Stefan Dösinger
f912f18b13
wined3d: Move shader model private data into its own structure.
2008-02-26 11:31:39 +01:00
Stefan Dösinger
825506d5ff
wined3d: General cross format blitting infrastrucutre, R32F->R16F blits.
2008-02-26 11:31:19 +01:00
Stefan Dösinger
81de2fa10a
wined3d: Add a test for the vFace register.
2008-02-15 09:40:03 +01:00
Stefan Dösinger
e7393a8a11
wined3d: Move vertex buffer vbo creation to PreLoad.
2008-02-05 12:42:30 +01:00
Stefan Dösinger
1424e7fd09
wined3d: Make Clear aware of the depth stencil sharing.
2008-02-05 12:37:01 +01:00
Stefan Dösinger
3d2aa7afa0
wined3d: De-Statify depth blit opengl resources.
2008-02-05 12:33:15 +01:00
Stefan Dösinger
a0f2e6e55e
wined3d: Move some UnLoad code to the base texture class.
2008-02-05 12:32:58 +01:00
Austin English
3471f841a1
wined3d: Spelling fixes.
2008-01-18 12:53:33 +01:00
Stefan Dösinger
09bf3d5aea
wined3d: Keep track of shaders.
2008-01-14 15:20:42 +01:00
Stefan Dösinger
e59ddb0ab1
wined3d: Add a new IWineD3DResource::UnLoad method.
2008-01-14 15:10:17 +01:00
Alexander Dorofeyev
f5aaabd1f2
wined3d: Rewrite IWineD3DSurfaceImpl_BltOverride colorfill codepath.
2007-12-21 13:58:13 +01:00
Stefan Dösinger
6d575ec301
wined3d: Change the vertex buffer declaration's data format.
...
This hopefully makes the vertex attribute detection simpler, more solid,
readable and flexible.
2007-12-21 13:14:36 +01:00
Stefan Dösinger
b5f925cae0
wined3d: Implement half float vertex buffer conversion.
2007-12-21 13:13:56 +01:00
Stefan Dösinger
b83dc6bbf6
wined3d: Move the GL info structure into the adapter.
2007-12-20 12:10:08 +01:00
Stefan Dösinger
6ac59b96ed
wined3d: Fix vertex buffers based on type, not semantic.
2007-12-20 12:09:56 +01:00
Stefan Dösinger
2d90449500
wined3d: Fixed function vertex attribute types are flexible.
2007-12-20 10:49:42 +01:00
Stefan Dösinger
a3c2fb9e64
wined3d: Store if half float conversion is needed in the decl.
2007-12-20 10:48:16 +01:00
Stefan Dösinger
7a1d35e513
wined3d: Emulate half float vertices if GL_NV_half_float is not there.
2007-12-19 12:19:27 +01:00
Stefan Dösinger
df77e28854
wined3d: Implement D3DFMT_G16R16.
2007-12-18 14:08:18 +01:00
Stefan Dösinger
7f10ee453a
wined3d: Use the adapter to read the display mode.
2007-12-11 12:14:35 +01:00
Stefan Dösinger
0e8c13e630
wined3d: A more detailed occlusion query test and fixes.
2007-12-07 15:27:11 +01:00
Stefan Dösinger
54fa712981
wined3d: Initialize output texcoord .w to 1.0 if needed.
...
The GL_ARB_vertex_program extension does not define a standard value for
output texture coordinates. This makes problems when using vertex
shaders with fixed function fragment processing because fffp divides the
texture coords by its .w component. This means that gl shaders have to
write to the .w component of texture coords. Direct3D shaders however
do not.
2007-12-07 14:54:22 +01:00
Stefan Dösinger
9bc6200ece
wined3d: Add a method for querying the gl drawable size of rendertarget.
2007-12-04 14:32:39 +01:00
Stefan Dösinger
3cc253c557
wined3d: Enabling too many lights is silently ignored.
...
I'm resending this patch because my reply to Henri's concern came too late.
Henri noted that I am enabling lights that do not exist. Existing tests show
that if no light is assigned to the index, LightEnable creates a light with a
set of default parameters, so the tests should be fine.
From 9ee4c61805b50886f79e87d744b52f27b7b00b4e Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan@codeweavers.com>
Date: Thu, 29 Nov 2007 13:22:47 +0100
Subject: [PATCH] WineD3D: Enabling too many lights is silently ignored
This patch adds tests for all d3d versions that show that Windows
pretends that enabling more lights than supported succeeds. D3D_OK is
returned, and the light is reported as enabled.
What is not tested in this patch is the rendering output of this
situation, thus the FIXME is still written.
2007-12-03 13:44:07 +01:00
Stefan Dösinger
d09cbcec91
wined3d: Activate GL_ARB_texture_rectangle.
2007-11-29 13:36:55 +01:00
Alexandre Julliard
57d1548b51
wined3d: Add printf format checking to the shader_addline function and fix resulting warnings.
2007-11-28 13:40:29 +01:00
Stefan Dösinger
959212304d
wined3d: Track vertex declaration changes on vertex shaders.
...
If an attribute has type D3DDECLTYPE_D3DCOLOR, the red and blue channels
are swizzled in the shader. Since the attribute is stored in the vertex
declaration and not the vertex shader, it can change by setting a new
vertex declaration. If this happens, we have to recompile the shader
with the swizzling of that specific attribute turned on or off.
2007-11-21 12:18:02 +01:00
Stefan Dösinger
cfc5725760
wined3d: Move glsl shader destruction to the glsl shader backend.
2007-11-21 12:06:27 +01:00
Stefan Dösinger
1fc1fe3c6e
wined3d: Use standard wine lists for the resource list.
2007-11-20 13:10:46 +01:00
Stefan Dösinger
7a97d4e2ec
wined3d: Free the shader function when freeing the shader.
2007-11-20 13:02:07 +01:00
Stefan Dösinger
bd97580683
wined3d: Move IUnknown functions to IWineD3DBaseShader.
2007-11-20 12:53:07 +01:00
Stefan Dösinger
f13bb40671
wined3d: Do not call PreLoad in surface_download_data.
2007-11-16 13:23:02 +01:00
Stefan Dösinger
26f7eae9cf
wined3d: Non power of two texture fixes.
2007-11-14 11:59:21 +01:00
Stefan Dösinger
e4f8a2da2b
wined3d: Depth stencil fixes.
2007-11-14 11:58:36 +01:00
Stefan Dösinger
edb78187a9
wined3d: Hardcode local constants into the shader if possible.
2007-11-14 11:51:26 +01:00
Stefan Dösinger
6fd4f8f699
wined3d: Store integer uniform locations.
2007-11-09 12:32:02 +01:00
Stefan Dösinger
bfec6c352d
wined3d: Store the special uniforms' locations in the linked program.
2007-11-09 12:31:54 +01:00
Stefan Dösinger
fb0dde7b27
wined3d: Relative addressing offsets are limited to [-64; 63] in arb.
2007-11-08 11:54:43 +01:00
Stefan Dösinger
1b23dd1ba1
wined3d: Implement the varying map.
2007-11-07 12:08:32 +01:00
Stefan Dösinger
409103f801
wined3d: Install a varying map.
2007-11-07 12:08:24 +01:00
Roderick Colenbrander
df892ff67d
wined3d: Rewrite the draw buffer selection code.
...
Before it was done in findContext, before selecting the new context
which is bad (it doesn't always work). The new code works and this
change also fixes some draw buffer regressions that happened during
the surface rewrite from the last couple of days.
2007-11-06 13:56:55 +01:00
Stefan Dösinger
3febe738ab
wined3d: Handle ps 3.0 varyings in a different way.
2007-11-06 13:34:57 +01:00
Stefan Dösinger
393ed4a070
wined3d: Make resource memory 32 byte aligned.
2007-11-01 12:38:45 +01:00
Stefan Dösinger
4d4fce7e33
wined3d: Disconnect allocatedMemory and Heap allocation.
2007-11-01 12:38:37 +01:00
Stefan Dösinger
a175e7b68e
wined3d: Move a part of LockRect to the base class.
2007-11-01 12:38:17 +01:00
Stefan Dösinger
948292dbc3
wined3d: Move texture -> drawable blits to LoadLocation.
2007-11-01 12:37:43 +01:00
Stefan Dösinger
f6637cae98
wined3d: Move texture loading to LoadLocation.
2007-10-29 12:04:11 +01:00
Stefan Dösinger
dcff7dc213
wined3d: Begin centralizing surface location management.
2007-10-26 15:17:19 +02:00
Stefan Dösinger
8f3accc718
wined3d: Care for the inverted y coords in dsy.
2007-10-22 15:59:04 +02:00
Roderick Colenbrander
134aa67ec9
wined3d: Use a fragment shader to do P8 palette conversion in hardware.
2007-10-12 11:07:23 +02:00