Commit Graph

851 Commits

Author SHA1 Message Date
Henri Verbeet 2e5abc156a wined3d: Implement WINED3DSIH_SAMPLE in the GLSL shader backend. 2015-01-19 14:31:32 +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
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 6eb242a275 wined3d: Handle half-float attributes in load_numbered_arrays().
Fixes a bunch of graphic glitches in WildStar on Nvidia.
2014-08-28 15:30:23 +02:00
Henri Verbeet 07985a8c38 wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces.
I don't think the difference between d3d10 depth/stencil and rendertarget
views is large enough to justify a separate type. Unfortunately that does make
the name "wined3d_rendertarget_view" slightly awkward.
2014-08-22 12:53:11 +02:00
Henri Verbeet b005ad6f90 wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +02:00
Henri Verbeet d079066f5d wined3d: Get rid of the get_drawable_size() callback in struct wined3d_surface. 2014-08-04 14:23:49 +02:00
Henri Verbeet 80bca9bc9c wined3d: Add constant buffer support to the GLSL shader backend. 2014-08-04 14:23:29 +02:00
Henri Verbeet 0ef760ef82 wined3d: Make vp_ffp_states static. 2014-07-14 19:26:19 +02:00
Henri Verbeet 4710c4b51a wined3d: Store color keys in textures instead of in surfaces. 2014-01-09 15:50:39 +01:00
Henri Verbeet 6b90248aec wined3d: Merge texture2d_bind() and texture3d_bind() into wined3d_texture_bind(). 2013-11-21 13:36:29 +01:00
Henri Verbeet 3d226df3b9 wined3d: Avoid initializing some more variables. 2013-10-29 10:33:58 +01:00
Frédéric Delanoy 5c1ea9bff1 wined3d: Avoid initializing some variables. 2013-10-14 10:45:24 +02:00
Henri Verbeet c228ffbaf0 wined3d: Unify shader binding points. 2013-10-10 10:44:53 +02:00
Henri Verbeet 079b6d4c11 wined3d: Unify the shader state IDs. 2013-10-09 11:11:07 +02:00
Henri Verbeet 8644b62726 wined3d: Move lowest_disabled_stage to the context. 2013-10-07 14:44:35 +02:00
Stefan Dösinger bbfca4863c wined3d: Store the instance count in the context structure. 2013-09-16 13:06:03 +02:00
Stefan Dösinger 112617f00b wined3d: Move tex_unit_map and friends into the context. 2013-09-16 13:05:58 +02:00
Stefan Dösinger d8c43aabf7 wined3d: Move the decoded stream info into the context. 2013-09-12 17:48:14 +02:00
Stefan Dösinger 87f931dc64 wined3d: Only invalidate STATE_INDEXBUFFER for the current context in buffer_get_sysmem(). 2013-09-09 22:10:00 +02:00
Henri Verbeet b5e0c5d052 wined3d: Get rid of some leftover comments referring to the GL lock. 2013-09-02 18:02:26 +02:00
Henri Verbeet 69e1100c0c wined3d: Handle NP2 fixup updates in shader_load_constants(). 2013-08-21 12:13:56 +02:00
Henri Verbeet 62859daf0b wined3d: Avoid looking up shaders for shader stages that didn't change. 2013-08-21 12:13:56 +02:00
Henri Verbeet c1a7323fac wined3d: Avoid some redundant state_pscale() calls. 2013-08-19 12:53:21 +02:00
Henri Verbeet 37d1e8b79c wined3d: Try to avoid redundant constant updates.
This gives a minor performance improvement. For example, in 3DMark03 Game Test
1 this gives about a 4% improvement, in the Counter Strike: Source stress test
it's about 1%. (NVIDIA GF9600M, Intel T9550, 1024x768).
2013-08-16 11:55:24 +02:00
Stefan Dösinger b648b74191 wined3d: Pass fogstart==fogend to GL in fog table mode. 2013-06-19 20:09:53 +02:00
Henri Verbeet ffc9f535eb wined3d: Handle pre-transformed vertices in the GLSL vertex pipe.
This also avoids a fallback to drawStridedSlow().
2013-06-14 11:46:31 +02:00
Henri Verbeet 8a7ddfbb53 wined3d: Don't use state_colormat() with the GLSL vertex pipe.
None of the code in there should be needed for the GLSL vertex pipe, and the
"untracked materials" counter in particular will trigger an unnecessary
fallback to drawStridedSlow().
2013-06-14 11:46:27 +02:00
Francois Gouget 145c417e98 wined3d: Make state_fog_vertexpart() static. 2013-06-06 11:47:02 +02:00
Henri Verbeet 74c5a22daa wined3d: Only invalidate the current ffp vertex shader if the light type changed.
As opposed to any time a light parameter changed.
2013-05-29 12:12:33 +02:00
Henri Verbeet bdd97858bf wined3d: Only write gl_ClipVertex if clipping is enabled in shader_glsl_generate_ffp_vertex_shader(). 2013-05-29 12:12:32 +02:00
Henri Verbeet 1c2392ddb0 wined3d: Only write gl_PointSize for point primitives in shader_glsl_generate_ffp_vertex_shader(). 2013-05-29 12:12:32 +02:00
Henri Verbeet 2014141a25 wined3d: Add support for GLSL based fixed function vertex shaders. 2013-05-29 12:12:32 +02:00
Henri Verbeet 50a3864515 wined3d: Just remove the D3DCMP_NOTEQUAL / D3DCMP_EQUAL FIXME in state_zfunc().
As far as I'm aware this just works, I'm not aware of any open issues related
to it.
2013-05-28 14:55:08 +02:00
Henri Verbeet 97b6299eaf wined3d: Expose WINED3DVTXPCAPS_TEXGEN_SPHEREMAP.
Since we already implement it. Tweening will likely never work with fixed
function GL.
2013-05-28 14:55:00 +02:00
Henri Verbeet b5df8bd4f5 wined3d: Use debug_d3dstate() in compile_state_table() as well. 2013-05-28 14:54:54 +02:00
Stefan Dösinger 76941eff00 wined3d: Move gl_info->limits.max_texture_stages to d3d_info. 2013-04-25 20:25:10 +02:00
Stefan Dösinger 16e862ba9d wined3d: Add a new structure for d3d limits and other info. 2013-04-25 20:25:07 +02:00
Henri Verbeet 471991eb9a wined3d: Introduce a wined3d_vertex_pipe_ops structure. 2013-04-25 13:39:56 +02:00
Stefan Dösinger c371af0d5c wined3d: Get rid of device->view_ident. 2013-04-24 18:26:56 +02:00
Henri Verbeet c756496326 wined3d: Rename the device "strided_streams" field to "stream_info".
The "strided" in there is mostly historic, it hasn't really been accurate for
a while now.
2013-04-22 15:26:11 +02:00
Henri Verbeet 0e0e3b76f5 wined3d: Move "ffp_proj_control" to the fragment caps. 2013-01-21 12:51:21 +01:00
Henri Verbeet f3dbbba48e wined3d: Initialize the various backends in wined3d_adapter_init_nogl() as well. 2013-01-16 12:22:43 +01:00
Henri Verbeet 5b42297a31 wined3d: Remove a redundant condition in the indexbuffer() state handler.
Strided draws don't use VBOs.
2013-01-07 11:12:19 +01:00
Henri Verbeet 78984cf46c wined3d: Get rid of ENTER_GL / LEAVE_GL. 2012-12-11 12:03:39 +01:00
Henri Verbeet 1835e2f5ba wined3d: Add support for ARB_instanced_arrays. 2012-12-03 12:37:49 +01:00
Henri Verbeet 52c6abb485 wined3d: Resolve the instance count for instanced arrays in load_numbered_arrays(). 2012-12-03 12:37:42 +01:00
Stefan Dösinger 483d025795 wined3d: Add an explicit break in case of unhandled BUMPENVMAP. 2012-12-03 12:37:14 +01:00
Henri Verbeet ffd892f6dd wined3d: Make state_geometry_shader() static. 2012-11-16 11:39:50 +01:00
Henri Verbeet 9081f8afb1 d3d10core: Implement d3d10_device_GSSetShader(). 2012-11-14 11:27:40 +01:00
Henri Verbeet 10d46bc042 wined3d: Add support for GLSL based fixed function fragment shaders. 2012-11-12 12:15:25 +01:00
Henri Verbeet d74cb4571b wined3d: Simplify shader selection. 2012-11-05 11:30:32 +01:00
Henri Verbeet 5059da9e32 wined3d: Don't depend on device internals in fragment_pipeline.alloc_private().
In particular, device->shader_backend and device->shader_priv aren't
initialized yet when the fragment pipe is initialized.
2012-10-29 10:47:03 +01:00
Henri Verbeet 17e33e9b27 wined3d: Make the shader backend responsible for controlling the fixed function fragment pipe. 2012-10-25 11:48:31 +02:00
Matteo Bruni 902049c054 wined3d: Fix pixel format masks. 2012-08-15 12:17:46 +02:00
Henri Verbeet 894d161891 wined3d: Call core GL functions through gl_info.gl_ops as well. 2012-07-25 20:10:08 +02:00
Henri Verbeet af1ba676c8 wined3d: Pass a gl_info structure to fragment_pipeline.enable_extension(). 2012-07-25 20:01:31 +02:00
Henri Verbeet ea8dfe640d wined3d: Convert some uppercase hex constants to lowercase. 2012-07-20 13:59:53 +02:00
Alexandre Julliard 2f31a66941 wined3d: Load glPointParameter functions as extensions rather than standard OpenGL functions. 2012-07-19 16:47:49 +02:00
Thomas Faber a6510b3fbc wined3d: Use INFINITY. 2012-06-18 11:59:41 +02:00
Henri Verbeet 611b541f29 wined3d: Set undefined vertex attributes to 0.0. 2012-06-12 17:27:39 +02:00
Francois Gouget 19ba80e7c2 wined3d: We must include Wine's port.h before using NAN. 2012-06-01 17:41:52 +02:00
Henri Verbeet e3ecfa5974 wined3d: Store user clip planes as 4-component float vectors. 2012-05-22 18:07:02 +02:00
Henri Verbeet 29893d8162 wined3d: Determine index buffer location based on vertex buffer locations. 2012-05-03 11:18:03 +02:00
Henri Verbeet 06aab27197 wined3d: Remove a texture dimension check in state_alpha().
I don't think there's any reason color-keying shouldn't work on e.g. cube
textures, although it probably isn't very common either.
2012-03-09 11:32:22 +01:00
Henri Verbeet b8a22ebef0 wined3d: Remove an outdated comment from load_vertex_data(). 2012-03-08 17:58:02 +01:00
Henri Verbeet 3d5ca7ab64 wined3d: Remove an outdated comment in state_zwritenable().
We actually do have tests for this.
2012-03-08 17:57:58 +01:00
Henri Verbeet 639ea0f49c wined3d: Remove a transformed vertex loading hack in load_vertex_data().
This should never be used, we fall back to drawStridedSlow() for transformed vertices.
2012-03-08 17:57:46 +01:00
Henri Verbeet 9c25758656 wined3d: Support color keyed WINED3DFMT_B8G8R8A8_UNORM surfaces.
Color keying and alpha channels aren't mutually exclusive.
2012-02-29 10:31:09 +01:00
Henri Verbeet d17f037fb1 wined3d: Disable z-clipping for transformed vertices when WINED3D_RS_ZENABLE is disabled. 2012-02-24 09:55:52 +01:00
Henri Verbeet f38e94af7c wined3d: Get rid of the WINED3DTRANSFORMSTATETYPE typedef. 2012-01-12 12:37:18 +01:00
Henri Verbeet b6431d9493 wined3d: Get rid of the WINED3DTEXTUREOP typedef. 2012-01-11 17:47:22 +01:00
Henri Verbeet 43fcbcb36e wined3d: Get rid of the WINED3DTEXTURESTAGESTATETYPE typedef. 2012-01-10 10:47:27 +01:00
Henri Verbeet 08545dc739 wined3d: Get rid of the WINED3DSAMPLERSTATETYPE typedef. 2012-01-09 12:22:12 +01:00
Henri Verbeet c77b414787 wined3d: Get rid of the WINED3DPATCHEDGESTYLE typedef. 2012-01-05 20:54:25 +01:00
Henri Verbeet c3cc92e472 wined3d: Get rid of the WINED3DMATERIALCOLORSOURCE typedef. 2012-01-05 20:54:24 +01:00
Henri Verbeet fd8597b2bf wined3d: Get rid of the WINED3DSTENCILOP typedef. 2012-01-03 23:40:50 +01:00
Henri Verbeet 808e926783 wined3d: Get rid of the WINED3DCULL typedef. 2012-01-03 23:40:46 +01:00
Henri Verbeet a03eeb5cac wined3d: Get rid of the WINED3DFILLMODE typedef. 2012-01-03 12:37:31 +01:00
Henri Verbeet 16e9d728f4 wined3d: Get rid of the WINED3DSHADEMODE typedef. 2012-01-03 12:37:30 +01:00
Henri Verbeet 6623a8cfa9 wined3d: Get rid of the WINED3DFOGMODE typedef. 2011-12-22 10:08:52 +01:00
Henri Verbeet 00096c82fd wined3d: Get rid of the WINED3DZBUFFERTYPE typedef. 2011-12-22 10:08:48 +01:00
Henri Verbeet 1ec609670f wined3d: Get rid of the WINED3DCMPFUNC typedef. 2011-12-21 10:14:54 +01:00
Henri Verbeet b79dc388c3 wined3d: Get rid of the WINED3DVERTEXBLENDFLAGS typedef. 2011-12-21 10:14:50 +01:00
Henri Verbeet 3082c1a9de wined3d: Get rid of the WINED3DRENDERSTATETYPE typedef. 2011-12-20 10:11:47 +01:00
Henri Verbeet 5bddd4427d wined3d: Get rid of the WINED3DDEGREETYPE typedef. 2011-12-20 10:11:39 +01:00
Henri Verbeet 969f3be73f wined3d: Get rid of the WINED3DBLENDOP typedef. 2011-12-19 20:15:49 +01:00
Henri Verbeet b39125d2f0 wined3d: Get rid of the WINED3DBLEND typedef. 2011-12-19 20:15:49 +01:00
Henri Verbeet b55b683b08 wined3d: Get rid of the WINED3DLIGHTTYPE typedef. 2011-12-12 10:20:57 +01:00
Henri Verbeet 7416953e81 wined3d: Get rid of the WINED3DLINEPATTERN typedef. 2011-11-23 09:13:54 +01:00
Henri Verbeet be8917cd91 wined3d: Get rid of the WINED3DVIEWPORT typedef. 2011-11-22 10:52:40 +01:00
Henri Verbeet 02bb70fc3b wined3d: Get rid of the WINED3DMATERIAL typedef. 2011-11-21 11:01:02 +01:00
Henri Verbeet f597359727 wined3d: Get rid of the WINED3DLIGHT typedef. 2011-11-21 11:00:57 +01:00
Henri Verbeet 27132a30f5 wined3d: Construct the non-rhw projection matrix directly in transform_projection(). 2011-11-02 12:27:50 +01:00
Henri Verbeet 6e7f33a7f0 wined3d: Construct the rhw projection matrix directly in transform_projection(). 2011-11-02 12:27:40 +01:00
Stefan Dösinger 9bcd58f312 wined3d: Disable range fog with per-pixel fog. 2011-09-15 15:41:41 +02:00
Stefan Dösinger efba48ccfb wined3d: Don't load/unload unsupported texture coordinate attribs. 2011-09-12 10:09:48 +02:00
Matteo Bruni c74c544cc6 wined3d: Store maximum vertex attributes count. 2011-08-29 12:08:19 +02:00
Matteo Bruni 7c6bd2f287 wined3d: Use dummy textures for all the texture targets. 2011-08-29 12:08:19 +02:00
Matteo Bruni 0386b44bad wined3d: Keep track of the current texture type for each texture unit. 2011-08-29 12:08:19 +02:00
Matteo Bruni f47f9f7c74 wined3d: Store currently active texture in the wined3d context. 2011-08-25 11:31:55 +02:00
Matteo Bruni e53ae83d74 wined3d: Pass around the context instead of gl_info. 2011-08-25 11:31:55 +02:00
Henri Verbeet 812a314821 wined3d: Get rid of the fglrx point sprite hack.
Fglrx 9.3 is well over 2 years old at this point. I'd strongly encourage
anyone still affected by this to upgrade to the r300g driver.
2011-08-05 09:17:59 +02:00
Frédéric Delanoy 7e309601f3 dlls: Assorted spelling fixes. 2011-08-03 14:15:50 +02:00
Henri Verbeet b09b7e323c wined3d: Store a pointer to the state table in the context. 2011-07-25 11:59:15 +02:00
Henri Verbeet dd2f2c40f0 wined3d: Get rid of the useext macro.
This does nothing, since we have our own GL header.
2011-07-15 10:08:14 +02:00
Henri Verbeet 7ee4bda63e wined3d: Add stream offsets in device_stream_info_from_declaration().
They're not going to change until the next time the stream info is updated.
This would of course mainly be useful if we managed to do more than one or two
draws with the same stream info.
2011-07-15 10:08:02 +02:00
Henri Verbeet e4d2d78500 wined3d: Pass a wined3d_state pointer to state handlers.
Instead of an entire stateblock. This is mainly useful is we ever want to call
state handlers on state not stored in a stateblock.
2011-07-14 14:11:25 +02:00
Henri Verbeet 565fcbdfb8 wined3d: Get rid of the clip status code.
I'm pretty sure this is just broken, and I'm not aware of any application
using this.
2011-07-14 14:11:18 +02:00
Henri Verbeet 5e83efa1b2 wined3d: Remove the unused untransformed field from struct wined3d_device. 2011-07-14 14:11:11 +02:00
Henri Verbeet fcf4303e1a wined3d: Store a pointer to the framebuffer state in struct wined3d_state. 2011-07-14 14:11:07 +02:00
Henri Verbeet 475225c275 wined3d: Pass a state pointer instead of a stateblock to loadVertexData(). 2011-07-13 11:52:04 +02:00
Henri Verbeet 534151a79b wined3d: Pass a state pointer instead of a stateblock to loadTexCoords(). 2011-07-13 11:51:58 +02:00
Henri Verbeet 3d28cdb691 wined3d: Pass a state pointer instead of a stateblock to loadNumberedArrays(). 2011-07-13 11:51:55 +02:00
Henri Verbeet c5d457c8b4 wined3d: Store a struct wined3d_bo_address in struct wined3d_stream_info_element.
Instead of using separate fields for the buffer object and offset.
2011-07-11 11:53:42 +02:00
Stefan Dösinger d321959dd7 wined3d: Move FBO application into a state handler. 2011-07-05 17:33:35 +02:00
Henri Verbeet ddc29c40e6 wined3d: Make D3DRS_ZBIAS work.
D3DRS_ZBIAS is poorly defined, but it makes sense that the bias should be
format independent. Looking at application behaviour, it seems to include a
slope scale factor as well. This fixes a couple of regressions introduced by
96b758f7b3, although it was broken before as
well, just in a different way.
2011-07-05 13:46:07 +02:00
Stefan Dösinger a27adc478a wined3d: Update the vertex shader when the clipplanes are changed. 2011-06-28 11:57:51 -05:00
Stefan Dösinger 5e97e22951 wined3d: Separate stream sources and vertex declaration.
Changing the stream sources does not require a reapplication of the
vertex declaration. Even setting a NULL vertex buffer doesn't make
attributes disappear - it just causes a segfault on Windows.
2011-06-27 16:43:24 -05:00
Henri Verbeet 233b8e1cf8 wined3d: Fix the STATE_BASEVERTEXINDEX state entry. 2011-06-21 11:25:15 +02:00
Henri Verbeet 265e62378f wined3d: Validate STATE_BASEVERTEXINDEX in validate_state_table(). 2011-06-21 11:25:13 +02:00
Stefan Dösinger 73cec67c14 wined3d: Link STATE_BASEVERTEXINDEX to STATE_VDECL. 2011-06-20 19:32:02 +02:00
Stefan Dösinger dafd31861a wined3d: Use GL_ARB_draw_elements_base_vertex if available. 2011-06-14 13:43:56 +02:00
Henri Verbeet 708d94212b wined3d: Don't clamp vertex depth values.
Since we report D3DPMISCCAPS_CLIPTLVERTS.
2011-06-06 16:18:33 +02:00
Stefan Dösinger dda91ac02a wined3d: Call frag_pipe->enable_extension under the GL lock. 2011-05-26 16:41:14 +02:00
Henri Verbeet aba42d1fa5 wined3d: Introduce a separate structure for framebuffer state. 2011-05-19 10:07:57 +02:00
Stefan Dösinger 5c6c019340 wined3d: Remove maxConcurrentLights from the device. 2011-05-18 16:41:57 +02:00
Henri Verbeet 0e0e5c3e38 wined3d: Get rid of the IWineD3DDevice typedefs. 2011-05-17 10:06:23 +02:00
Francois Gouget 5920de5ffb Assorted spelling and case fixes. 2011-05-09 12:09:27 +02:00
Henri Verbeet 493af7e5c1 wined3d: Introduce a helper function for translating blend factors. 2011-05-06 14:23:46 +02:00
Henri Verbeet c4b73c4550 wined3d: Get rid of the IWineD3DSurface typedefs. 2011-04-29 16:52:13 +02:00
Henri Verbeet a05841bd1a wined3d: Rename "pCaps" to "caps". 2011-04-27 11:50:29 +02:00
Stefan Dösinger dbc8702e44 wined3d: Scale the depthbias factor by the depth buffer's depth. 2011-04-22 17:51:29 +02:00
Stefan Dösinger 96b758f7b3 d3d: Map D3DRS_ZBIAS to WINED3DRS_DEPTHBIAS.
ZBIAS was removed in d3d9 and replaced with DEPTHBIAS. Currently
wined3d implements both independently which will cause trouble if we
want to set the depthbias value depending on the depth stencil format.
2011-04-22 17:51:29 +02:00
Stefan Dösinger 5627ee49ea wined3d: Remove FLOAT16 vertex attribute conversion support.
All mayor drivers support GL_ARB_half_float_vertex now and the half
float conversion doesn't work well in practise. The only game that was
ever playable with it was Eve online.
2011-04-12 17:42:12 +02:00
Henri Verbeet ae58e47ca0 wined3d: Introduce a helper function for translating blend operations. 2011-04-04 11:53:50 +02:00
Henri Verbeet 97a5336ca9 wined3d: Fix the EXT_blend_subtract extension definitions. 2011-03-31 23:46:51 +02:00
Henri Verbeet e4e28c47ea wined3d: Fix the EXT_blend_color extension definitions. 2011-03-31 23:43:14 +02:00
Henri Verbeet f8507d6061 wined3d: Fix the EXT_blend_minmax extension definitions. 2011-03-31 23:43:05 +02:00
Henri Verbeet 8fe80e18b2 wined3d: Get rid of the IWineD3DBaseShader typedefs. 2011-03-31 12:37:47 +02:00
Henri Verbeet 5555d904be wined3d: Get rid of IWineD3DBaseShaderClass. 2011-03-31 12:37:46 +02:00
Henri Verbeet 99bed5d41d wined3d: Get rid of IWineD3DPixelShaderImpl. 2011-03-30 12:18:20 +02:00
Henri Verbeet 0e22aea01e wined3d: Replace "pow2_matrix_identity" in wined3d_texture with a flag. 2011-03-29 12:34:49 +02:00
Henri Verbeet c5bf96c951 wined3d: Get rid of IWineD3DBaseTextureClass. 2011-03-29 12:34:40 +02:00
Henri Verbeet eb5bfad18d wined3d: Get rid of the IWineD3DBaseTexture typedefs. 2011-03-28 17:08:52 +02:00
Henri Verbeet fd8e18bd2b wined3d: Remove COM from the texture implementation. 2011-03-28 17:08:52 +02:00
Henri Verbeet ac9c592ca9 wined3d: Store all the resource desc information in struct wined3d_resource. 2011-03-09 12:29:17 +01:00
Henri Verbeet af0a4b6956 wined3d: Pass gl_info to basetexture_bind(). 2011-03-03 17:47:14 +01:00
Henri Verbeet 1de6adfbae wined3d: Make IWineD3DResourceImpl an independent structure. 2011-03-01 13:21:59 +01:00
Matteo Bruni 75386a99b4 wined3d: Make clip planes independent from offscreen/onscreen drawing. 2011-02-15 17:24:26 +01:00
Henri Verbeet 96d225d4dd wined3d: Get rid of the IWineD3DStateBlockImpl typedef. 2011-01-31 12:25:05 +01:00
Matteo Bruni ef0f358813 wined3d: Don't call glPointParameter with a random context. 2011-01-07 15:01:38 +01:00
Henri Verbeet d72520b5cc wined3d: Remove IWineD3DBaseTexture::BindTexture() from the public interface. 2011-01-05 17:22:01 +01:00
Henri Verbeet a2c81adae1 wined3d: Pass an IWineD3DBaseTextureImpl pointer to basetexture_apply_state_changes(). 2011-01-04 11:09:49 +01:00
Henri Verbeet a4477fea4a wined3d: Pass an IWineD3DDeviceImpl pointer to free_private(). 2010-12-02 11:54:15 +01:00
Henri Verbeet 6b9118e462 wined3d: Pass an IWineD3DDeviceImpl pointer to alloc_private(). 2010-12-02 11:54:10 +01:00
Henri Verbeet 00550613e7 wined3d: Remove a redundant parameter to enable_extension(). 2010-12-02 11:54:03 +01:00
Henri Verbeet efb185dcd5 wined3d: Rename the wined3d_format "Flags" field to "flags". 2010-11-12 15:43:08 +01:00
Michael Stefaniuc 1183383a6f wined3d: Fix some checkGLcall() messages. 2010-11-05 17:15:34 +01:00
Stefan Dösinger f89fdb4429 wined3d: Don't reapply lighting when vertex shaders are used.
If a vertex shader is used the GL_LIGHTING state is ignored. If the
shader is turned off state_vdecl is called anyway, so it will adjust the
lighting state to match the available fixed function vertex attributes.
2010-11-01 11:43:45 +01:00
Stefan Dösinger 5082c57e77 wined3d: Don't pass the texture stages to basetexture_apply_state_changes. 2010-11-01 11:43:35 +01:00
Henri Verbeet 1b2f9d29d7 wined3d: Get rid of the posFixup field from the device. 2010-10-26 11:58:12 +02:00
Henri Verbeet 5ef7a8c242 wined3d: Explicitly pass parameters to shader_load_np2fixup_constants(). 2010-10-25 14:29:37 +02:00
Henri Verbeet a7ded9a67d wined3d: Pass a wined3d_state structure to use_ps(). 2010-09-28 17:33:17 +02:00
Henri Verbeet 9224751a13 wined3d: Pass a wined3d_state structure to use_vs(). 2010-09-28 17:33:17 +02:00
Henri Verbeet 5013ec83de wined3d: Consistently use the same stateblock in state_colormat().
These should refer to the same stateblock when we're drawing, but it's still
ugly.
2010-09-24 11:34:15 +02:00
Henri Verbeet 23e286613f wined3d: Directly pass the texture to texture_activate_dimensions(). 2010-09-24 11:34:14 +02:00
Henri Verbeet 67b7a573b9 wined3d: Pass a wined3d_state structure to set_tex_op(). 2010-09-24 11:34:14 +02:00
Henri Verbeet 578df29b9f wined3d: Pass a wined3d_state structure to set_tex_op_nvrc(). 2010-09-23 12:06:31 +02:00
Henri Verbeet 478a0aae38 wined3d: Pass a wined3d_state structure to is_invalid_op().
Instead of an entire device.
2010-09-23 12:06:27 +02:00
Henri Verbeet f870cf07e8 wined3d: Move clip status to wined3d_state. 2010-09-22 12:41:22 +02:00
Henri Verbeet 9ce3c61a41 wined3d: Move clip plane state to wined3d_state. 2010-09-22 12:41:18 +02:00
Henri Verbeet 4546a13d98 wined3d: Move light state to wined3d_state. 2010-09-22 12:41:13 +02:00
Henri Verbeet 98a91e84bc wined3d: Move base vertex state to wined3d_state. 2010-09-21 14:17:07 +02:00
Henri Verbeet 902630efb5 wined3d: Move index buffer state to wined3d_state. 2010-09-21 14:17:03 +02:00
Henri Verbeet 153d8d43aa wined3d: Move stream state to wined3d_state. 2010-09-21 14:16:58 +02:00
Henri Verbeet 33dfb9539c wined3d: Move the pixel shader to wined3d_state. 2010-09-20 13:48:13 +02:00
Henri Verbeet d728d5f0ec wined3d: Move texture bindings to wined3d_state. 2010-09-18 13:05:49 +02:00
Henri Verbeet 5a3a4ac77a wined3d: Remove IWineD3DBaseTexture::GetTextureDimensions() from the public wined3d interface. 2010-09-18 13:05:44 +02:00
Ričardas Barkauskas dc1356484c wined3d: Add NVDB support. 2010-09-16 10:12:33 -05:00
Henri Verbeet 8fdfc736bf wined3d: Move sampler states to wined3d_state. 2010-09-16 10:12:24 -05:00
Henri Verbeet 5b3c1a2082 wined3d: Move texture states to wined3d_state. 2010-09-16 10:12:17 -05:00
Henri Verbeet 597da9907a wined3d: Move transforms to wined3d_state. 2010-09-16 10:12:06 -05:00
Henri Verbeet 5f6ced2767 wined3d: Move the material to wined3d_state. 2010-09-16 10:11:57 -05:00
Henri Verbeet 16d9c91b97 wined3d: Move the viewport to wined3d_state. 2010-09-15 10:33:26 -05:00
Henri Verbeet 937eb7e600 wined3d: Move the scissor rect to wined3d_state. 2010-09-15 10:33:20 -05:00
Henri Verbeet 1ef4f075c1 wined3d: Introduce a separate structure for stateblock states.
We'd like to not pass an entire stateblock to things like state handlers and
the shader backend, because those then use the stateblock to get to the
device and through there to all the rest of wined3d. This would also be
required for serialization of wined3d draw and state change commands into a
single GL context. Resource updates would be explicitly excluded from
serialization.
2010-09-15 10:33:14 -05:00
Henri Verbeet 6ce848bee4 wined3d: Introduce a structure for stream state. 2010-09-14 11:43:54 -05:00
Henri Verbeet b68d257710 wined3d: Get rid of redundant comparisons against NULL / 0. 2010-09-14 09:43:33 -05:00
Joris Huizer 2fd50cb4b8 wined3d: Fix typo in checkGLcall. 2010-09-09 12:45:30 +02:00
Henri Verbeet 952dfe30be wined3d: Translate before scaling for rhw as well in transform_projection(). 2010-09-06 16:14:22 +02:00
Henri Verbeet 3a7f08a56f wined3d: Rename wined3d_format_desc to wined3d_format. 2010-08-31 14:23:47 +02:00
Henri Verbeet b233e7b301 wined3d: Rename the "format" field in wined3d_format_desc to "id". 2010-08-26 12:41:44 +02:00
Stefan Dösinger 515eb3d7c4 wined3d: MSVC fixes in state.c. 2010-08-02 12:55:23 +02:00
Henri Verbeet c411b45da9 wined3d: Use a more consistent name for the normalized texrect "extension". 2010-07-21 09:33:18 +02:00
Henri Verbeet e8ac9bbd7f wined3d: Get rid of GLINFO_LOCATION. 2010-05-25 13:29:00 +02:00
Henri Verbeet b5cec57690 wined3d: Set the state.c GLINFO_LOCATION to *gl_info. 2010-05-25 13:28:14 +02:00