Henri Verbeet
839658848c
wined3d: Properly check if an attribute is used in find_conversion_shift().
2009-08-25 11:09:45 +02:00
Henri Verbeet
16b0c6a0fd
wined3d: Properly check if an attribute is used in buffer_check_attribute().
2009-08-24 15:17:33 +02:00
Henri Verbeet
ee4d18cc83
wined3d: Pass NULL to ActivateContext() when we don't need a specific target.
...
Once we keep track of the wined3d context for each thread,
lastActiveRenderTarget won't do what we want here.
2009-07-21 14:22:44 +02:00
Henri Verbeet
9cf7888002
wined3d: Fix some cast-qual warnings.
2009-07-09 11:38:07 +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
7363b6e2e3
wined3d: Document GL context dependencies.
2009-06-26 12:05:07 +02:00
Henri Verbeet
964f4b0157
wined3d: Make sure we have an active GL context in buffer_PreLoad().
2009-06-25 11:47:16 +02:00
Henri Verbeet
37491bb5d1
wined3d: Simplify the transformed position fixup a bit.
2009-06-22 12:58:54 +02:00
Rico Schüller
3ea66d6026
wined3d: Don't allow a negative lock_count in buffer_Unmap.
2009-06-11 13:23:25 +02:00
Stefan Dösinger
d2e12a19ca
wined3d: Make use of GL_ARB_half_float_vertex.
...
This extension is a subset of GL_NV_half_float that defines support
for the stream format(same constant), but doesn't define texture
formats or immediate mode entrypoints.
2009-05-05 14:13:02 +02:00
Stefan Dösinger
1fbc6e560d
wined3d: Fix an issue in buffer_get_sysmem.
...
Checking for the doublebuffer flag can cause confusion if no VBO has
been allocated for the buffer. Checking for allocatedMemory is the
more direct approach.
2009-04-28 13:10:03 +02:00
Stefan Dösinger
926fe798c5
wined3d: Activate a thread before mapping a buffer.
...
This fixes a regression in EverQuest 2.
2009-04-28 13:10:02 +02:00
Stefan Dösinger
014c4bfc70
wined3d: Save some memory in vertex buffers.
...
In most cases we're fine with the vbo and glMapBuffer and never use the actual
heap memory copy. Try to stick to just the vbo copy and avoid allocating the
extra heap memory. In case it is needed(emulation or vertex conversion), fall
back to the old double buffering mode.
2009-04-10 11:14:32 +02:00
Stefan Dösinger
cb1c9dcda9
d3d: Remove the format from index buffers.
2009-04-09 16:28:25 +02:00
Stefan Dösinger
f0efa97413
wined3d: Remove the buffer fvf.
2009-04-09 16:28:10 +02:00
Stefan Dösinger
2a7a237170
wined3d: Merge indexbuffer and buffer implementations.
2009-04-08 11:37:24 +02:00
Stefan Dösinger
3ed94329a3
wined3d: Use Map and Unmap for index buffers.
...
Just a change in name to prepare for the next patch
2009-04-08 11:36:18 +02:00
Stefan Dösinger
dc80a3ede5
d3d: Unify WINED3DVERTEXBUFFER_DESC and WINED3DINDEXBUFFER_DESC.
2009-04-08 11:36:02 +02:00
Henri Verbeet
ef2d704183
wined3d: Store the format_desc itself in struct wined3d_stream_info_element.
2009-03-30 15:11:24 +02:00
Henri Verbeet
4434d00f84
wined3d: Unify vertex and texture formats.
...
Some fields should be redundant now, eg. gl_vtx_type and glType. I'll leave
that for a different patch to fix though.
2009-03-27 15:51:25 +01:00
Henri Verbeet
d7c7c76850
wined3d: Use separate structures for ddraw style strided data and wined3d's internal stream info.
2009-03-27 15:51:25 +01:00
Henri Verbeet
2dc7fc2916
wined3d: Remove the format field from IWineD3DResourceClass.
2009-03-13 11:29:19 +01:00
Henri Verbeet
aa3027a604
wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
...
That still leaves IWineD3DIndexBuffer, but that code is also mostly similar,
except for the conversion code (which will be unused there).
2009-03-06 15:35:58 +01:00
Henri Verbeet
6324ba66ca
wined3d: Simplify IWineD3DVertexBufferImpl_PreLoad() a bit.
2009-03-06 15:35:50 +01:00
Henri Verbeet
594cc7ebc1
wined3d: Also set VBFLAG_HASDESC if we can determine we don't need conversion.
2009-03-06 15:35:28 +01:00
Henri Verbeet
33dd39c4d0
wined3d: Merge indexbuffer.c with buffer.c.
2009-02-23 12:21:10 +01:00
Henri Verbeet
392cfefbeb
wined3d: Merge vertexbuffer.c with buffer.c.
...
This just moves to code to the same file, but we want to merge the
implementations as well at some point.
2009-02-23 12:21:02 +01:00
Henri Verbeet
399d992a07
wined3d: Add IWineD3DBuffer, use it in d3d10core.
2009-02-23 12:20:45 +01:00