Henri Verbeet
2bb7aa7252
wined3d: Don't crash in CreateAdditionalSwapChain() if the context array wasn't allocated yet.
2008-10-15 15:21:35 +02:00
Henri Verbeet
3b2ac77e12
wined3d: Set the correct pow2Matrix for cube textures when NPOT textures are supported.
2008-10-09 12:14:08 +02:00
Henri Verbeet
8985b7a755
wined3d: Get rid of some redundant assignments (LLVM/Clang).
2008-10-09 12:14:01 +02:00
Henri Verbeet
e9daf92ae6
wined3d: Assign the correct "levels" variable (LLVM/Clang).
2008-10-09 12:13:43 +02:00
Kjell Rune Skaaraas
ed96dd72e3
wined3d: Implement IWineD3DResourceImpl_GetPriority and IWineD3DResourceImpl_SetPriority for resource management.
2008-10-08 14:17:03 +02:00
Henri Verbeet
31d6dbfd74
wined3d: Cleanup CreateAdditionalSwapChain error handling a bit (LLVM/Clang).
2008-10-08 12:16:54 +02:00
Henri Verbeet
c5fbf98ed2
wined3d: Enable lights on the correct swapchain.
2008-10-06 13:06:44 +02:00
Henri Verbeet
c6cd7a7717
wined3d: Properly handle the offset for compressed surfaces in IWineD3DDeviceImpl_UpdateSurface().
2008-09-25 11:52:56 +02:00
Henri Verbeet
0ee57cf142
wined3d: Set the texture name at surface creation.
...
This prevents the target from changing during the first PreLoad() call
on a surface, which would be inconvenient when attaching a surface to
a FBO for example.
2008-09-25 11:52:50 +02:00
Henri Verbeet
9d192c6251
wined3d: Skip copying the depth stencil if it's discarded.
...
This gives a small performance improvement for applications that are
smart enough to set the D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL flag, or
to create depth stencils with Discard set to TRUE.
2008-09-23 12:25:18 +02:00
Henri Verbeet
d95ae08ad4
wined3d: Get rid of the wantsDepthStencilBuffer in IWineD3DSwapChainImpl.
2008-09-23 12:25:04 +02:00
Roderick Colenbrander
0362ee3d16
wined3d: UpdateSurface should take into account the offset from the source rectangle.
2008-09-22 13:19:57 +02:00
Henri Verbeet
3862347bce
wined3d: Fix a memory leak.
2008-09-22 12:20:28 +02:00
Henri Verbeet
76de76e508
wined3d: Destroy FBO entries in the context.
2008-09-22 12:20:24 +02:00
Henri Verbeet
45820046e8
wined3d: Create a FBO for each combination of render targets and depth stencil.
...
The main reason for this change is crappy performance for reconfiguring FBOs.
2008-09-19 11:30:00 +02:00
Henri Verbeet
a269236649
wined3d: Move FBO handling functions to context.c.
2008-09-19 11:29:13 +02:00
Henri Verbeet
99981f2604
wined3d: Remove some assumptions that PreLoad() will always bind the texture.
2008-09-17 20:49:38 +02:00
Henri Verbeet
d51ea01159
wined3d: Reset the auto depth stencil.
2008-09-10 12:05:31 +02:00
Francois Gouget
e1797b530d
wined3d: Remove spaces before '\n' in Wine traces.
2008-09-05 13:39:08 +02:00
Stefan Dösinger
da1030f36c
wined3d: Compressed surface sizes are multiples of 4.
...
Since those surfaces are stored in blocks, the 4 pixel step doesn't only apply to surfaces < 4, but
also to surfaces bigger than that, with a non-multiple-of-4 size.
2008-09-04 12:44:00 +02:00
Alexander Dorofeyev
78312704d9
wined3d: Remove obsolete code & ModifyLocation TODO.
...
This fbo logic appears to have already been implemented in ModifyLocation.
2008-09-04 12:29:57 +02:00
Henri Verbeet
615f75faec
wined3d: IWineD3DSurface_PreLoad() doesn't do an implicit glBindTexture() anymore.
...
This was exposed by moving texture id generation from Preload() to BindTexture().
2008-09-04 11:15:33 +02:00
Henri Verbeet
4b6887b8e3
wined3d: Be more careful when deleting FBOs.
...
Clear all attachments before deleting FBOs. It should be valid to
delete FBOs that still have attachments, but for some reason the
nvidia drivers don't like it. The resulting memory corruption can be
pretty nasty, and this workaround seems clean enough.
2008-09-04 11:14:53 +02:00
Alexander Dorofeyev
379f400990
wined3d: Add glFlush when clearing the front buffer in ClearSurface.
2008-09-03 13:14:52 +02:00
Stefan Dösinger
8b1727ae62
wined3d: Report incorrect filtering settings in ValidateDevice.
2008-09-02 14:56:06 +02:00
Stefan Dösinger
3b48660f43
wined3d: Implement YV12 support for emulated overlays.
...
This is the prefered format of many codecs, and for some codecs this
is the only supported output format. As usual I try to handle all the
conversion in the GPU and keep the CPU involvement minimal to gain the
full performance of PBO transfers.
2008-09-02 14:55:50 +02:00
Stefan Dösinger
a580325a47
wined3d: Remove some more junk code.
2008-08-28 11:24:49 +02:00
Stefan Dösinger
462ddaa254
wined3d: Make the texture stage mapping nvrc independent.
2008-08-27 13:21:24 +02:00
Stefan Dösinger
a674ae71ae
wined3d: Remove dead code.
2008-08-27 13:21:24 +02:00
Stefan Dösinger
9a6bc683e1
wined3d: Use the correct texture limit.
...
We have to use the texture limit of the fragment pipeline in use here,
not the fixed function GL texture limit.
2008-08-26 12:07:41 +02:00
Stefan Dösinger
e8b9f167d6
wined3d: Fix the texcoord size mask.
...
There is room for 8 texture coordinates, not just 4.
2008-08-26 12:07:41 +02:00
David Adam
bb67a925d6
ddraw: Only ddraw checks wether one can give a null pointer to SetMaterial.
2008-08-22 11:32:09 +02:00
Roderick Colenbrander
fd0e60180a
wined3d: Fix window rewrite regression.
2008-08-22 10:39:23 +02:00
H. Verbeet
05931f4a5a
wined3d: Track FBOs per-context.
...
Although sharing FBOs across contexts is allowed by EXT_framebuffer_object
(issue 76), it causes issues with nVidia drivers. Considering the GL 3 spec
explicitly disallows sharing of FBOs accross contexts (Appendix D), this
patch is probably the right thing to do.
2008-08-22 10:38:59 +02:00
H. Verbeet
040c33de5a
wined3d: Don't allocate This->draw_buffers in the error path for Init3D().
2008-08-21 11:36:29 +02:00
H. Verbeet
c33e03cca3
wined3d: Don't free backends if they're not created yet.
...
This would crash if CreateAdditionalSwapChain() failed.
2008-08-21 11:36:18 +02:00
Stefan Dösinger
fc6b977486
wined3d: Start a framework for color conversion shaders in blits.
2008-08-20 12:25:26 +02:00
Stefan Dösinger
25c07dc86c
wined3d: Remove the ddraw_window device member.
2008-08-19 12:25:05 +02:00
Stefan Dösinger
376944ebe4
wined3d: Remove the device-global fullscreen flag.
2008-08-19 12:24:57 +02:00
Stefan Dösinger
34b37fe241
d3d: Remove IWineD3DDevice::SetHwnd.
2008-08-19 12:22:05 +02:00
Stefan Dösinger
7f2b8f9bba
wined3d: Support redirecting the primary context.
2008-08-19 12:21:49 +02:00
Stefan Dösinger
e178ddd9e1
wined3d: Use a swapchain for GDI surfaces.
...
This is a long-needed cleanup aimed at removing the ddraw_primary,
ddraw_window, ddraw_width and ddraw_height members from
IWineD3DDeviceImpl, which just do not belong there. Destination
window and screen handling is supposed to be done by swapchains.
2008-08-19 12:21:32 +02:00
Stefan Dösinger
dff3a42233
wined3d: Track overlay surfaces in the overlayed surface.
2008-08-05 14:09:37 +02:00
Stefan Dösinger
44d419ad8e
wined3d: Call glFlush outside the GL lock.
2008-08-05 14:09:36 +02:00
H. Verbeet
2d6d879562
wined3d: Handle CTXUSAGE_BLIT with offscreen targets and FBO ORM.
...
This is mostly for correctness, in practice we should always be able
to avoid using CTXUSAGE_BLIT for offscreen targets when FBO ORM is
used.
2008-08-05 14:09:34 +02:00
H. Verbeet
b685b84e66
wined3d: Apply FBO state in ActivateContext().
...
Fixes some GL errors due to calling glDrawBuffer(GL_BACK) when an FBO
is still active.
2008-08-05 14:09:34 +02:00
H. Verbeet
9a9414dfe2
wined3d: Mark STATE_SCISSORRECT dirty in color_fill_fbo().
...
As pointed out by Alexander Dorofeyev.
2008-08-05 14:09:34 +02:00
H. Verbeet
d28a310f92
wined3d: Use CTXUSAGE_RESOURCELOAD for ActivateContext() in color_fill_fbo().
...
CTXUSAGE_CLEAR will apply the FBO state in a later patch.
2008-08-04 13:52:16 +02:00
Stefan Dösinger
474e7ed98c
wined3d: Beware of the frontbuffer coordinate system difference.
2008-08-04 13:09:43 +02:00
Stefan Dösinger
14b24058d6
wined3d: GL_ARB_fragment_program ffp implementation.
2008-07-31 13:02:04 +02:00
Alexander Dorofeyev
76e02581a9
wined3d: Add ActivateContext in color_fill_fbo.
...
Also removes dirtifying of SCISSORTESTENABLE state that is made
redundant by ActivateContext(...,CTXUSAGE_CLEAR).
2008-07-30 13:54:40 +02:00
Stefan Dösinger
dc25a86cc5
wined3d: Support ATI's D3DFMT_ATI2N format.
...
This is an ATI specific format designed for compressed normal maps,
and quite a few games check for its existence. While it is an
ATI-specific "extension" in d3d9, it is a core part of
D3D10(DXGI_FORMAT_BC5), and supported on Geforce 8 cards.
2008-07-24 11:56:24 +02:00
Stefan Dösinger
d66c05ce1d
wined3d: Fix a copy and paste bug.
...
This happened to work because most cards have the same amount of
pshader and vshader constants, but for some reason this doesn't hold
true on this macbook pro here, which lead to a crash due to heap
corruption
2008-07-22 13:00:58 +02:00
Stefan Dösinger
cafec08516
wined3d: Use the nofilter mipmap lookup for np2 textures.
...
This is cleaner than the if statements in the code. Also np2 textures
should in theory support linear filtering, but fglrx doesn't seem to
like it. This needs further investigation. So far we've never used
linear filtering on np2 textures, so there should not be a
regression. Furthermore I think shader support is more important than
filtering, since NP2 textures are mostly used for 1:1 copying to the
screen.
2008-07-18 11:41:21 +02:00
Stefan Dösinger
c088edeae7
wined3d: Use GL_ARB_texture_non_power_of_two emulation.
...
ATI cards prior to the radeon HD series did not have unconditional non
power of two support. So far we've used texture_rectangle for that, or
created a bigger power of two texture with padding. This had the
disadvantage that we had to correct the coordinates, which causes
extreme problems with shaders(doesn't work, pretty much).
Both the MacOS and the fglrx driver have support for
GL_ARB_texture_non_power_of_two, and run it on the hardware as long as
we stay within the texture_rectangle limitations. This allows us to
have conditional non power of two textures with normalized
coordinates. This patch adds an internal extension, and the code
creates a regular GL_TEXTURE_2D texture with NP2 size, but refuses
mipmapping, filtering and texture_rectangle incompatible
operations. This makes np2 textures work with shaders on fglrx and
macos.
2008-07-18 11:41:09 +02:00
H. Verbeet
7f741f0414
wined3d: Use rev_tex_unit_map instead of assuming there's a 1:1 mapping between samplers and texture units.
2008-07-16 17:54:41 +02:00
Stefan Dösinger
e7733eacb7
wined3d: Remove the atifs shader backend.
...
Since atifs is only doing the fragment pipeline replacement right now
there is no need for the shader backend structure any longer. The ffp
private data is stored in new fragment pipeline private data(which
could potentially be set to equal the shader private data if needed).
2008-07-14 11:43:09 +02:00
H. Verbeet
6129e92e99
wined3d: Destroy the shader backend after the stateblock.
...
Destroying the stateblock potentially references the shader backend.
If the stateblock has active shaders when it is released, the shader's
destructor will tell the shader backend to destroy the corresponding
resources. This was exposed by my patch that moved the glsl program
lookup table into the backend's private data.
2008-07-11 13:58:13 +02:00
H. Verbeet
54ae3ebfd4
wined3d: Destroy depth_blt resources in the backend's destructor.
...
No need to expose this in the interface.
2008-07-10 12:17:06 +02:00
H. Verbeet
a85a5ffb1b
wined3d: Store the glsl program lookup table in the backend's private data.
2008-07-09 10:42:57 +02:00
Stefan Dösinger
98faed8ff5
wined3d: Start the state splitup.
...
The idea of this patchset is to split the monolithic state set into 3
parts, vertex processing, fragment processing and other states(depth,
stencil, scissor, ...). The states will be provided in templates which
can be (mostly) independently combined, and are merged into a single
state table at device creation time. This way we retain the advantages
of the single state table and having the advantage of separated
pipeline implementations which can be combined without any manually
written glue code.
2008-07-08 10:45:56 +02:00
Stefan Dösinger
9be8f36c2e
wined3d: Correct an off-by-one error in constant dirtification.
...
Constant numbers start at 0, and the loading loop has a for(i; i <
dirtyconsts; i++). This means that the highest dirty constant isn't
loaded correctly. Rather than replacing the < with <=, which would
make it impossible to have no dirty constant, add 1 to the dirty
constant counter.
2008-07-07 12:33:41 +02:00
H. Verbeet
4f77c29bcf
wined3d: Track depth stencil location per-surface.
...
This gets rid of depth_copy_state in the device, and instead tracks
the most up to date location per-surface. This makes things a lot
easier to follow, and allows us to make a copy when switching depth
stencils in SetDepthStencilSurface().
2008-07-03 11:50:52 +02:00
H. Verbeet
e7d0ef72ba
wined3d: Use dst_fbo to do the depth blit.
...
This makes the depth copy independent of the currently attached render
targets. This is important for the next patch because it might do a
depth copy when the render targets aren't in a valid configuration
(SetDepthStencilSurface()).
2008-07-03 11:50:51 +02:00
H. Verbeet
22421b8476
wined3d: Make sure the FBO doesn't have any depth attachments in color_fill_fbo() and stretch_rect_fbo().
...
Currently this is already true, but the next patch will break that assumption.
2008-07-03 11:50:51 +02:00
Stefan Dösinger
8d930f6009
wined3d: Restore the gamma when destroying the swapchain.
2008-07-02 12:27:05 +02:00
Stefan Dösinger
2d4d18b59d
wined3d: Delay render target activation.
...
The ActivateContext in SetRenderTarget was an old regression prevention,
but now it is time to remove it.
2008-07-02 12:25:12 +02:00
Stefan Dösinger
c4eae160d7
wined3d: RENDERTARGET | AUTOGENMIPMAP are compatible.
...
The test used D3DPOOL_MANAGED which is mutually exclusive with
RENDERTARGET usage, thus the call failed.
2008-07-02 12:24:12 +02:00
H. Verbeet
d5a8875b93
wined3d: Extract an attach_depth_stencil_fbo() function.
...
The idea is to make setting depth attachments a bit more consistent
with set_render_target_fbo()/attach_surface_fbo(). I've also got an
upcoming patch in my tree that needs this.
2008-07-02 11:37:31 +02:00
H. Verbeet
a1a14fb2c3
wined3d: Get rid of a redundant local variable.
2008-07-02 11:37:25 +02:00
H. Verbeet
90b7efe2c4
wined3d: Delete depth_blt_texture on IWineD3DDeviceImpl_Uninit3D().
2008-06-27 11:10:11 +02:00
H. Verbeet
35bdc00479
wined3d: Set the surface location to SFLAG_INSYSMEM for depth stencils on Reset.
2008-06-03 11:11:44 +02:00
Francois Gouget
42a61d7ed7
Assorted spelling fixes.
2008-05-06 16:10:20 +02:00
Andrew Talbot
0de14c37e5
wined3d: Remove unused variables.
2008-04-30 10:25:47 +02:00
Stefan Dösinger
1c9f1f8ddd
wined3d: Support framebuffer reading from texture_rectangle sources.
2008-04-24 11:43:18 +02:00
Austin English
6e59cd2c34
Spelling fixes.
2008-04-22 12:20:12 +02:00
David Adam
7df193676e
wined3d: Fix a possible null dereference.
2008-04-21 16:54:00 +02:00
Chris Robinson
fd823fc2d2
wined3d: Check for NULL vertex declarations.
2008-04-09 12:17:35 +02:00
Stefan Dösinger
481bcdfe2a
wined3d: Disable MAG filters on formats that do not support them.
2008-04-09 11:53:35 +02:00
Stefan Dösinger
0cbd08b2b9
wined3d: Disable texture filtering on textures that do not support it.
...
OpenGL always offers filtering on all formats, and if the hardware
doesn't support it the driver falls back to software. Direct3D on the
other hand silently disables filtering, so that's what we should do too.
2008-04-09 11:48:13 +02:00
Stefan Dösinger
4bb54a1ab7
wined3d: Make the min mip lookup type a texture property.
2008-04-09 11:47:58 +02:00
Stefan Dösinger
67e0943ba3
wined3d: Store the number of aux buffers in the context.
2008-04-09 11:47:24 +02:00
Stefan Dösinger
df2b1bea63
wined3d: Mark the SYSMEM copy outdated after releasing memory.
...
Strictly speaking this is redundant because the UnLoad before did the
job, but if we mess with the allocated memory we have to tell the
surface about that. Updating INDRAWABLE will automatically mark SYSMEM
outdated.
2008-04-08 11:59:46 +02:00
Rico Schüller
73d98ccd4e
wined3d: Filter out invalid stuff in SetStreamSourceFreq().
2008-04-07 21:19:57 +02:00
Alexander Dorofeyev
71ca80355d
wined3d: move ENTER_GL in IWineD3DDeviceImpl_Init3D.
2008-04-07 21:18:28 +02:00
Alexander Dorofeyev
2157c7d76c
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DDeviceImpl_ResourceReleased.
2008-04-07 21:17:37 +02:00
Alexander Dorofeyev
a2017f4f21
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DDeviceImpl_ColorFill.
2008-04-07 21:17:31 +02:00
Alexander Dorofeyev
7c261553d0
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DDeviceImpl_Uninit3D.
2008-04-07 21:17:26 +02:00
Francois Gouget
8a18e0e43a
Assorted spelling fixes.
2008-04-07 13:36:18 +02:00
Alexander Dorofeyev
d6ba069d9e
wined3d: Improve detection of device palette change.
2008-04-03 11:31:57 +02:00
Stefan Dösinger
b1d8af7926
wined3d: Update copyright lines.
2008-04-02 20:22:42 +02:00
Stefan Dösinger
ab86a4e963
wined3d: Catch D3DUSAGE_AUTOGENMIPMAP and D3DUSAGE_RENDERTARGET combos.
2008-04-01 20:31:59 +02:00
Stefan Dösinger
a29a229324
wined3d: Refuse 3D initialization without opengl.
2008-04-01 20:31:44 +02:00
Stefan Dösinger
f761b90801
wined3d: Free heapMemory, not allocatedMemory when adjusting the surface.
2008-03-27 11:19:05 +01:00
Alexander Dorofeyev
165970992a
wined3d: Make device palettes dynamically allocated.
2008-03-27 11:09:06 +01:00
Stefan Dösinger
28fdebe404
wined3d: Alloc / free shader private data and blt stuff in Init3D/Uninit3D.
2008-03-25 19:48:24 +01:00
Stefan Dösinger
ac57b4e2f5
wined3d: Free shader private data on reset.
...
Since the shader backend implementations might track opengl resources in
their private data inform them about reset calls. For example, the atifs
backend keeps track of the replacement shaders, which are lost during an
opengl context recreation.
2008-03-25 19:48:14 +01:00
Stefan Dösinger
84258723f9
wined3d: Make the state table a property of the shader backend.
2008-03-25 19:35:32 +01:00
Andrew Talbot
19c105c79c
wined3d: Assign to structs instead of using memcpy.
2008-03-21 11:24:05 +01:00
Stefan Dösinger
c5117dab68
wined3d: Set the fullscreen flag before the display Mode.
2008-03-11 12:11:52 +01:00
Stefan Dösinger
c81b114269
wined3d: Only restore the style and exStyle when it is untouched.
2008-03-11 12:11:52 +01:00
Stefan Dösinger
a9fb81b2ed
wined3d: Only adjust windows in fullscreen mode to the screen.
2008-03-11 12:11:52 +01:00
Stefan Dösinger
107e80a79c
wined3d: Implement a different constant dirtification algorithm.
...
Add a new property of the shader backend which indicates whether the
shader backend is able to dirtify single constants rather than
dirtifying vshader and pshader constants as a whole. Depending on this
a different Set*ConstantF implementation is used which marks constants
dirty. The ARB shader backend uses this and marks constants clean
after uploading.
2008-03-04 12:15:16 +01:00
Stefan Dösinger
32be503c62
wined3d: Give occlusion queries their own vtable.
2008-03-03 11:58:10 +01:00
Stefan Dösinger
071d4afb2b
wined3d: Subclass queries.
2008-03-03 11:57:59 +01:00
James Hawkins
c2a627c6e8
janitorial: Remove links to any microsoft site.
2008-03-01 12:17:07 +01:00
Stefan Dösinger
220d9eb44c
wined3d: Move the dummy texture creation to the device.
2008-02-26 11:31:47 +01:00
Stefan Dösinger
f912f18b13
wined3d: Move shader model private data into its own structure.
2008-02-26 11:31:39 +01:00
Rico Schüller
59a43c4cc9
wined3d: Fix memcpy with wrong size parameter to simple assignment in GetScissorRect.
2008-02-15 12:08:54 +01:00
Stefan Dösinger
62a92d160e
wined3d: Restore the Window size on reset.
2008-02-07 13:05:44 +01:00
Stefan Dösinger
b322f81b75
wined3d: Reject unsupported modes when restting the device.
2008-02-07 13:05:27 +01:00
Stefan Dösinger
cb6de00c86
wined3d: Tear down the dummy textures before resetting.
...
In theory the opengl library should release the gl resources when we
destroy the context, and the stateblock reset will recreate the dummy
textures, but I think it is cleaner to do this explicitly.
2008-02-06 12:43:53 +01:00
Stefan Dösinger
564532f026
wined3d: Restore the stateblock after Reset.
2008-02-06 12:43:53 +01:00
Stefan Dösinger
dcf08f01ed
wined3d: Recreate the contexts on _Reset.
2008-02-05 12:42:39 +01:00
Stefan Dösinger
e7393a8a11
wined3d: Move vertex buffer vbo creation to PreLoad.
2008-02-05 12:42:30 +01:00
Stefan Dösinger
08391b82c1
wined3d: Update the gl rectangle when adjusting surface sizes.
2008-02-05 12:37:28 +01:00
Stefan Dösinger
1424e7fd09
wined3d: Make Clear aware of the depth stencil sharing.
2008-02-05 12:37:01 +01:00
Stefan Dösinger
3d2aa7afa0
wined3d: De-Statify depth blit opengl resources.
2008-02-05 12:33:15 +01:00
Stefan Dösinger
4c99bd5f87
wined3d: Destroy FBOs and reset pointers on Reset.
2008-02-05 12:32:49 +01:00
Stefan Dösinger
c1538f8048
wined3d: Update the auto depth stencil buffer size on reset.
2008-02-05 12:32:30 +01:00
Stefan Dösinger
b706a62aff
wined3d: Beware of texture_rectangle NP2 support in Reset.
2008-02-05 12:32:22 +01:00
Alexandre Julliard
e84daed485
Avoid sizeof in traces.
2008-01-24 14:03:10 +01:00
Andrew Talbot
ebcedd0350
wined3d: Remove unneeded casts.
2008-01-24 11:41:30 +01:00
Francois Gouget
d0794c4aeb
Assorted spelling fixes.
2008-01-23 21:16:22 +01:00
Roderick Colenbrander
a1364d11c0
wined3d: Don't use texture_rectangle for paletted textures.
2008-01-23 11:31:42 +01:00
Marcus Meissner
755d806f1a
wined3d: Initialize swapchain.
2008-01-22 12:58:14 +01:00
Austin English
3471f841a1
wined3d: Spelling fixes.
2008-01-18 12:53:33 +01:00
Marcus Meissner
293ec5843d
wined3d: Check for overflows.
2008-01-16 19:14:38 +01:00
Allan Tong
7b40fd645d
wined3d: Set swapchain container before flagging front buffer with SFLAG_INDRAWABLE.
2008-01-15 14:35:20 +01:00
Stefan Dösinger
11d6ed0c0b
wined3d: Destroy opengl shaders on reset.
2008-01-14 15:21:08 +01:00
Stefan Dösinger
09bf3d5aea
wined3d: Keep track of shaders.
2008-01-14 15:20:42 +01:00
Stefan Dösinger
c3c6c6f543
wined3d: Unload all resources on Reset.
2008-01-14 15:20:34 +01:00
Stefan Dösinger
80953d62d7
d3d9: Reject IDirect3DDevice9::Reset with active default pool resources.
2008-01-14 15:12:00 +01:00
Alexandre Julliard
980ee365a0
wined3d: Use unsigned int instead of size_t for element counts.
2008-01-07 17:17:04 +01:00
Gerald Pfeifer
21a9c2d2f9
wined3d: Removed dead FIXME checks.
2008-01-03 11:53:29 +01:00
H. Verbeet
3f6c3d2db0
wined3d: Properly handle the surface location in stretch_rect_fbo().
2008-01-03 11:40:31 +01:00
H. Verbeet
c46c53a12c
wined3d: Call ActivateContext regardless of WINED3DCREATE_MULTITHREADED.
2008-01-03 11:40:31 +01:00
Gerald Pfeifer
520832451f
wined3d: Simplify three checks based on the unsignedness of variables.
2008-01-02 12:38:42 +01:00
Alexander Dorofeyev
eb3fb4bf28
wined3d: Use IWineD3DDeviceImpl_ClearSurface in IWineD3DDeviceImpl_Clear.
2007-12-21 13:58:19 +01:00
Alexander Dorofeyev
f5aaabd1f2
wined3d: Rewrite IWineD3DSurfaceImpl_BltOverride colorfill codepath.
2007-12-21 13:58:13 +01:00
Stefan Dösinger
e27cf6ff8f
wined3d: Per stream offsets are 4 byte aligned.
2007-12-21 13:44:06 +01:00
Stefan Dösinger
8ff517eeb9
wined3d: Vertex attributes are 4 byte aligned.
2007-12-21 13:43:58 +01:00
Stefan Dösinger
b475047cc0
wined3d: Improve some traces.
2007-12-21 13:14:58 +01:00
Stefan Dösinger
b5f925cae0
wined3d: Implement half float vertex buffer conversion.
2007-12-21 13:13:56 +01:00
Stefan Dösinger
b83dc6bbf6
wined3d: Move the GL info structure into the adapter.
2007-12-20 12:10:08 +01:00
Stefan Dösinger
30c1abb1eb
wined3d: Always dump the fbo state on errors.
2007-12-20 10:48:08 +01:00
Stefan Dösinger
f78ae8d125
wined3d: Use SetDisplayMode to set the display mode.
2007-12-12 13:46:04 +01:00
Stefan Dösinger
51adbf5bbf
wined3d: Remove 24/32 bit hacks.
2007-12-12 13:45:50 +01:00
Stefan Dösinger
7f10ee453a
wined3d: Use the adapter to read the display mode.
2007-12-11 12:14:35 +01:00
Detlef Riekenberg
efb13b28df
Assorted spelling fixes.
2007-12-08 19:55:39 +01:00
Stefan Dösinger
0e8c13e630
wined3d: A more detailed occlusion query test and fixes.
2007-12-07 15:27:11 +01:00
Stefan Dösinger
f4d2449244
wined3d: Test clearing regarding the scissor test and colorwrite.
2007-12-06 13:48:43 +01:00
Stefan Dösinger
1ac109e5a0
wined3d: Use the proper drawable size when clearing.
2007-12-04 14:32:39 +01:00
Stefan Dösinger
fce9abd095
wined3d: Clear honors the viewport.
2007-12-04 14:32:39 +01:00
Stefan Dösinger
bd10d5261f
wined3d: Fixes for drawable handling in Clear.
2007-12-04 14:32:39 +01:00
Stefan Dösinger
9bc6200ece
wined3d: Add a method for querying the gl drawable size of rendertarget.
2007-12-04 14:32:39 +01:00
Stefan Dösinger
79e13d17be
wined3d: Add parentheses to a flag check.
2007-12-03 13:44:41 +01:00
Stefan Dösinger
3cc253c557
wined3d: Enabling too many lights is silently ignored.
...
I'm resending this patch because my reply to Henri's concern came too late.
Henri noted that I am enabling lights that do not exist. Existing tests show
that if no light is assigned to the index, LightEnable creates a light with a
set of default parameters, so the tests should be fine.
From 9ee4c61805b50886f79e87d744b52f27b7b00b4e Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan@codeweavers.com>
Date: Thu, 29 Nov 2007 13:22:47 +0100
Subject: [PATCH] WineD3D: Enabling too many lights is silently ignored
This patch adds tests for all d3d versions that show that Windows
pretends that enabling more lights than supported succeeds. D3D_OK is
returned, and the light is reported as enabled.
What is not tested in this patch is the rendering output of this
situation, thus the FIXME is still written.
2007-12-03 13:44:07 +01:00
Stefan Dösinger
d09cbcec91
wined3d: Activate GL_ARB_texture_rectangle.
2007-11-29 13:36:55 +01:00
Stefan Dösinger
8964336b37
wined3d: Refuse to create a mipmapped conditional np2 texture.
2007-11-29 13:36:47 +01:00
Stefan Dösinger
3fd0916654
wined3d: Make the code aware of GL_ARB_texture_rectangle.
2007-11-29 13:36:37 +01:00
Stefan Dösinger
46647e58fa
wined3d: Downgrade an ERR to a WARN.
2007-11-27 16:02:28 +01:00
Lauris Kaplinski
49ea085f11
wined3d: Fixed potential reference of freed backBuffer array in IWineD3DDeviceImpl_SetFrontBackBuffers.
2007-11-27 15:18:16 +01:00
Stefan Dösinger
1fc1fe3c6e
wined3d: Use standard wine lists for the resource list.
2007-11-20 13:10:46 +01:00
Stefan Dösinger
bd97580683
wined3d: Move IUnknown functions to IWineD3DBaseShader.
2007-11-20 12:53:07 +01:00
Stefan Dösinger
26f7eae9cf
wined3d: Non power of two texture fixes.
2007-11-14 11:59:21 +01:00
Stefan Dösinger
e4f8a2da2b
wined3d: Depth stencil fixes.
2007-11-14 11:58:36 +01:00
Roderick Colenbrander
33df806819
wined3d: Make sure the p8 shader is set to 0 after destroying the main render target.
...
This fixes a render target recreation problem in Age of Empires II.
2007-11-09 12:40:44 +01:00
Stefan Dösinger
c2b6cbf014
wined3d: Refuse to create volumes and volume textures if not supported.
2007-11-07 12:07:29 +01:00
Stefan Dösinger
45ebea1f47
wined3d: Set the display mode before creating the context.
2007-11-07 12:07:20 +01:00
Stefan Dösinger
38147d28dd
wined3d: Set the main hwnd before setting up the screen.
2007-11-07 12:07:05 +01:00
Stefan Dösinger
393ed4a070
wined3d: Make resource memory 32 byte aligned.
2007-11-01 12:38:45 +01:00
Stefan Dösinger
4d4fce7e33
wined3d: Disconnect allocatedMemory and Heap allocation.
2007-11-01 12:38:37 +01:00
Stefan Dösinger
f1f84a3615
wined3d: Allocate memory for default pool resources too.
2007-11-01 12:38:25 +01:00
Stefan Dösinger
948292dbc3
wined3d: Move texture -> drawable blits to LoadLocation.
2007-11-01 12:37:43 +01:00
Stefan Dösinger
dcff7dc213
wined3d: Begin centralizing surface location management.
2007-10-26 15:17:19 +02:00
Francois Gouget
c4b1195c0c
Assorted spelling fixes.
2007-10-23 18:20:27 +02:00
Stefan Dösinger
0add13759c
wined3d: Create query private data when faking the query.
2007-10-22 15:58:52 +02:00
Allan Tong
c18fa4df68
wined3d: Fix comment typos in SetMultithreaded.
2007-10-19 12:26:59 +02:00
Allan Tong
ac6f2009f2
wined3d: Fix resource cleanup if CreateCubeTexture fails.
2007-10-19 12:26:56 +02:00
Roderick Colenbrander
134aa67ec9
wined3d: Use a fragment shader to do P8 palette conversion in hardware.
2007-10-12 11:07:23 +02:00
Stefan Dösinger
8fc4e3cec7
wined3d: Clear up in Init3D if something fails.
2007-10-10 11:58:23 +02:00
Roderick Colenbrander
829cafc651
wined3d: Render to the correct hwnd/hdc.
2007-10-04 11:38:49 +02:00
Roderick Colenbrander
001f380ac9
wined3d: CreateContext should not be called between ENTER_GL/LEAVE_GL.
2007-10-01 12:35:36 +02:00
Roderick Colenbrander
243ac3ed75
wined3d: Move video memory tracking to the adapter.
2007-09-24 13:50:43 +02:00
Stefan Dösinger
1c4a15d2cd
wined3d: Recompile glsl pixelshaders if the sampler format changes.
2007-09-24 13:30:08 +02:00
Stefan Dösinger
3f0ea3d082
wined3d: Move lastActiveRenderTarget cleanup to the device.
2007-09-18 09:54:23 +02:00
Stefan Dösinger
271fb0052f
wined3d: Add support for showing a logo.
2007-09-14 14:26:00 +02:00
Stefan Dösinger
c0c2319c7a
wined3d: Implement UpdateTexture for volumes.
2007-09-13 11:38:54 +02:00
Stefan Dösinger
3b07663b90
wined3d: Convert the colors to the surface format for colorfill.
2007-09-13 11:38:32 +02:00
Stefan Dösinger
160258b637
wined3d: Implement mipmap auto generation.
2007-09-12 12:10:25 +02:00
Roderick Colenbrander
dc7252a1f8
wined3d: CreateAdditionalSwapChain bugfix.
2007-08-29 11:58:22 +02:00
Stefan Dösinger
a8d4779f7f
wined3d: Fix the spot light falloff == 0.0 case.
2007-08-28 11:56:00 +02:00
Stefan Dösinger
36aef3dc54
wined3d: Hold an internal reference on pixel and vertex shaders.
2007-08-28 11:55:53 +02:00
Stefan Dösinger
c52a190a88
wined3d: Read the old streamsource from the correct stateblock.
2007-08-28 11:55:44 +02:00
Stefan Dösinger
2665a8bf79
wined3d: Add some missing vertex state render states.
2007-08-27 18:28:32 +02:00
Stefan Dösinger
9092f557d1
wined3d: Non-primary stateblocks hold an internal reference on indexbuffers.
2007-08-27 18:28:27 +02:00
Stefan Dösinger
d170aabe20
wined3d: Non-primary stateblocks also hold an internal reference to buffers.
2007-08-27 12:00:57 +02:00
Stefan Dösinger
6ec6c941fa
wined3d: BaseVertexIndex can be negative.
2007-08-27 12:00:42 +02:00
Roderick Colenbrander
3084081519
wined3d: Override backbufferformat in window mode.
2007-08-27 11:59:03 +02:00
Stefan Dösinger
e184b09a66
wined3d: Fake occlusion queries if the wrong context is active.
2007-08-23 13:34:52 +02:00
Stefan Dösinger
a99907d1d2
wined3d: Deal with multithreading in event queries.
2007-08-23 13:34:17 +02:00
H. Verbeet
e5e41191b3
wined3d: Attach the correct surface the the fbo.
2007-08-22 12:18:59 +02:00
H. Verbeet
2e2ab3c3cc
wined3d: Restore a line that got lost.
2007-08-22 12:18:59 +02:00
Stefan Dösinger
55b63fe095
wined3d: Reinstall the internal reference on vertex buffers.
2007-08-20 22:32:13 +02:00
Stefan Dösinger
4baee1973c
wined3d: Remove a debug hack.
2007-08-20 22:31:55 +02:00
Stefan Dösinger
028729d102
wined3d: Fix WINED3DFMT_A4L4.
2007-08-16 11:35:06 +02:00
Stefan Dösinger
b220905e4a
wined3d: Reinstall the internal reference on the current index buffer.
2007-08-16 11:35:06 +02:00
Stefan Dösinger
7ebf3d92b5
wined3d: Release the stateblock before destroying the swapchain.
2007-08-16 11:35:06 +02:00
Stefan Dösinger
f5e6313cf6
wined3d: Restructure Stateblock::apply a bit.
2007-08-15 09:41:43 +02:00
Stefan Dösinger
b21c785482
wined3d: Optimize float constants in stateblocks.
2007-08-15 09:36:07 +02:00
Stefan Dösinger
59fb2928b8
wined3d: Optimize sampler states in stateblocks.
2007-08-15 09:35:49 +02:00
Stefan Dösinger
03ffb73450
wined3d: Optimize texture stage state applying.
2007-08-14 12:29:04 +02:00
Stefan Dösinger
865b82af2c
wined3d: Optimize bool and int pixel shader constants.
2007-08-14 12:28:59 +02:00
Stefan Dösinger
4673b1c68e
wined3d: Optimize bool and int vs constants.
2007-08-14 12:28:52 +02:00
Stefan Dösinger
92ce028a0b
wined3d: Optimize transform state in stateblocks.
2007-08-14 12:28:40 +02:00
Vitaliy Margolen
b56afd0cff
wined3d: Activate context before applying fbo state.
2007-08-14 12:28:33 +02:00
Roderick Colenbrander
6b177c44e1
wined3d: Pass the proper DeviceName to ChangeDisplaySettings.
2007-08-14 12:28:28 +02:00
Roderick Colenbrander
5754726aeb
wined3d: Use the proper depth stencil format.
2007-08-13 12:36:55 +02:00
Stefan Dösinger
93155ea087
wined3d: Optimize render states in the stateblock.
2007-08-13 11:37:25 +02:00
Stefan Dösinger
e7cbb340dc
wined3d: Remove stateblock::set.*.
2007-08-13 11:36:43 +02:00
Stefan Dösinger
55192882f3
wined3d: Remove outdated TODO in D3DDevice::SetTextureStageState.
2007-08-13 11:35:56 +02:00
Roderick Colenbrander
ac3927a73e
wined3d: Move over to WGL.
2007-08-08 15:32:01 +02:00
Stefan Dösinger
89dccc7c7c
ddraw: Implement IDirect3DDevice7::DrawIndexedPrimitiveStrided.
2007-08-08 15:32:00 +02:00
Roderick Colenbrander
f3af04a8be
wined3d: Use UINT instead of uint.
2007-08-07 12:36:37 +02:00
Roderick Colenbrander
e77da5ef8a
wined3d: Don't call ActivateContext between ENTER_GL/LEAVE_GL.
2007-08-07 12:36:32 +02:00
Roderick Colenbrander
d1bc63090e
wined3d: Another devmode bug.
2007-08-06 14:01:42 +02:00
Stefan Dösinger
d2016ff892
wined3d: Store the gl format table in the gl info structure.
2007-07-30 12:49:50 +02:00
Stefan Dösinger
a0131a3272
wined3d: Split up the format table.
2007-07-30 12:49:39 +02:00
H. Verbeet
b4e596e70e
wined3d: Flip the scissor rect when rendering offscreen.
2007-07-26 11:51:34 +02:00
Stefan Dösinger
12788f6fc8
wined3d: Do not fail if the adapter info can't be initialized.
2007-07-26 11:48:45 +02:00
Stefan Dösinger
59efd5c7ec
wined3d: Set the pow2 sizes in gl surface private setup.
2007-07-26 11:48:36 +02:00
Stefan Dösinger
b9379fc389
wined3d: Allocate render target management members in Init3D.
2007-07-26 11:47:43 +02:00
Stefan Dösinger
327aa543a4
wined3d: Attempt to clean up fbos only if a gl surface is destroyed.
2007-07-26 11:47:35 +02:00
Stefan Dösinger
861767f036
wined3d: Create the stateblock in Init3D.
2007-07-24 13:44:10 +02:00
Stefan Dösinger
fdadf26c20
wined3d: Add CTXUSAGE_CLEAR context usage.
2007-07-10 13:30:51 +02:00
Stefan Dösinger
26ebe396c3
wined3d: Implement high order patches.
2007-07-06 19:32:47 +02:00
Stefan Dösinger
714e66acf2
wined3d: Do not set streamIsUP in DrawPrimitiveStrided.
2007-07-06 19:30:17 +02:00
Stefan Dösinger
13f24c3808
wined3d: Select onscreen contexts based on the thread id.
2007-07-03 12:30:33 +02:00
H. Verbeet
5e78a83cb2
wined3d: Call IWineD3DDeviceImpl_FindTexUnitMap for cards without support for NV_REGISTER_COMBINERS as well.
2007-07-02 13:35:50 +02:00
H. Verbeet
860aa6993b
wined3d: Get rid of the oneToOneTexUnitMap field.
2007-06-29 13:42:26 +02:00
H. Verbeet
92fc808b05
wined3d: In device_map_psamplers(), only touch the sampler mapping for samplers that are used by the shader.
2007-06-29 13:42:20 +02:00
H. Verbeet
99e3abab30
wined3d: Cleanup device_map_fixed_function_samplers().
2007-06-29 13:42:12 +02:00
H. Verbeet
47708a7717
wined3d: Check more thoroughly if a stage references a texture.
2007-06-28 11:01:34 +02:00
H. Verbeet
d2d6952fd5
wined3d: Map vertex samplers to a texturing unit.
2007-06-28 11:01:25 +02:00
H. Verbeet
3220ba45e8
wined3d: Map vertex sampler numbers to the correct internal array indices for GetTexture and SetTexture.
2007-06-26 11:57:34 +02:00
H. Verbeet
f89c2d96db
wined3d: Map vertex sampler numbers to the correct internal array indices for GetSamplerState and SetSamplerState.
2007-06-26 11:57:26 +02:00
H. Verbeet
5b7758f80c
wined3d: Increase the sizes of texturing related arrays, in order to support vertex textures.
2007-06-26 11:57:17 +02:00
H. Verbeet
3ad03206ab
wined3d: Rename max_samplers to max_fragment_samplers.
2007-06-26 11:56:57 +02:00
H. Verbeet
a7e4669910
wined3d: Split of the mapping of pixel shader samplers from IWineD3DDeviceImpl_FindTexUnitMap().
2007-06-25 11:43:36 +02:00