Commit Graph

1409 Commits

Author SHA1 Message Date
Henri Verbeet 0344bc429d wined3d: Just implement BindTexture() for GDI surfaces in surface_gdi.c. 2010-07-21 09:33:05 +02:00
Henri Verbeet aae8f13610 wined3d: Remove an unused prototype. 2010-07-21 09:33:01 +02:00
Henri Verbeet d6e08f8074 wined3d: Consolidate surface related prototypes in wined3d_private.h. 2010-07-20 13:13:04 +02:00
Wolfram Sang ddd1c72574 wined3d: Clarify some comments about Intel cards. 2010-06-01 13:37:18 +02:00
Henri Verbeet 1b5cc39a86 wined3d: Get rid of some dead code. 2010-06-01 11:03:56 +02:00
Roderick Colenbrander 39eaaeaa27 wined3d: Add support for mobile Geforce 3xx GPUs. 2010-05-27 14:46:43 +02:00
Roderick Colenbrander 036295c37a wined3d: Add Geforce 2xx lowend models. 2010-05-27 14:46:43 +02:00
Roderick Colenbrander c471724a2a wined3d: Add Geforce 4x0 cards to GPU database. 2010-05-27 14:46:43 +02:00
Henri Verbeet e8ac9bbd7f wined3d: Get rid of GLINFO_LOCATION. 2010-05-25 13:29:00 +02:00
Stefan Dösinger b5da118531 wined3d: Catch RCP 0.0 in ARB. 2010-05-21 18:58:04 +02:00
Michael Stefaniuc 6d89364ad1 wined3d: Avoid using the long type. 2010-05-21 18:58:04 +02:00
Henri Verbeet 5dff410254 wined3d: Explicitly pass GL info to buffer_get_sysmem(). 2010-05-21 14:37:52 +02:00
Henri Verbeet e647309402 wined3d: Explicitly pass GL info to buffer_create_buffer_object(). 2010-05-21 14:37:52 +02:00
Henri Verbeet db0784e1da wined3d: Introduce a separate function for translating front buffer coordinates to GL coordinates. 2010-05-21 14:37:52 +02:00
Henri Verbeet 0fe7b45b6c wined3d: Make context_attach_surface_fbo() static. 2010-05-19 16:57:59 +02:00
Roderick Colenbrander ba8f0da271 wined3d: Remove unneeded d3dfmt_get_conv conversion constants. 2010-05-17 14:43:56 +02:00
Henri Verbeet 79145e215b wined3d: Add support for shadow samplers. 2010-05-17 13:19:53 +02:00
Henri Verbeet 498664af3a wined3d: Remove some unused winetexturestates elements. 2010-05-17 13:19:44 +02:00
Henri Verbeet 7a2debe113 wined3d: Use the FBO cache in swapchain_blit(). 2010-05-06 14:17:30 +02:00
Henri Verbeet 3345146d0b wined3d: Use the FBO cache in stretch_rect_fbo(). 2010-05-06 14:17:24 +02:00
Henri Verbeet ed75f5ca7a wined3d: Setup the FBO for the correct target in context_apply_clear_state(). 2010-05-05 10:37:40 +02:00
Henri Verbeet 49e076eabd wined3d: Separate context acquisition and state application. 2010-05-04 13:14:59 +02:00
Henri Verbeet c9e7561b34 wined3d: Remove some unused fields from the shader backend caps. 2010-05-03 13:50:51 +02:00
Henri Verbeet c1ea8fb6c7 wined3d: Store the VTF format capability in the format table. 2010-04-29 10:19:39 -05:00
Henri Verbeet be7b01589f wined3d: Store the sRGB write format capability in the format table. 2010-04-29 10:19:39 -05:00
Henri Verbeet c041781255 wined3d: Store the sRGB read format capability in the format table. 2010-04-29 10:19:39 -05:00
Henri Verbeet 163940540d wined3d: Store the bumpmap format capability in the format table. 2010-04-29 10:19:39 -05:00
Henri Verbeet f09b8e454d wined3d: Avoid some needless depth buffer copies.
If an application switches between render targets of a different size, but
with the same depth/stencil surface it'll typically clear the depth/stencil
surface before drawing. However, in case of the smaller render target that
wouldn't be a full clear, so we'd have to do a depth copy if we also switched
between onscreen and offscreen rendering. Keeping track of which part of the
depth/stencil surface is current for onscreen/offscreen allows us to avoid
most of these kinds of copies. The current scheme requires the current/dirty
rectangle to have an origin at (0,0). This could be extended to an arbitrary
rectangle, but the bookkeeping becomes somewhat more complex in that case, and
it's not clear that there would be much of a benefit at this point.
2010-04-29 10:19:39 -05:00
Henri Verbeet 23a377f02b wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_init_sysmem(). 2010-04-28 07:31:13 -05:00
Henri Verbeet 42375518ba wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_add_dirty_rect(). 2010-04-27 12:02:39 -05:00
Henri Verbeet f78d85ffe1 wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_set_texture_target(). 2010-04-27 12:02:31 -05:00
Henri Verbeet 294d9dae8f wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_set_texture_name(). 2010-04-27 12:02:24 -05:00
Henri Verbeet d977e91b11 wined3d: Store back buffer surfaces as IWineD3DSurfaceImpl pointers in the swapchain. 2010-04-27 12:02:14 -05:00
Henri Verbeet 62acb2fdbc wined3d: Store the front buffer surface as an IWineD3DSurfaceImpl pointer in the swapchain. 2010-04-27 12:01:59 -05:00
Henri Verbeet d1ea48b971 wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_internal_preload(). 2010-04-26 09:04:35 -05:00
Henri Verbeet 61d8338815 wined3d: Kill the now unused MAX_MIP_LEVELS. 2010-04-26 09:04:19 -05:00
Henri Verbeet 339f7ef100 wined3d: Introduce basetexture_get_sub_resource() to simplify retrieving texture sub-resources. 2010-04-25 07:27:57 -05:00
Henri Verbeet 958b523707 wined3d: Store texture sub-resources in IWineD3DBaseTextureClass. 2010-04-25 07:26:51 -05:00
Henri Verbeet 6b34b8e6d1 wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_acquire(). 2010-04-22 11:28:17 +02:00
Henri Verbeet 1c403e44b5 wined3d: Store the current render target as an IWineD3DSurfaceImpl pointer in the context. 2010-04-22 11:28:12 +02:00
Henri Verbeet 660ad06692 wined3d: Simply pass implementation pointers to stretch_rect_fbo(). 2010-04-21 11:57:32 +02:00
Henri Verbeet 79a014a505 wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_get_gl_buffer(). 2010-04-21 11:57:32 +02:00
Henri Verbeet 7b47dabd09 wined3d: Avoid some unnecessary invalidations of the the onscreen depth buffer.
This can happen for example when the application switches to a different
depth/stencil for offscreen rendering and back again.
2010-04-21 11:57:32 +02:00
Henri Verbeet dc67164d0d wined3d: Fix some more misspellings of "device". 2010-04-21 11:57:32 +02:00
Henri Verbeet c5de1e1045 wined3d: Store the depth/stencil surface as an IWineD3DSurfaceImpl pointer in the device. 2010-04-20 11:14:42 +02:00
Henri Verbeet 520f74de21 wined3d: Store the auto depth/stencil surface as an IWineD3DSurfaceImpl pointer in the device. 2010-04-20 11:14:35 +02:00
Henri Verbeet c7a1848656 wined3d: Store render targets as IWineD3DSurfaceImpl pointers in the device. 2010-04-20 11:14:30 +02:00
Henri Verbeet 92a44884c7 wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_set_compatible_renderbuffer(). 2010-04-19 14:55:35 +02:00
Henri Verbeet 03dc612c9c wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_is_offscreen(). 2010-04-19 14:55:31 +02:00
Henri Verbeet efb3993a3a wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_modify_ds_location(). 2010-04-19 14:55:24 +02:00
Henri Verbeet ae46589f53 wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_load_ds_location(). 2010-04-19 14:55:19 +02:00
Roderick Colenbrander 057c64c5b0 wined3d: Separate AMD Radeon HD2300 from other HD2xxx/HD3xxx GPUs since it is D3D9 instead of D3D10. 2010-04-16 12:38:18 +02:00
Henri Verbeet da1b459754 wined3d: Store the depth/stencil attachment as IWineD3DSurfaceImpl pointer in struct fbo_entry. 2010-04-16 12:09:45 +02:00
Henri Verbeet be993fc49f wined3d: Store render target attachments as IWineD3DSurfaceImpl pointers in struct fbo_entry. 2010-04-16 12:09:42 +02:00
Henri Verbeet 24c93d48aa wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_attach_depth_stencil_fbo(). 2010-04-16 12:09:39 +02:00
Henri Verbeet 95130a7d5e wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_attach_surface_fbo(). 2010-04-16 12:09:36 +02:00
Henri Verbeet 65797d7f75 wined3d: Get rid of glRect from IWineD3DSurfaceImpl.
604caf0caa supposedly removed the "oversized
texture" code, but this was still left over.
2010-04-16 12:09:14 +02:00
Roderick Colenbrander bccfd7cc06 wined3d: Add BLT_OP_COLOR_FILL to blit_supported and use it in BltOverride. 2010-04-15 14:20:48 +02:00
Roderick Colenbrander bf73d23d95 wined3d: Separate detection of D3D10+ and D3D9 Nvidia GPUs. 2010-04-14 18:00:47 +02:00
Henri Verbeet 8eb2a2cf0c wined3d: Disable strict draw ordering by default.
While some performance hit from the extra flushes was expected and would be
acceptable, the performance hit can be over 50% on some configurations, which
clearly isn't acceptable. This patch introduces a "StrictDrawOrdering"
registry key for applications affected by this, until we have a more
structural solution.
2010-04-13 21:13:36 +02:00
Henri Verbeet ab80e9739c wined3d: Add a separate function for palette initialization. 2010-04-13 21:13:26 +02:00
Henri Verbeet d1d8c81439 wined3d: Add a separate function for rendertarget view initialization. 2010-04-13 21:13:21 +02:00
Roderick Colenbrander 76a9712779 wined3d: Add an initial implementation of arbfp_blit_surface. 2010-04-09 16:50:21 +02:00
Roderick Colenbrander d7e1b973c7 wined3d: Start moving texture format fixups to the formats table. 2010-04-09 16:50:20 +02:00
Roderick Colenbrander a4559e761b wined3d: Move srgb checks away from d3dfmt_get_conv. 2010-04-09 16:50:20 +02:00
Roderick Colenbrander 00598c3e36 wined3d: Let d3dfmt_get_conv return a wined3d_format_desc. 2010-04-09 16:50:20 +02:00
Alexandre Julliard 90f4ae6948 wined3d: Remove unused offset parameter in buffer_get_memory. 2010-04-09 15:47:23 +02:00
Roderick Colenbrander e7a71e15b5 wined3d: Turn blit_shader color_fixup_supported into blit_supported. 2010-04-07 18:13:35 +02:00
Roderick Colenbrander 3b6aea5934 wined3d: Move palette uploading code over to arbfp blit_shader. 2010-04-06 13:53:15 +02:00
Henri Verbeet 2381c9529d wined3d: Don't use GLSL if the supported version isn't at least 1.20. 2010-04-06 11:48:47 +02:00
Henri Verbeet ca1b35aaff wined3d: Rename some GL vendors.
GL_VENDOR_ATI -> GL_VENDOR_FGLRX because it's much more specific. Besides, AMD
also works on the Mesa drivers.
2010-04-05 11:37:45 +02:00
Henri Verbeet b8211a67d4 wined3d: Rename HW_VENDOR_WINE to HW_VENDOR_SOFTWARE.
Software adapters like the refrast also return a 0 PCI ID on Windows.
2010-04-05 11:37:39 +02:00
Henri Verbeet 224c376528 wined3d: Make some functions static. 2010-04-05 11:37:34 +02:00
Henri Verbeet fcee05586b wined3d: Simply inline dumpResources(). 2010-04-05 11:37:28 +02:00
Henri Verbeet 5ce986f1de wined3d: Add a separate function for wined3d object initialization. 2010-04-05 11:37:24 +02:00
Roderick Colenbrander ff82e66a69 wined3d: Move upsideDown calculation to blit implementation. 2010-04-02 15:22:51 +02:00
Henri Verbeet 03c472bff0 wined3d: Don't call directly into the state table. 2010-04-01 18:12:42 +02:00
Stefan Dösinger 19b6f5ca75 wined3d: Control the onscreen depth stencil format in the swapchain.
This allows the swapchain to know what depth format its window contexts have to see if the
requested depth format is compatible or a FBO fallback is needed, and it will be needed to
set the onscreen format to the requested auto depth stencil format instead of the
let's-hope-it-fits D24_UNORM_S8_UINT format.
2010-03-31 16:12:31 +02:00
Roderick Colenbrander ae26d9defd wined3d: Use RECT instead of WINED3DRECT in stretch_rect_fbo. 2010-03-31 16:12:27 +02:00
Henri Verbeet 2533860114 wined3d: Initialization functions don't allocate. 2010-03-30 14:49:31 +02:00
Roderick Colenbrander a7d3b616c4 wined3d: Add color_fill to blit_shader. 2010-03-30 13:54:24 +02:00
Roderick Colenbrander f724843f14 wined3d: Move argb_to_fmt to utils.c as a helper function to be used in more places. 2010-03-30 13:53:54 +02:00
Henri Verbeet f69d0fa00d wined3d: GL errors aren't FIXMEs. 2010-03-29 15:51:21 +02:00
Stefan Dösinger f74de3ab65 wined3d: Don't advertise float formats as supported by WGL. 2010-03-26 10:28:52 +01:00
Stefan Dösinger 1181762f99 wined3d: Implement manual buffer fencing. 2010-03-23 12:31:15 +01:00
Stefan Dösinger fd13a6ae23 wined3d: Partially implement unserialized buffers with the apple extension. 2010-03-23 12:30:18 +01:00
Francois Gouget 3428b94a8d Assorted spelling and case fixes. 2010-03-22 10:49:13 +01:00
Henri Verbeet 122129f94a wined3d: Add COMPLEX_FIXUP_NONE as value 0 to the complex_fixup enum.
To prevent get_complex_fixup() from returning COMPLEX_FIXUP_YUY2 for simple
fixups.
2010-03-19 14:31:59 +01:00
Henri Verbeet 3aaa6ee6e7 wined3d: Rename GlPixelFormatDesc to wined3d_format_desc. 2010-03-19 14:31:47 +01:00
Roderick Colenbrander 27a96e477a wined3d: Start moving paletted texture support to the blit_shader. 2010-03-19 13:15:21 +01:00
Roderick Colenbrander fd99ab78c2 wined3d: Use draw_textured_quad in BltOverride. 2010-03-19 13:15:06 +01:00
Henri Verbeet 135f364110 wined3d: Kill VTRACE. 2010-03-18 10:25:02 +01:00
Henri Verbeet e5673ddbc3 wined3d: Add a quirk to rebind FBOs when one of their attached textures is updated.
Updating a texture while it is attached to the currently bound FBO is
something GL implementations tend to get wrong. NVIDIA fails at
glTexSubImage2D(), fglrx and Mesa with glTexImage2D(). I'm afraid to try what
happens on OS X. Fortunately we never use glTexImage2D() while a texture is
attached to an FBO, so we only need to care about glTexSubImage2D().
2010-03-18 10:24:41 +01:00
Henri Verbeet bd4fb33a52 wined3d: Unify GLINFO_LOCATION in surface.c. 2010-03-18 10:24:33 +01:00
Stefan Dösinger d790530df3 wined3d: Make resources 16 byte aligned. 2010-03-17 13:36:39 +01:00
Stefan Dösinger 6c53871d30 wined3d: Implement unfenced updates of double buffered buffers. 2010-03-16 17:02:50 +01:00
Henri Verbeet 78166b0b23 wined3d: Implement SetDestWindowOverride() by simply making the context current on a different window. 2010-03-16 11:45:15 +01:00
Henri Verbeet cd9a8b74b9 wined3d: Store the device window in the swapchain.
The swapchain's current window might be changed by SetDestWindowOverride().
2010-03-16 11:45:11 +01:00
Henri Verbeet 18ec2525a4 wined3d: Store the swapchain instead of the surface in the context. 2010-03-16 11:44:44 +01:00
Henri Verbeet 4b671f4d54 wined3d: Move device context array functions to device.c. 2010-03-15 15:55:57 +01:00
Henri Verbeet 8a107bc63a wined3d: Kill pbuffer offscreen rendering support.
Our pbuffer support is broken, nobody cares.
2010-03-15 15:55:38 +01:00
Roderick Colenbrander 604caf0caa wined3d: Remove oversize texture support. 2010-03-15 14:23:15 +01:00
Stefan Dösinger bd0641d37f wined3d: Add wined3d_event_query_create and destroy.
This also moves the event query faking code back to the external
interface and removes the temporary WINED3D_EVENT_QUERY_UNSUPPORTED
return value since wined3d_event_query_create properly fails if no
event query GL extension is supported.
2010-03-05 12:39:23 +01:00
Stefan Dösinger a0d1a55650 wined3d: Create a wined3d internal event query interface.
The newly created wined3d_event_query_test will be available for
wined3d-internal use, primarily for synchronizing buffer updates when
using GL_APPLE_flush_buffer_range.

The wined3d_event_query interface will contain most of the functionality:
* Selecting the proper GL extension
* Context handling
* Thread handling

The IWineD3DEventQuery COM interface will use the internal interface
and implement event query faking on top of it (to enable games that
require event queries able to run on drivers that don't implement the
GL extension).
2010-03-05 12:39:07 +01:00
Paul Andrew Panon 7a9734dc68 wined3d: Add a real GL vendor detection. 2010-03-03 16:06:28 +01:00
Paul Andrew Panon 31573b21b9 wined3d: Rename GL_VENDOR to HW_VENDOR. 2010-03-03 16:06:07 +01:00
Roderick Colenbrander c0ef7a1a93 wined3d: Move the 8-bit palette shader code over to the blit_shader backend. 2010-03-03 12:53:51 +01:00
Roderick Colenbrander 922ad80f42 wined3d: Rename yuv to complex in order to prepare for 8-bit palette fixups using the same code. 2010-03-03 12:53:41 +01:00
Roderick Colenbrander ccea415c77 wined3d: Fix multisampling on cards without 32-bit RGB fbconfigs. 2010-03-02 11:11:49 +01:00
Henri Verbeet eefb45f333 wined3d: Properly report shader comment sizes. 2010-02-23 12:06:54 +01:00
Henri Verbeet 974f888dfa wined3d: Move the gl info structure to wined3d_private.h. 2010-02-16 10:47:50 +01:00
Henri Verbeet 3df59ef0d5 wined3d: Get rid of the now redundant max_ffp_texture_stages device field. 2010-02-05 10:06:12 +01:00
Henri Verbeet 576ea95803 wined3d: Remove the unused device type parameter from the shader backend's get_caps() function. 2010-02-04 13:39:27 +01:00
Henri Verbeet 497386dc5c wined3d: Remove the unused device type parameter from the fragment pipe's get_caps() function.
On the subject of actually supporting software devices, we should probably
implement those by creating a software or reference adapter with appropriate
gl_info and pipe implementations and creating a device based on that.
2010-02-04 13:39:26 +01:00
Henri Verbeet af7dfcd378 wined3d: Do not preload surfaces when attaching them to an FBO.
Just make sure the texture is allocated, so we have something to attach. Note
also that context_apply_attachment_filter_states() runs under the GL lock, so
preloading resources is actually unsafe there.
2010-02-04 13:39:26 +01:00
Henri Verbeet 040452ad90 wined3d: Update the stream info before applying states. 2010-02-03 13:54:02 +01:00
Henri Verbeet 31d51fb175 wined3d: Preload textures before applying states. 2010-02-03 13:54:02 +01:00
Henri Verbeet 7ff576bbab wined3d: Select the blitter during adapter initialization. 2010-02-03 13:54:02 +01:00
Henri Verbeet cee8e9d881 wined3d: Select the shader backend during adapter initialization. 2010-02-02 14:11:02 +01:00
Henri Verbeet fb21551b2d wined3d: Select the fragment pipeline during adapter initialization. 2010-02-02 14:10:56 +01:00
Henri Verbeet 9bbccb7f80 wined3d: Add a debug function for state names. 2010-01-29 13:30:05 +01:00
Henri Verbeet 96b150929b wined3d: Add an ARB_sync implementation of event queries. 2010-01-26 12:08:23 +01:00
Henri Verbeet f71e84d89c wined3d: Store a pointer to the GL info in the shader context. 2010-01-25 12:58:52 +01:00
Henri Verbeet 516d54bf91 wined3d: Merge baseshader.c into shader.c. 2010-01-18 14:37:51 +01:00
Henri Verbeet a2624ae82e wined3d: Add a separate function for query initialization. 2010-01-18 14:37:30 +01:00
Henri Verbeet 46cefd312c wined3d: Recognize the SM4 cut opcode. 2010-01-07 09:26:54 +01:00
Henri Verbeet 3687677427 wined3d: Recognize the SM4 lt opcode. 2010-01-07 09:26:30 +01:00
Henri Verbeet 6d5aca61f3 wined3d: Recognize the SM4 iadd opcode. 2010-01-07 09:26:25 +01:00
Henri Verbeet 22939f9d29 wined3d: Recognize the SM4 emit opcode. 2010-01-07 09:26:20 +01:00
Henri Verbeet c57c76b78e wined3d: Recognize the SM4 ige opcode. 2010-01-07 09:26:08 +01:00
Stefan Dösinger a756caac0c wined3d: Implement subrange flushing with GL_APPLE_flush_buffer_range. 2010-01-04 12:09:34 +01:00
Stefan Dösinger 716520b4b8 wined3d: Track separate dirty ranges in buffers. 2010-01-04 12:08:14 +01:00
Henri Verbeet 41401fb8cf wined3d: Add a geometry shader object.
This is just the object used to store the byte code, the shader compiler
doesn't know how to handle geometry shaders yet.
2010-01-04 11:41:28 +01:00
Henri Verbeet f50b4c7d71 wined3d: Move "wrap_lookup" to struct wined3d_gl_info. 2010-01-04 11:41:28 +01:00
William Waghorn 0c582dca3a wined3d: Added NVidia GT240 detection. 2010-01-04 11:41:27 +01:00
Aaron Brazener 11754a645b wined3d: Added further Nvidia Geforce 8xxx detection. 2009-12-31 12:12:18 +01:00
Henri Verbeet b548e387ae wined3d: Move shader input/output signatures to IWineD3DBaseShaderClass. 2009-12-31 12:12:16 +01:00
Henri Verbeet 736aaf7d09 wined3d: Always handle WINED3DSPR_INPUT registers as input registers in shader_get_registers_used().
The "attributes" vertexshader field is now derived from the input signature,
and only used to speed up matching D3D9 vertex declaration elements to shader
inputs. D3D8 and D3D10 both explicitly specify input registers.
2009-12-31 12:12:16 +01:00
Henri Verbeet 2650885cc8 wined3d: Use the element size to create "isStateDirty" bitmap indices. 2009-12-30 13:31:36 +01:00
Aaron Brazener 381fa8931f wined3d: Added ATI Radeon HD 5xxx detection. 2009-12-29 11:05:39 +01:00
Stefan Dösinger 4f594777a2 wined3d: Drop the VBO if too many full buffer conversions occur. 2009-12-29 11:04:03 +01:00
Stefan Dösinger f90b8b6352 wined3d: Rename conversion_count to something more appropriate. 2009-12-29 11:03:44 +01:00
Henri Verbeet 3288911ae3 wined3d: Use proper enum elements for FOURCC formats. 2009-12-23 14:27:30 +01:00
Henri Verbeet a0aa10eb5c wined3d: Filter messages for the device's focus window instead of the swapchain's device window.
Usually these will be the same window, but they don't have to be.
2009-12-23 14:27:29 +01:00
Henri Verbeet a215d326a5 wined3d: Get rid of the "swapchain" parameter to surface_get_gl_buffer().
Casting the container to "IWineD3DSwapChainImpl *" is always safe when
SFLAG_SWAPCHAIN is set on the surface. Most callers don't have a real
need for the swapchain, and end up calling GetContainer() just to pass
it to surface_get_gl_buffer().
2009-12-16 12:22:18 +01:00
Henri Verbeet c24e48d937 wined3d: Filter window messages generated by switching to fullscreen and back. 2009-12-15 11:43:56 +01:00
Henri Verbeet 0e270bbd22 wined3d: Send window messages through the swapchain before sending them to the application. 2009-12-15 11:43:41 +01:00
Henri Verbeet cb076db8cc wined3d: Move IWineD3DDeviceImpl_RestoreWindow() to swapchain.c. 2009-12-11 12:16:25 +01:00
Henri Verbeet 542590cfc9 wined3d: Move IWineD3DDeviceImpl_SetupFullscreenWindow() to swapchain.c. 2009-12-11 12:16:25 +01:00
Henri Verbeet a9f2613d13 wined3d: Add a separate function for swapchain initialization. 2009-12-11 12:16:25 +01:00
Henri Verbeet 840b5af77e wined3d: Properly invalidate the context's draw buffer in color_fill_fbo(). 2009-12-11 12:16:25 +01:00
Henri Verbeet b85a070598 wined3d: Support more formats for display mode enumeration.
ddraw/d3d8/d3d9 only support a limited number of formats, but those already
limit the supported formats themselves.
2009-12-10 11:54:55 +01:00
Henri Verbeet b3defd4c80 wined3d: Rename "wineD3DDevice" to "device". 2009-12-10 11:54:47 +01:00
Henri Verbeet b6ef17f23d wined3d: Remove unused GetDevice() implementations. 2009-12-09 13:51:04 +01:00
Henri Verbeet 54f3dec8e6 wined3d: Rename the "wineD3D" device field to "wined3d". 2009-12-08 12:33:29 +01:00
Henri Verbeet a02f93defb wined3d: Remove the redundant "adapterNo" field from the device. 2009-12-08 12:33:23 +01:00
Henri Verbeet aed85222b5 wined3d: Rename the wined3d_adapter "num" field to "ordinal".
This makes it consistent with dxgi_adapter.
2009-12-08 12:33:17 +01:00
Stefan Dösinger 817714912b wined3d: Infrastructure to render swapchains to a FBO. 2009-12-07 14:33:24 +01:00
Stefan Dösinger 64291c60cb wined3d: A function for checking if a surface is offscreen. 2009-12-07 14:32:54 +01:00
Stefan Dösinger 54f0d3f785 wined3d: Add a function for initializing surface sysmem. 2009-12-07 14:32:29 +01:00
Henri Verbeet dd5fc79f56 wined3d: The stateblock doesn't really need a parent. 2009-12-04 14:34:59 +01:00
Henri Verbeet ed73f0a1b0 d3d9: Implement IDirect3D9Ex::GetAdapterLUID(). 2009-12-02 13:06:08 +01:00
Henri Verbeet 55f3c576d9 wined3d: Remove the effetively unused "state" field from the device. 2009-11-18 11:16:54 +01:00
Henri Verbeet 135e6cea7b wined3d: Add a separate function for device initialization. 2009-11-18 11:16:49 +01:00
Henri Verbeet e4d8a3f309 wined3d: Move the various backend selection utility functions to utils.c. 2009-11-18 11:16:43 +01:00
Stefan Dösinger 0e77a381ea wined3d: Create clip coords only if they are used.
If GL vertex shader clipping is supported (GLSL or NVvp), we currently
always calculate clipping results in the shader. They're gracefully
discarded by opengl, but we need 6 constants / uniforms to calculate
unused values.
2009-11-12 15:18:00 +01:00
Henri Verbeet be8026adf6 wined3d: directly pass gl_info to stream_info_element_from_strided(). 2009-10-29 13:09:37 +01:00
Henri Verbeet 111307dfba wined3d: Get rid of the GL_SUPPORT macro. 2009-10-29 13:09:33 +01:00
Henri Verbeet e6ca176a48 wined3d: Rename DestroyContext() to context_destroy(). 2009-10-28 11:16:05 +01:00
Henri Verbeet c0050b8ec9 wined3d: Restore the thread's GL context on context_release() if it wasn't created by wined3d.
The background on this is that some applications use OpenGL and DirectDraw/Direct3D on
the same thread, typically using OpenGL for rendering and DirectDraw to get
the amount of available video memory. This means that we might replace the
application's current GL context with one with a completely different state,
but also that our current GL context might not be what we think it is.
2009-10-28 11:15:59 +01:00
Henri Verbeet 98027cb535 wined3d: Call context_release() for wined3d contexts made current by context_create(). 2009-10-28 11:15:27 +01:00
Henri Verbeet eeb54b9922 wined3d: Keep better track of where we're using wined3d contexts.
The idea here is that we can restore the thread's current GL context on
context_release() if it doesn't correspond to the current wined3d context on
context_acquire().
2009-10-28 11:15:19 +01:00
Henri Verbeet 2447c8bc3e wined3d: Store PCI IDs in wined3d_driver_info instead of wined3d_gl_info. 2009-10-27 10:54:50 +01:00
Henri Verbeet 5fbe5ee027 wined3d: Add a separate structure for driver info. 2009-10-26 11:20:33 +01:00
Henri Verbeet 342a71b281 wined3d: Replace the "stateLookup" tables with a single "wrap_lookup" table. 2009-10-23 12:03:15 +02:00
Henri Verbeet 6be41fd59a wined3d: Get rid of GL_LIMITS. 2009-10-22 10:46:05 +02:00
Henri Verbeet f2aaca2f67 wined3d: Rename WineD3DAdapter to wined3d_adapter. 2009-10-21 16:05:57 +02:00
Henri Verbeet 94d33d3e86 wined3d: Destroy FBO entries from the context that created them.
EXT_framebuffer_object doesn't specify if FBOs are shareable between GL
contexts, but ARB_framebuffer_object explicitly prohibits it.
2009-10-20 14:00:37 +02:00
Henri Verbeet 43aaaa8a4b wined3d: Validate the D3D context in FindContext().
Apparently it's valid to use a D3D device after its window is destroyed.
OpenGL isn't always so forgiving, so this patch is a first step to avoid
making GL calls on a context without window.
2009-10-20 14:00:36 +02:00
Henri Verbeet 0cb6f28751 wined3d: Get rid of the useless "isPBuffer" bitfield in struct wined3d_context. 2009-10-20 14:00:36 +02:00
Henri Verbeet bac6486520 wined3d: Merge some bitfields in struct SAVEDSTATES. 2009-10-14 11:26:44 +02:00
Henri Verbeet a24d14796a wined3d: Remove the useless "changed" and "enabledChanged" fields from struct wined3d_light_info. 2009-10-14 11:26:26 +02:00
Henri Verbeet 3bc9d1894d wined3d: Rename PLIGHTINFOEL to something less awful. 2009-10-14 11:26:17 +02:00
Jeff Zaroyko a1126242a7 wined3d: Fix prototype for set_texture_matrix. 2009-10-12 17:07:03 +02:00
Henri Verbeet 2be38232ea wined3d: Remove some unused code. 2009-10-06 12:02:59 +02:00
Henri Verbeet 92d22ce535 wined3d: Move the SM1 opcode enum to shader_sm1.c. 2009-10-06 12:02:52 +02:00
Henri Verbeet 8b3f868774 wined3d: Move the pixel/vertex states arrays to stateblock.c. 2009-10-02 11:53:03 +02:00
Henri Verbeet a84974e2ea wined3d: Fix the values of NUM_SAVEDPIXELSTATES_T and NUM_SAVEDVERTEXSTATES_R. 2009-10-02 11:52:54 +02:00
Henri Verbeet be0b7355fc wined3d: Add a separate function for initializing the "contained_*" fields from the "changed" field. 2009-09-30 14:31:59 +02:00
Henri Verbeet 664057ce6a wined3d: Add a separate function for state block initialization. 2009-09-29 14:22:34 +02:00
Henri Verbeet 6a7b97b617 wined3d: Fix a typo. 2009-09-29 14:22:34 +02:00
Stefan Dösinger 404aecb8da wined3d: Test if result.clip[] works correctly.
The Mac Nvidia driver doesn't implement the result.clip part of
GL_NV_vertex_program2_option correctly. It complains about a syntax
error if "result.clip[0]" is used. "result.clip" compiles correctly, but
supports only one clipplane, and running the shader results in severe
rendering bugs.
2009-09-28 17:33:07 +02:00
Henri Verbeet f88c6e5ce5 wined3d: Move common shader fields to IWineD3DBaseShaderClass. 2009-09-25 15:14:35 +02:00
Henri Verbeet 789372afa8 wined3d: Don't free D3D pixel shaders until the wined3d pixel shader is destroyed. 2009-09-24 13:24:53 +02:00
Henri Verbeet 8aea1b1302 wined3d: Add a separate function for pixel shader initialization. 2009-09-24 13:24:27 +02:00
Henri Verbeet ca05ef5dd0 wined3d: Don't free D3D vertex shaders until the wined3d vertex shader is destroyed. 2009-09-24 13:24:19 +02:00
Henri Verbeet 462decdfb9 wined3d: Add a separate function for vertex shader initialization. 2009-09-24 13:23:51 +02:00
Henri Verbeet 5ac3ed7f73 wined3d: Remove unused IWineD3DVertexShaderImpl fields. 2009-09-24 13:23:44 +02:00
Stefan Dösinger 5b5e3bd0d2 wined3d: Track GL texture states in a separate structure. 2009-09-23 13:24:16 +02:00
Henri Verbeet 66a7236590 wined3d: Don't free D3D vertex declarations until the wined3d vertex declaration is destroyed. 2009-09-23 12:36:28 +02:00
Henri Verbeet 5b8b97a737 wined3d: Cleanup vertex declaration initialization. 2009-09-22 16:17:20 +02:00
Henri Verbeet dbc4dfc495 wined3d: Move "parent_ops" to IWineD3DResourceClass. 2009-09-18 08:55:33 -05:00
Henri Verbeet 93b0600829 wined3d: Don't free D3D buffers until the wined3d buffer is destroyed. 2009-09-18 08:55:25 -05:00
Henri Verbeet 22124bc5cb wined3d: Add a separate function for buffer initialization. 2009-09-18 08:54:44 -05:00
Henri Verbeet a8e8f763bf wined3d: Don't free D3D textures until the wined3d texture is destroyed. 2009-09-18 08:54:34 -05:00
Henri Verbeet de3bd86fb6 wined3d: Don't free D3D cube textures until the wined3d cube texture is destroyed. 2009-09-17 10:09:44 -05:00
Henri Verbeet a286646f51 wined3d: Don't free D3D volume textures until the wined3d volume texture is destroyed. 2009-09-16 13:06:06 -05:00
Henri Verbeet 83b3d4f27a wined3d: Move vtable initialization to the texture init functions. 2009-09-16 13:05:45 -05:00
Henri Verbeet e9000d2e6c wined3d: Don't free D3D volumes until the wined3d volume is destroyed. 2009-09-16 13:05:20 -05:00
Henri Verbeet 2b2d3de025 wined3d: Add a separate function for volume initialization. 2009-09-16 13:04:47 -05:00
Henri Verbeet a5214c306f wined3d: Don't free D3D surfaces until the wined3d surface is destroyed.
This prevents for example a d3d9 depth stencil from being destroyed when it
has no external references but is still in use by the device/stateblock. A
nice side effect is that it simplifies handling of "implicit" surfaces like
the frontbuffer and backbuffers, as well as the forwarding of reference counts
for surfaces that are part of a texture.
2009-09-16 13:04:32 -05:00
Henri Verbeet 689984b425 wined3d: Mark internal symbols hidden. 2009-09-15 14:32:49 -05:00
Henri Verbeet 2b2fc827ce wined3d: Remove unused parameters to drawPrimitive(). 2009-09-11 12:09:14 +02:00
Stefan Dösinger e1469961d4 wined3d: Test and fix ddraw and d3d9 GetDC differences.
The MSDN is not totally correct: A8R8G8B8 and A1R5G5B5 also allow GetDC. The
main differences that have to be filtered out in d3d9.dll are GetDC on
A8B8G8R8, X8B8G8R8 and P8.
2009-09-08 13:04:52 +02:00
Stefan Dösinger 531ec2267b wined3d: Allow filtering on RECT textures.
There is no reason to disable linear filtering, we just cannot use mipmapping.
2009-08-31 12:18:01 +02:00
Henri Verbeet 560d63548d wined3d: Remove trailing spaces. 2009-08-27 11:45:37 +02:00
Stefan Dösinger 21f4e42a98 wined3d: Don't use WINED3DADAPTER_DEFAULT as refresh rate. 2009-08-26 14:35:33 +02:00
Henri Verbeet 0c4201d5fd wined3d: Properly check if an attribute is used in TRACE_STRIDED. 2009-08-21 11:12:01 +02:00
Henri Verbeet 92b66ac82c wined3d: Make use_vs() safe to call from IWineD3DDeviceImpl_FindTexUnitMap(). 2009-08-19 14:45:02 +02:00
Henri Verbeet d900491310 wined3d: Replace find_clip_texcoord() with a generic function for finding a free input register. 2009-08-17 13:57:50 +02:00
Henri Verbeet ecd2dc7603 wined3d: Make RTL_READTEX the default rendertarget locking method.
For most cards this should make more sense than RTL_READDRAW, even if e.g.
surface_upload_data() has some room for improvement.
2009-08-14 13:59:09 +02:00
Henri Verbeet f7918b978f wined3d: Make the "luminanceparams" shader_reg_maps member a bitmap. 2009-08-12 13:22:50 +02:00
Henri Verbeet 95bb4c0486 wined3d: Make the "bumpmat" shader_reg_maps member a bitmap. 2009-08-12 13:22:44 +02:00
Henri Verbeet 3d718d6414 wined3d: Make the "labels" shader_reg_maps member a bitmap. 2009-08-12 13:22:37 +02:00
Henri Verbeet 270f57e755 wined3d: Make the "address" shader_reg_maps member a bitmap. 2009-08-12 13:22:30 +02:00
Henri Verbeet 6fa9fa15da wined3d: Make the "temporary" shader_reg_maps member a bitmap. 2009-08-11 12:36:20 +02:00
Henri Verbeet 50853e295b wined3d: Make the "texcoord" shader_reg_maps member a bitmap. 2009-08-11 12:36:16 +02:00
Henri Verbeet a282380f08 wined3d: Fix the type of the shader_reg_maps bitfields. 2009-08-11 12:36:12 +02:00
Henri Verbeet cbd555bbc9 wined3d: Get rid of the unused vbo_mode setting. 2009-08-10 13:53:11 +02:00
Henri Verbeet 8d746c31ba wined3d: Properly handle negative loop step in shader_glsl_loop(). 2009-08-10 13:52:37 +02:00
Roderick Colenbrander 5a00c8053e wined3d: Get rid of two dead render target lock mode options. 2009-08-10 13:10:49 +02:00
Henri Verbeet 3bf0ad4528 wined3d: Explicitly pass the context to the shader_select() handler. 2009-08-07 12:11:06 +02:00
Henri Verbeet 03686cb6bd wined3d: Explicitly pass the context to the shader_load_constants() handlers. 2009-08-06 17:26:30 +02:00
Henri Verbeet a7251f0f4e wined3d: Track render_offscreen in the context.
This makes sure the relevant states in FindContext() are actually marked dirty
when needed.
2009-08-06 17:26:30 +02:00
Henri Verbeet 9e8f7898c9 wined3d: Get rid of the ANISOTROPIC entry from the filter lookup tables.
Anisotropy and texture filters are orthogonal in GL. In D3D
D3DTEXF_ANISOTROPIC just selects the best (linear) filter type and enables
anisotropy.
2009-08-05 11:20:36 +02:00
Henri Verbeet 351d6de818 wined3d: Add functions to lookup texture filters. 2009-08-05 11:20:09 +02:00
Henri Verbeet 0f161dc10f wined3d: Remove some unused code. 2009-08-05 11:19:59 +02:00
Henri Verbeet d4159adbc8 wined3d: Statically initialize the filter lookup tables.
Also add some comments.
2009-08-04 13:04:23 +02:00
Henri Verbeet da1e5573da wined3d: Rename WineD3DContext to struct wined3d_context. 2009-08-03 15:01:48 +02:00
Henri Verbeet be536ebe2f wined3d: Get rid of activeContext. 2009-07-24 13:10:57 +02:00
Henri Verbeet c8fe24d29e wined3d: Explicitly pass the context to surface_load_ds_location(). 2009-07-24 13:10:47 +02:00
Henri Verbeet 2c71b85334 wined3d: Explicitly pass the context to get_drawable_size(). 2009-07-24 13:10:37 +02:00
Henri Verbeet fb77678e9f wined3d: Manage event queries in the context. 2009-07-24 13:10:28 +02:00
Henri Verbeet 4ab7af6575 wined3d: Manage occlusion queries in the context. 2009-07-24 13:10:19 +02:00
Henri Verbeet ea2caa9ba1 wined3d: Return the activated context from ActivateContext(). 2009-07-23 11:22:22 +02:00
Henri Verbeet 9253bbcb05 wined3d: Get rid of last_device. 2009-07-23 11:22:13 +02:00
Henri Verbeet ce436a76e2 wined3d: Get rid of getActiveContext(). 2009-07-22 14:42:50 +02:00
Henri Verbeet 377cda97e7 wined3d: Avoid destroying contexts that are current in another thread. 2009-07-22 14:42:50 +02:00
Henri Verbeet 1a43030664 wined3d: Keep track of a thread's wined3d context. 2009-07-22 14:42:50 +02:00
Henri Verbeet c114b04016 wined3d: Remove the useless lastThread field from IWineD3DDeviceImpl. 2009-07-21 14:23:06 +02:00
Henri Verbeet 2d7500600b wined3d: Get rid of lastActiveRenderTarget. 2009-07-21 14:23:02 +02:00
Henri Verbeet 6c0c1671b2 wined3d: Keep track of a context's current render target. 2009-07-21 14:22:49 +02:00
Henri Verbeet e6f55c2650 wined3d: Remove an unused struct member. 2009-07-20 13:35:15 +02:00
Henri Verbeet a80247f58b wined3d: Avoid redundant FBO binds.
Apparently this is an expensive operation for certain drivers, even if the
binding doesn't actually change.
2009-07-17 11:22:07 +02:00
Henri Verbeet 7485173849 wined3d: Pass the context instead of the device to the various context functions. 2009-07-17 11:22:07 +02:00
Henri Verbeet a01616a6c3 wined3d: Store a pointer to wined3d_gl_info in struct WineD3DContext. 2009-07-17 11:22:07 +02:00
Henri Verbeet 43e6686a78 wined3d: Rename _WineD3D_GL_Info to struct wined3d_gl_info. 2009-07-17 11:22:07 +02:00
Henri Verbeet d6ffe00cd2 wined3d: Recognize the SM4 constant buffer register type. 2009-07-16 16:03:28 +02:00
Henri Verbeet c4f8845bc9 wined3d: Recognize SM4 arrays.
This is for SM4 constant buffers, which look like cb<x>[<y>]. At some later
point we should probably translate pre-SM4 constants to constant buffers.
2009-07-16 16:03:23 +02:00
Stefan Dösinger 6a04c2d5cc wined3d: Don't call glGetError if nobody is listening. 2009-07-16 11:15:40 +02:00
Stefan Dösinger 8a6553da14 wined3d: Only use 4 component specular colors if GL allows it. 2009-07-10 13:07:33 +02:00
Henri Verbeet 69b7612265 wined3d: Get rid of struct glDescriptor.
In general it might not be a bad idea to group GL specific data into a
separate struct, but IWineD3DSurfaceImpl is currently the only thing that
bothers. It doesn't get it quite right either, since e.g. the PBO isn't in
glDescriptor either.
2009-07-10 12:13:24 +02:00
Henri Verbeet 9cf7888002 wined3d: Fix some cast-qual warnings. 2009-07-09 11:38:07 +02:00
Henri Verbeet 483d552e21 wined3d: Allow shader_buffer_init() to fail. 2009-07-09 11:38:02 +02:00
Henri Verbeet 40b411958b wined3d: Rename "SHADER_BUFFER" to something sane. 2009-07-09 11:37:58 +02:00
Henri Verbeet bddc4d3f0d wined3d: Reuse the shader buffer between shaders. 2009-07-09 11:37:53 +02:00
Henri Verbeet e41831990d wined3d: Fix a sign compare warning in glsl_shader.c. 2009-07-08 20:14:35 +02:00
Henri Verbeet 2ac34bf231 wined3d: Add some missing float suffixes.
The compiler should be smart enough to fix most of these, but it looks sloppy.
2009-07-07 11:50:05 +02:00
Henri Verbeet 50e9ad66e2 wined3d: Clear the last device in WineD3D_CreateFakeGLContext(). 2009-07-02 12:00:44 +02:00
Henri Verbeet 40bc47901c wined3d: Use flags for driver quirks. 2009-07-01 11:41:44 +02:00
Stefan Dösinger 5859d87754 wined3d: Implement function calls with NV exts. 2009-06-29 12:28:21 +02:00
Stefan Dösinger bd14b6e2b4 wined3d: IFC requires GL_NV_fragment_program2. 2009-06-26 12:01:44 +02:00
Tobias Jakobi 7906774339 wined3d: Add ps_np2fixup_info structure. 2009-06-25 14:34:13 +02:00
Stefan Dösinger 85af0b2943 wined3d: Don't emulate clipplanes with ffp vp and fix a wrong if condition.
b2f09fd204 accidentally got the
device->vs_clipping check wrong. The FFP replacement should emulate
clipping if GL can't do this natively with vertex shaders, not the
other way. Also don't emulate clipping if we're using fixed function
vertex processing because (a) clipping is always supported by GL in
this case, and (b), fragment.texcoord[7] is undefined. (Or in the
worst case set to something bad by the app).
2009-06-23 15:53:00 +02:00
Stefan Dösinger 26d17fe04c wined3d: Implement MRTs in ARB. 2009-06-22 11:26:43 +02:00
Stefan Doesinger cd348ac897 wined3d: Use bitfields for reg_maps uses* members. 2009-06-17 12:19:45 +02:00
Stefan Doesinger 58c3a0c832 wined3d: Implement vpos and vface. 2009-06-17 12:19:31 +02:00
Stefan Doesinger ae600fe0c8 wined3d: Implement texldl in ARB. 2009-06-17 12:19:15 +02:00
Stefan Doesinger c220bafa2c wined3d: Unroll loops in ARB if needed.
This is needed to allow us to claim vs_2_0 support with plain
GL_ARB_vertex_program. vs_2_0 allows loops without breaks.
2009-06-16 13:57:04 +02:00
Henri Verbeet 23231d5a62 wined3d: Add format conversions for some depth stencil formats.
Although these formats aren't lockable, we still explicitly set the initial
surface data when creating the texture. Unfortunately that means we'll need
the conversion functions, even though all they'll ever convert will be zeroes.
2009-06-16 13:37:06 +02:00
Henri Verbeet fede35d1c5 wined3d: Introduce surface_calculate_size(). 2009-06-15 13:42:28 +02:00
Henri Verbeet 5f581975dc wined3d: Introduce surface_init() to handle most of the surface initialization. 2009-06-15 13:42:28 +02:00
Stefan Dösinger 298bd3c50d wined3d: Store the bumpmap ARB constants in ARB structures. 2009-06-10 11:51:49 +02:00
Henri Verbeet 61fd875bb4 wined3d: Store compression information about compressed formats. 2009-06-10 11:51:04 +02:00
Henri Verbeet fb7531599f wined3d: Only use stretch_rect_fbo() on surfaces that are FBO attachable. 2009-06-05 15:19:35 +02:00
Henri Verbeet ad6279de9f wined3d: Replace the wined3d hash table with the generic red-black tree. 2009-06-03 11:40:14 +02:00
Henri Verbeet 97f320a77b wined3d: Introduce volumetexture_init() to handle most of the volume texture initialization. 2009-06-03 11:39:16 +02:00
Henri Verbeet b0ba731bd5 wined3d: Introduce cubetexture_init() to handle most of the cube texture initialization. 2009-06-03 11:39:04 +02:00
Henri Verbeet 5171a65d81 wined3d: Introduce texture_init() to handle most of the 2D texture initialization. 2009-06-03 11:38:50 +02:00
Henri Verbeet 451a416fcf wined3d: Call resource_init() from basetexture_init(). 2009-06-02 11:57:22 +02:00
Stefan Dösinger de12f880ce wined3d: Don't enable the NV frag extensions if we don't need them.
Enabling the NV extensions occupies a temp register for some reason. Avoid
needlessly enabling it.
2009-06-01 16:16:00 +02:00
Stefan Dösinger d8e219be75 wined3d: Avoid the TMP_COLOR mov in some cases.
Many 2.0 and 3.0 shaders end with a "mov oC0, rx". If sRGB writing is enabled,
the ARB backend writes to a TMP_COLOR temporary, and at the end of the shader
writes the sRGB corrected color to result.color. If oC0 is not partially
rewritten after the mov, we can ignore the mov, not declare TMP_COLOR at all,
and just use the rx register as input for the sRGB correction code. This saves
a temporary and an instruction.
2009-05-29 11:27:44 +02:00
Henri Verbeet 5654544725 wined3d: Add device resources from resource_init().
This is consistent with removing them from resource_cleanup().
2009-05-29 11:26:44 +02:00
Henri Verbeet 5e0f541621 wined3d: Remove ResourceReleased() from the public device interface. 2009-05-29 11:26:38 +02:00
Stefan Dösinger e70c80add9 wined3d: Emulate if(bool) in ARB shaders. 2009-05-28 12:46:01 +02:00
Stefan Dösinger e492dd858e wined3d: Add a function around the handler table.
This reduces the number of methods in the shader backend(the instr
modifiers can be handled in that wrapper) and it will help flow
control emulation in the ARB backend.
2009-05-28 12:45:45 +02:00
Stefan Dösinger aad92c0780 wined3d: Manage vs_compile_args in the backends. 2009-05-28 12:45:32 +02:00
Stefan Dösinger 814dd42f25 wined3d: Manage ps_compiled_shader in the backends. 2009-05-28 12:45:21 +02:00
Stefan Dösinger 8763f6eac5 wined3d: Make find_gl_vshader backend specific. 2009-05-28 12:45:10 +02:00
Stefan Dösinger d0d681c81e wined3d: Make find_gl_pshader backend private. 2009-05-28 12:44:43 +02:00
Stefan Dösinger 5865d9c01b wined3d: Store the compile args in the compile context, not the shader. 2009-05-28 12:44:22 +02:00
Stefan Dösinger 0629585c24 wined3d: Work around an ARBFP vs GLSL bug in Mac OS. 2009-05-27 11:57:54 +02:00
Henri Verbeet 2ee0d47a49 wined3d: Use strings for shader input/output semantics. 2009-05-27 11:12:12 +02:00
Henri Verbeet 19cb4594e3 wined3d: Use a separate structure for vertex shader attributes.
In D3D10 shaders input/output semantics are strings rather than predefined
types. Unfortunately, the code in vshader_get_input() can be performance
critical, depending on application behaviour. Since vshader_get_input() is
only relevant for d3d9 shaders anyway, just store the usage and usage_idx for
these shaders.
2009-05-27 11:12:07 +02:00
Henri Verbeet e6efb797c3 wined3d: Make "packed_output" a bitmap. 2009-05-27 11:11:57 +02:00
Henri Verbeet 10fadadc54 wined3d: Use the "input_registers" bitmap for vertex shader attributes as well. 2009-05-27 11:11:53 +02:00
Henri Verbeet 664b17b9ee wined3d: Make "packed_input" a bitmap. 2009-05-27 11:11:48 +02:00
Stefan Dösinger 7b1d48721d wined3d: Emulate the 4 component address register in ARB. 2009-05-20 10:55:17 +02:00
Stefan Dösinger c7ca3793cc wined3d: Implement mova rounding in arb. 2009-05-20 10:55:03 +02:00
Stefan Dösinger 2cb8f42168 wined3d: Support clipplanes with GLSL.
This is the Nth attemt to make clipping work with GLSL shaders. The patch now
uses the GLSL quirk table to handle cards that need a custom varying for
gl_ClipPos, and the code is adapted to the changed state table and shader
backend system.
2009-05-18 13:59:16 +02:00
Henri Verbeet 5d63179404 wined3d: Remove some unused defines. 2009-05-15 10:25:48 +02:00
Francois Gouget 514c5f2648 wined3d: Make surface_force_reload() static. 2009-05-13 12:45:36 +02:00
Rico Schüller 2ef751883d wined3d: Add UnregisterClass() on DLL_PROCESS_DETACH. 2009-05-12 12:33:57 +02:00
Henri Verbeet 0d446053da wined3d: Don't create more than WINED3D_MAX_FBO_ENTRIES FBO entries.
This essentially turns the FBO entry list into an LRU cache.
2009-05-12 11:18:15 +02:00
Henri Verbeet 9a579a43b1 wined3d: Use the output signature to map SM4 pixel shader outputs to the appropriate register. 2009-05-11 12:43:00 +02:00
Stefan Dösinger 2fd485ae31 winedd: Move shader_*_add_instruction_modifiers into the shader backend. 2009-05-08 12:20:18 +02:00
Stefan Dösinger f9276a6429 wined3d: Keep track of used float constants. 2009-05-08 12:15:15 +02:00
Henri Verbeet 69cbb57bfd wined3d: Add support for immediate constants to the GLSL backend. 2009-05-08 12:13:49 +02:00
Henri Verbeet 96005c0fca wined3d: Pass a struct wined3d_shader_register to shader_is_scalar(). 2009-05-08 12:13:46 +02:00
Henri Verbeet 5e473cb17f wined3d: Group register information into struct wined3d_shader_register. 2009-05-08 12:13:17 +02:00
Henri Verbeet 65622a052c wined3d: Create a struct wined3d_shader_version to store version information.
The version tokens in SM1-3 and SM4 are similar, but not the same.
2009-05-07 14:44:21 +02:00
Henri Verbeet 5c63d93e18 wined3d: Store the shader version in the frontend's private data. 2009-05-07 14:44:21 +02:00
Henri Verbeet 9381a41681 wined3d: Add an initial shader_sm4_read_src_param() implementation. 2009-05-06 12:21:05 +02:00
Henri Verbeet 699eae0cf7 wined3d: Shift the writemask in the frontend. 2009-05-06 12:20:57 +02:00
Stefan Dösinger f5e24f7a85 wined3d: Implement texldd.
GL_ARB_shader_texture is supported on dx9 ATI cards(and probably dx10
ones too). For Nvidia cards I included a fallback to normal texld.
GL_EXT_gpu_shader4 supports similar texture*Grad GLSL functions, just
with an EXT prefix instead of ARB. For dx9 NV cards we'd have to use
GL_NV_fragment_program2, which supports a texldd equivalent on those
cards.
2009-05-05 14:12:52 +02:00
Henri Verbeet 454dd2ed07 wined3d: Implement shader_sm4_is_end(). 2009-05-05 11:34:39 +02:00
Henri Verbeet 2a5a6a3439 wined3d: Store the SM 1-3 opcode information tables in the SM 1-3 frontend. 2009-05-05 11:34:28 +02:00
Henri Verbeet 868f5bfc7c wined3d: Handle reading the shader header in the frontend.
In SM 1-3 this is just the version, in SM4 this also includes the token count.
2009-05-05 11:34:15 +02:00
Henri Verbeet ef074cdde1 wined3d: Introduce a stubbed SM4 shader frontend. 2009-05-05 11:34:07 +02:00
Henri Verbeet dddd1f0211 wined3d: Select the frontend based on the version token. 2009-05-04 12:53:16 +02:00
Henri Verbeet 5f96c0083a wined3d: Add a frontend function to determine if there are any tokens left. 2009-05-04 12:53:12 +02:00
Henri Verbeet 2378108eb9 wined3d: Create a frontend for parsing shaders. 2009-05-04 12:53:08 +02:00
Henri Verbeet 5a7afd9b2a wined3d: Move SM 1-3 parsing functions to their own file. 2009-05-04 12:53:04 +02:00
Henri Verbeet 7420a96736 wined3d: Merge wined3d_private_types.h into wined3d_private.h. 2009-05-01 13:11:57 +02:00
Henri Verbeet 65321dd1ce wined3d: Introduce shader_sm1_read_semantic(). 2009-04-29 13:08:08 +02:00
Henri Verbeet 8d4c90496f wined3d: Store the sampler type in struct shader_reg_maps.
Instead of the usage token.
2009-04-29 13:08:01 +02:00
Stefan Dösinger 8513f64a01 wined3d: Emulate R16G16F and R32G32F if GL_ARB_texture_rg is not supported.
Nvidia doesn't offer it on geforce 7 and earlier cards, but some games need
it. This is surprising because the extension was made specifically for
compatibility purposes for older cards.
2009-04-28 13:10:03 +02:00
Henri Verbeet d32d308798 wined3d: Remove some redundant defines. 2009-04-28 13:10:02 +02:00
Henri Verbeet e001876163 wined3d: Create a separate function to record register usage. 2009-04-28 13:10:02 +02:00
Henri Verbeet 2b07565d6e wined3d: Store D3D shader opcode names in a separate table. 2009-04-27 13:25:09 +02:00
Stefan Dösinger 7ab6c22f5a wined3d: Support the full amount of constants in GLSL.
This patch advertises all GL reported float uniforms to the D3D app to
reach the 256 constants required by Shader Model 3.0 on dx9 cards. If
the shader does not use indirect addressing, all 256 constants are
declared. The compiler can then figure out which constants are
actually used. This makes shaders work that use high constant indices,
but don't use all 256 constants.
2009-04-27 13:24:00 +02:00
Henri Verbeet 2dcfdd5b55 wined3d: Use a more reasonable limit for the number of mipmap levels.
256 is quite ridiculous, considering the dimensions are only UINTs. Perhaps
these arrays should be dynamically allocated in the first place though.
2009-04-24 11:52:51 +02:00
Henri Verbeet 35499d0c3c wined3d: Handle the opcode specific control shift in the frontend rather than the backend. 2009-04-24 11:52:28 +02:00
Henri Verbeet d6494ad00c wined3d: Move some frontend specfic code to baseshader.c. 2009-04-23 14:22:06 +02:00
Henri Verbeet 629801bccb wined3d: Get rid of the token field from struct wined3d_shader_src_param. 2009-04-22 13:14:03 +02:00
Henri Verbeet db5ab97125 wined3d: Store the source swizzle in struct wined3d_shader_src_param. 2009-04-21 14:00:02 +02:00
Henri Verbeet 915b91757f wined3d: Store the destination relative addressing token as a struct wined3d_shader_src_param. 2009-04-20 14:13:08 +02:00
Henri Verbeet 0663eb9323 wined3d: Store the source relative addressing token as a struct wined3d_shader_src_param. 2009-04-20 14:13:00 +02:00
Henri Verbeet 8ac4c98be2 wined3d: Store the source modifiers in struct wined3d_shader_src_param. 2009-04-15 15:57:35 -05:00
Henri Verbeet b6668b0296 wined3d: Store the register index in struct wined3d_shader_src_param. 2009-04-15 15:57:30 -05:00