Commit Graph

328 Commits

Author SHA1 Message Date
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