cb29e7
wined3d: Depend on the vertex shader state instead of the vertex declaration state where appropriate.
2015-03-18 21:02:55 +09:00
Matteo Bruni
d8c5e417c2
wined3d: Force stream info update on vertex shader change.
2015-03-18 21:02:41 +09:00
Stefan Dösinger
406cfefc2f
wined3d: Initialize WINED3DTA_TEMP.
2015-03-11 22:09:42 +09:00
Matteo Bruni
f298d30b39
wined3d: Fix a typo in a trace in context_create().
2015-03-11 22:08:34 +09:00
Stefan Dösinger
d4db09d0e9
wined3d: Support WINED3DFMT_R5G5_SNORM_L6_UNORM with EXT_texture_snorm.
...
From: Stefan Dösinger <stefandoesinger@gmx.at>
2015-03-10 21:43:34 +09:00
Stefan Dösinger
6df52ca7e6
wined3d: Add support for GL_EXT_texture_snorm.
2015-03-10 21:43:32 +09:00
Stefan Dösinger
6f2f73a456
wined3d: Improve the unsigned emulation of WINED3DFMT_R5G5_SNORM_L6_UNORM.
2015-03-10 21:43:11 +09:00
Stefan Dösinger
ce836bf651
wined3d: Properly up-scale WINED3DFMT_R5G5_SNORM_L6_UNORM.
2015-03-10 21:43:07 +09:00
Bernhard Übelacker
44ddcac6c3
wined3d: Recognize Nvidia GeForce 8100 with Nouveau driver (bug).
2015-03-10 21:42:50 +09:00
Matteo Bruni
db80aba5ad
wined3d: Drop redundant check for instanced rendering from drawStridedFast.
...
We need GL_ARB_instanced_arrays to be able to take the fastest path and
that's already checked in draw_primitive. Note that
GL_ARB_instanced_arrays provides glDrawElementsInstanced if
GL_ARB_draw_instanced is not supported so we don't need to explicitly
check for the latter.
2015-03-02 13:48:00 +09:00
Matteo Bruni
8ed9c2a11b
wined3d: Add a couple checkGLcall() in surface_prepare_rb().
2015-03-02 13:47:56 +09:00
Matteo Bruni
2f804307bd
wined3d: Drop a few unnecessary &x[0].
2015-03-02 13:47:52 +09:00
Matteo Bruni
7f618695c6
wined3d: Remove an obsolete comment.
...
Wined3d doesn't actually require the GLX extension for multisampling
at this point (while it does require FBOs).
2015-03-02 13:47:46 +09:00
Matteo Bruni
67d2b52c27
wined3d: Remove ARB_/EXT_TEXTURE_ENV_ADD.
2015-02-26 20:08:57 +09:00
Matteo Bruni
aca8ab91eb
wined3d: Use the core version of the INCR_WRAP and DECR_WRAP tokens.
2015-02-25 20:35:28 +09:00
Matteo Bruni
78ae4f66d7
wined3d: Set GL_UNPACK_ALIGNMENT to 1.
...
Alignment should be taken care by the surface pitch and
GL_UNPACK_ROW_LENGTH alone just fine, as long as the pitch is a
multiple of the pixel size. Client APIs respect that,
internally we need to do the same and the changes to
surface_load_texture and wined3d_volume_upload_data are there
for this reason (e.g. WINED3DFMT_R16G16_SNORM is emulated with
GL_RGB16 when NV_texture_shader isn't supported).
2015-02-20 22:53:09 +09:00
Matteo Bruni
7c4d512fee
wined3d: Make sure the correct texture is bound in device_update_volume.
2015-02-19 17:52:03 +09:00
Matteo Bruni
b47695bf3a
wined3d: Reject unsupported pitches in wined3d_surface_update_desc().
2015-02-19 17:51:47 +09:00
Matteo Bruni
d56c168da1
wined3d: Set the surface pitch for user-memory surfaces.
2015-02-19 17:51:36 +09:00
Henri Verbeet
3fa8f4ece3
wined3d: Apply modifiers after floatBitsToInt()/floatBitsToUint() in shader_glsl_add_src_param().
2015-02-18 23:21:49 +09:00
Stefan Dösinger
52ab9e382e
wined3d: Read WINED3D_TEXTURE_COLOR_KEY and gl_color_key to find format conversions.
...
The idea is to make it clear that wined3d_texture_load is responsible
for checking the color key for changes. Once we can do color keying in
the shader we also have one place where we can disable the surface
conversion.
2015-02-18 22:02:39 +09:00
Stefan Dösinger
e53d22b0c0
wined3d: Manage color key changes in the texture.
...
This fixes a regression with color keyed mipmaps that was introduced by
ee8a5b7dd1
. surface_load for level n+1
would call texture_force_reload, thus removing level n from the GL
texture.
2015-02-18 22:02:33 +09:00
Henri Verbeet
849149d5d3
wined3d: Add support for appending vertex declaration elements.
2015-02-13 18:53:17 +09:00
Stefan Dösinger
9b3ab8a6f4
wined3d: Set z = 0.0 via the projection matrix instead of depth clamping.
...
This works on cards that don't implement ARB_depth_clamp like r500
cards. Note that texturing is influenced by position.w, not position.z.
2015-02-12 22:20:05 +09:00
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
Henri Verbeet
3aa9fe6bef
wined3d: Record the data type of shader resources.
2014-12-03 11:14:25 +01:00
Henri Verbeet
f7e485dcf4
wined3d: Handle SM4 resource declarations.
2014-12-03 11:14:23 +01:00
Henri Verbeet
f5cef43738
wined3d: Store resource types instead of sampler types in struct wined3d_shader_reg_maps.
...
The difference doesn't really matter for SM1-3 since resources and samplers
are always tied together, but in SM4 they're separate.
2014-12-03 11:14:21 +01:00
Henri Verbeet
5ccda82acc
wined3d: Validate register indices for WINED3DSIH_DCL instructions.
2014-12-03 11:14:14 +01:00
Stefan Dösinger
f103247ddf
wined3d: Add a comment about reset during focus change.
2014-12-02 13:05:54 +01:00
Henri Verbeet
0e8f2786e9
wined3d: Keep a reference to the resource in shader resource views.
2014-12-01 11:00:23 +01:00
Henri Verbeet
08b06b7d8f
wined3d: Unbind shader resource views in state_unbind_resources().
2014-12-01 11:00:22 +01:00
Henri Verbeet
55eb6c6922
wined3d: Assign the name to the correct signature in pixelshader_init().
2014-12-01 11:00:21 +01:00
Stefan Dösinger
7b5bf3d4d6
wined3d: Update fragment program constants when switching from arb ffp draws.
2014-11-28 17:05:12 +01:00
Stefan Dösinger
c9b10beb36
wined3d: Vertex fog uses the absolute eye position z.
2014-11-27 13:27:13 +01:00
Stefan Dösinger
f4d520d6e2
wined3d: Don't minimize hidden windows.
2014-11-20 22:31:26 +09:00
Stefan Dösinger
09a91231a6
wined3d: Set the device window size on focus window activation.
2014-11-20 22:31:13 +09:00
Stefan Dösinger
a835ae8643
wined3d: Fix mode comparison in wined3d_set_adapter_display_mode.
2014-11-20 22:30:48 +09:00
Stefan Dösinger
f6dde70624
wined3d: Restore the display mode on focus change.
2014-11-19 17:56:44 +09:00
Caron Wills
9f36db8fa5
wined3d: Add NVIDIA GeForce GTX 970 to supported device list.
2014-11-18 22:08:53 +09:00
Henri Verbeet
8c18ebf66a
wined3d: Recognize the SM4 uge opcode.
2014-11-17 19:30:37 +09:00
Henri Verbeet
8681999eee
wined3d: Explicitly convert the condition to bool shader_glsl_if().
...
In SM4 shaders the condition is likely to be an integer instead of a bool
uniform like in SM3.
2014-11-17 19:30:35 +09:00
Stefan Dösinger
45d530461b
wined3d: Minimize device windows on focus loss.
2014-11-17 17:36:12 +09:00
Jonas Maebe
3a7bf90f66
wined3d: Add NVIDIA Geforce GT 750M to supported device list.
2014-11-14 21:30:36 +09:00
Matteo Bruni
2dd237e200
wined3d: Dirtify pixel shader on texture format change.
2014-11-04 21:15:57 +09:00
Matteo Bruni
ea85db2a3f
wined3d: Add ATI1N texture format support.
2014-11-04 21:15:56 +09:00
Henri Verbeet
875a7c5426
wined3d: Use the input signature to setup SM4 pixel shader input semantics.
2014-11-04 16:54:35 +09:00
Henri Verbeet
d74fe031f9
wined3d: Calculate the SM4 output mapping in shader_sm4_init().
2014-11-04 16:54:30 +09:00
Henri Verbeet
909c5cc6fa
wined3d: Make a copy of shader signature string data.
2014-11-04 16:54:27 +09:00
Matteo Bruni
dd923c3029
wined3d: Check ARB_TEXTURE_COMPRESSION_RGTC for applying the correct fixup.
2014-10-30 23:08:47 +09:00
Michael Stefaniuc
00c25959d1
wined3d: Remove no-op min() with magic number (PVS_Studio).
2014-10-30 12:00:31 +09:00
Stefan Dösinger
c35f0161c0
wined3d: Update AMD drivers.
2014-10-27 19:03:11 +09:00
Stefan Dösinger
a4443a97a7
wined3d: Update Nvidia driver versions.
2014-10-27 19:03:09 +09:00
Stefan Dösinger
aad1997dff
wined3d: Remove texture locations after downloading all subresources.
2014-10-23 18:48:25 +09:00
Ken Thomases
bd460bca1c
wined3d: Fix subtraction of resource size from used adapter memory.
...
Properly negate an unsigned value while promoting it from 32- to 64-bit.
2014-10-17 15:48:42 +09:00
Matteo Bruni
69c72c969f
wined3d: ps_2_0 shaders don't support int or bool constants.
2014-10-16 21:23:33 +09:00
Matteo Bruni
e789fadd56
wined3d: Don't replicate shader limits values for each shader.
2014-10-16 21:23:26 +09:00
Matteo Bruni
f24e62b303
wined3d: Fail to create shaders using more than the supported number of constants.
2014-10-14 14:00:11 +09:00
Henri Verbeet
1800712298
wined3d: Track texture coordinate normalization per-texture.
2014-10-09 17:36:21 +02:00
Henri Verbeet
c5459881a3
wined3d: Track SFLAG_DYNLOCK per-texture.
2014-10-09 17:36:21 +02:00
Henri Verbeet
d6a511e022
wined3d: Track system memory pinning per-texture.
2014-10-09 17:36:21 +02:00
Henri Verbeet
710694d9ca
wined3d: Track format conversion per-texture.
2014-10-08 13:13:37 +02:00
Henri Verbeet
4c454fd4ab
wined3d: Only prepare the texture in device_update_volume().
2014-10-08 13:13:37 +02:00
Henri Verbeet
ee8a5b7dd1
wined3d: Track texture allocation per-texture.
2014-10-08 13:13:37 +02:00
Henri Verbeet
0c0a2adc71
wined3d: Handle GL texture allocation in the texture code.
2014-10-08 13:13:37 +02:00
Henri Verbeet
77646173a0
wined3d: Move the color key conversion helpers to util.c.
2014-10-08 13:13:37 +02:00
Henri Verbeet
bd1afdb3c3
wined3d: Get rid of surface_prepare_texture_internal().
2014-10-07 20:22:07 +02:00