Commit Graph

4234 Commits

Author SHA1 Message Date
Julius Schwartzenberg ba11b695e6 wined3d: Cope with the new Intel renderer string. 2010-05-18 08:47:57 +02:00
Roderick Colenbrander ee9b409fce wined3d: Use BltFast in UpdateSurface when desc.convert is set. 2010-05-17 14:44:09 +02:00
Roderick Colenbrander ba8f0da271 wined3d: Remove unneeded d3dfmt_get_conv conversion constants. 2010-05-17 14:43:56 +02:00
Roderick Colenbrander f892003194 wined3d: Set conversion flags for format descriptors having a convert function. 2010-05-17 14:43:49 +02:00
Henri Verbeet 79145e215b wined3d: Add support for shadow samplers. 2010-05-17 13:19:53 +02:00
Henri Verbeet 29b13f75cc wined3d: Add support for ARB_shadow. 2010-05-17 13:19:49 +02:00
Henri Verbeet 498664af3a wined3d: Remove some unused winetexturestates elements. 2010-05-17 13:19:44 +02:00
Henri Verbeet 44ab3d70f1 wined3d: Handle depth/stencil surfaces in IWineD3DSurfaceImpl_LoadLocation(). 2010-05-17 13:19:40 +02:00
Roderick Colenbrander e91f4ae776 wined3d: Make sure wglFlush is not between ENTER_GL/LEAVE_GL. 2010-05-14 18:03:02 +02:00
Roderick Colenbrander b60961ae55 wined3d: Use surface_prepare_texture for surface allocation in read_from_framebuffer_texture. 2010-05-11 11:04:55 +02:00
Stefan Dösinger 481aca47ad wined3d: Don't use GL_ARB_map_buffer_range for now.
There are numerous problems with this extension, and there are no
visible upsides. In the best case dynamic VBOs are just as fast as no
VBO at all.
2010-05-10 13:45:16 +02:00
Marcus Meissner 9494cdc56f wined3d: fixed a NULL deref in create_arb_blt_fragment_program (Coverity). 2010-05-10 10:04:31 +02:00
Alexandre Julliard e45926d582 wined3d: Don't crash during initialization if the adapter doesn't have full GL info. 2010-05-06 14:57:21 +02:00
Gerald Pfeifer da628001fe wined3d: Fix the handling of the blue channel inIWineGDISurfaceImpl_SaveSnapshot. (take 2). 2010-05-06 14:26:18 +02:00
Henri Verbeet 6478e41b97 wined3d: Remove the unused device type parameter to some format capability checking functions. 2010-05-06 14:17:46 +02:00
Henri Verbeet 6d68701fb3 wined3d: Reorganize IWineD3DImpl_CheckDeviceFormat() a bit. 2010-05-06 14:17:39 +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 9982a46296 wined3d: Use the FBO cache in context_apply_blit_state(). 2010-05-06 14:16:44 +02:00
Henri Verbeet 8de7d2ed4c wined3d: Use context_apply_clear_state() in color_fill_fbo(). 2010-05-05 10:37:43 +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 4056f4bf99 wined3d: Explicitly pass the render target and depth/stencil surfaces to the FBO management functions. 2010-05-05 10:37:34 +02:00
Henri Verbeet e01d56f331 wined3d: Explicitly pass the FBO target to the FBO management functions. 2010-05-05 10:37:28 +02:00
Henri Verbeet 4fd3050b98 wined3d: Move draw buffer setup code out of context_apply_fbo_entry(). 2010-05-05 10:37:24 +02:00
Stefan Dösinger ec3d2ba316 wined3d: Fall back to other depth stencil formats if D24S8 isn't supported. 2010-05-04 13:15:00 +02:00
Stefan Dösinger e7066a90e1 wined3d: Don't grab the implicit depth stencil format in the wrong place.
This format is now explicitly passed to create_context.
2010-05-04 13:15:00 +02:00
Henri Verbeet ff6cf84c40 wined3d: Attach the surfaces from the fbo_entry instead of the ones from the device.
Currently these are always the same, but that doesn't make it right.
2010-05-04 13:14:59 +02:00
Henri Verbeet 312bacec96 wined3d: Remove a redundant check from prepare_ds_clear().
The rectangle count doesn't really matter. If the first rectangle doesn't
cover the entire draw_rect we need to load the depth/stencil surface.
2010-05-04 13:14:59 +02:00
Henri Verbeet 49e076eabd wined3d: Separate context acquisition and state application. 2010-05-04 13:14:59 +02:00
Henri Verbeet be43c867a5 wined3d: Split context_apply_state() into separate functions for each usage. 2010-05-04 13:14:59 +02:00
Henri Verbeet 87f34ce5f9 wined3d: Allow the ARB shader backend to work with GL implementations with low amounts of native parameters. 2010-05-03 13:51:02 +02:00
Henri Verbeet 0122cee51f wined3d: Make sure all fields of the shader backend caps are always initialized. 2010-05-03 13:50:57 +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 d5b68e7640 wined3d: Make sure all fields of the fragment pipe caps are always initialized. 2010-05-03 13:50:45 +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 83cf1ce8e1 wined3d: Check if the depth/stencil surface has any valid location at the start of surface_load_ds_location(). 2010-04-28 07:32:05 -05:00
Henri Verbeet 7b80c7d8c0 wined3d: Make "clear_rect" a RECT in IWineD3DDeviceImpl_ClearSurface(). 2010-04-28 07:31:53 -05:00
Henri Verbeet 772fe683fa wined3d: Introduce device_get_draw_rect() to calculate the effective viewport. 2010-04-28 07:31:40 -05:00
Henri Verbeet 0d86323778 wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_release_client_storage(). 2010-04-28 07:31:28 -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 32b1f25f4b wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_force_reload(). 2010-04-26 09:04:56 -05:00