Commit Graph

6788 Commits

Author SHA1 Message Date
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