Andrew Eikum
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7b45103c4a
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wined3d: Fix spec file entry for wined3d_texture_create.
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2015-01-23 17:28:40 +01:00 |
Matteo Bruni
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d360a51f3c
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wined3d: Use the core version of the shader object functions.
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2015-01-23 12:02:37 +01:00 |
Matteo Bruni
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e192939652
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wined3d: Use the core version of GL vertex attribute functions where possible.
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2015-01-23 12:02:33 +01:00 |
Matteo Bruni
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584892b692
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wined3d: Properly initialize the last two components of R16G16_SINT attributes.
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2015-01-23 12:02:28 +01:00 |
Matteo Bruni
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270431c220
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wined3d: Don't normalize R8G8B8A8_UINT attributes.
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2015-01-22 13:37:55 +01:00 |
Matteo Bruni
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8ddb7e32f8
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wined3d: Add separate stencil state setup via GL 2.0+ core functions.
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2015-01-22 13:37:53 +01:00 |
Matteo Bruni
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915e0ef0cf
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wined3d: Always use the core version of the glPointParameteri function.
The state function depends on GL 2.0+ so it's unnecessary to
check for NV_POINT_SPRITE.
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2015-01-20 16:09:01 +01:00 |
Matteo Bruni
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aff0c389cc
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wined3d: Use the core version of glDrawElementsInstanced.
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2015-01-20 16:08:58 +01:00 |
Matteo Bruni
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75b96768e5
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wined3d: Use the core version of glDrawBuffers.
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2015-01-20 16:08:56 +01:00 |
Matteo Bruni
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6bb32e47ff
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wined3d: Use the core gl*CompressedTex* functions.
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2015-01-20 16:08:54 +01:00 |
Henri Verbeet
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525696fe6c
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wined3d: Properly cleanup samplers on wined3d_device_reset() / wined3d_device_uninit_3d().
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2015-01-19 14:31:53 +01:00 |
Henri Verbeet
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ca06f960ed
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wined3d: Use the same flags for wined3d_texture_set_color_key() and the "color_key_flags" field it sets.
This fixes a regression introduced by commit a8ab569415 .
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2015-01-19 14:31:51 +01:00 |
Henri Verbeet
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2912e2938e
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wined3d: Handle the SM4 SV_POSITION pixel shader input semantic in the GLSL shader backend.
This is (mostly) equivalent to the vPos register in SM3.
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2015-01-19 14:31:38 +01:00 |
Henri Verbeet
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2e5abc156a
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wined3d: Implement WINED3DSIH_SAMPLE in the GLSL shader backend.
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2015-01-19 14:31:32 +01:00 |
Henri Verbeet
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60d44af34e
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wined3d: Merge shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().
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2015-01-15 17:24:45 +01:00 |
Henri Verbeet
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c6232e1d11
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wined3d: Create GL sampler objects for wined3d sampler objects.
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2015-01-15 17:24:43 +01:00 |
Henri Verbeet
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5231113fc7
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wined3d: Replace wined3d_texture_apply_state_changes() with wined3d_texture_apply_sampler_desc().
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2015-01-15 17:24:38 +01:00 |
Henri Verbeet
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86e99abb12
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wined3d: Store a struct wined3d_sampler_desc in struct gl_texture.
Instead of a enum wined3d_texture_state array.
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2015-01-15 17:24:35 +01:00 |
Henri Verbeet
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4b480f5519
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wined3d: Introduce struct wined3d_sampler_desc.
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2015-01-15 17:24:32 +01:00 |
Matteo Bruni
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7e169d43c5
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wined3d: Use the core glColorMaski function.
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2015-01-15 11:44:22 +01:00 |
Matteo Bruni
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79a0dece8b
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wined3d: Use the core version of the gl*Buffer* functions.
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2015-01-15 11:44:20 +01:00 |
Matteo Bruni
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3ccb66f472
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wined3d: Use the core version of the glBlend* functions.
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2015-01-09 11:49:37 +01:00 |
Matteo Bruni
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993075cdb3
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wined3d: Prefer the core glActiveTexture function.
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2015-01-09 11:49:33 +01:00 |
Matteo Bruni
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c603e47986
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wined3d: Inline GL_EXT_FUNCS_GEN in load_gl_funcs.
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2015-01-09 11:49:16 +01:00 |
Henri Verbeet
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30aa55282e
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wined3d: Specify the initial texture contents with wined3d_texture_create() in wined3d_device_create_cursor_texture().
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2015-01-05 20:15:38 +01:00 |
Henri Verbeet
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ea534c9ab4
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wined3d: Allow initial texture contents to be specified with wined3d_texture_create().
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2015-01-05 20:15:35 +01:00 |
Henri Verbeet
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08aded431b
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wined3d: Reject wined3d_texture_create() calls without explicit level count.
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2015-01-05 20:15:26 +01:00 |
Henri Verbeet
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af9ccb490a
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ddraw: Use wined3d_log2i() to calculate the level count in ddraw_surface_create().
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2014-12-10 19:32:08 +01:00 |
Henri Verbeet
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f5939399f0
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wined3d: Use __builtin_clz() in wined3d_log2i() when available.
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2014-12-10 13:40:47 +01:00 |
Stefan Dösinger
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19c860499a
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wined3d: Filter messages generated by focus handling.
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2014-12-08 14:18:43 +01:00 |
Henri Verbeet
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5c3d52468c
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wined3d: Take the resource data type into account in shader_glsl_gen_sample_code().
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2014-12-03 11:14:27 +01:00 |
Henri Verbeet
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3aa9fe6bef
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wined3d: Record the data type of shader resources.
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2014-12-03 11:14:25 +01:00 |
Henri Verbeet
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f7e485dcf4
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wined3d: Handle SM4 resource declarations.
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2014-12-03 11:14:23 +01:00 |
Henri Verbeet
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f5cef43738
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wined3d: Store resource types instead of sampler types in struct wined3d_shader_reg_maps.
The difference doesn't really matter for SM1-3 since resources and samplers
are always tied together, but in SM4 they're separate.
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2014-12-03 11:14:21 +01:00 |
Henri Verbeet
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5ccda82acc
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wined3d: Validate register indices for WINED3DSIH_DCL instructions.
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2014-12-03 11:14:14 +01:00 |
Stefan Dösinger
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f103247ddf
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wined3d: Add a comment about reset during focus change.
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2014-12-02 13:05:54 +01:00 |
Henri Verbeet
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0e8f2786e9
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wined3d: Keep a reference to the resource in shader resource views.
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2014-12-01 11:00:23 +01:00 |
Henri Verbeet
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08b06b7d8f
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wined3d: Unbind shader resource views in state_unbind_resources().
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2014-12-01 11:00:22 +01:00 |
Henri Verbeet
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55eb6c6922
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wined3d: Assign the name to the correct signature in pixelshader_init().
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2014-12-01 11:00:21 +01:00 |
Stefan Dösinger
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7b5bf3d4d6
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wined3d: Update fragment program constants when switching from arb ffp draws.
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2014-11-28 17:05:12 +01:00 |
Stefan Dösinger
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c9b10beb36
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wined3d: Vertex fog uses the absolute eye position z.
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2014-11-27 13:27:13 +01:00 |
Stefan Dösinger
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f4d520d6e2
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wined3d: Don't minimize hidden windows.
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2014-11-20 22:31:26 +09:00 |
Stefan Dösinger
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09a91231a6
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wined3d: Set the device window size on focus window activation.
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2014-11-20 22:31:13 +09:00 |
Stefan Dösinger
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a835ae8643
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wined3d: Fix mode comparison in wined3d_set_adapter_display_mode.
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2014-11-20 22:30:48 +09:00 |
Stefan Dösinger
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f6dde70624
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wined3d: Restore the display mode on focus change.
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2014-11-19 17:56:44 +09:00 |
Caron Wills
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9f36db8fa5
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wined3d: Add NVIDIA GeForce GTX 970 to supported device list.
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2014-11-18 22:08:53 +09:00 |
Henri Verbeet
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8c18ebf66a
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wined3d: Recognize the SM4 uge opcode.
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2014-11-17 19:30:37 +09:00 |
Henri Verbeet
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8681999eee
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wined3d: Explicitly convert the condition to bool shader_glsl_if().
In SM4 shaders the condition is likely to be an integer instead of a bool
uniform like in SM3.
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2014-11-17 19:30:35 +09:00 |
Stefan Dösinger
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45d530461b
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wined3d: Minimize device windows on focus loss.
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2014-11-17 17:36:12 +09:00 |
Jonas Maebe
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3a7bf90f66
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wined3d: Add NVIDIA Geforce GT 750M to supported device list.
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2014-11-14 21:30:36 +09:00 |