Henri Verbeet
53bf5c2658
wined3d: Add fields from StaticPixelFormatDesc to struct GlPixelFormatDesc.
...
The idea here is that we should lookup format information in struct
GlPixelFormatDesc, while StaticPixelFormatDesc and GlPixelFormatDescTemplate
will only be used to build the table.
2009-03-13 11:29:01 +01:00
Henri Verbeet
fbfc7c9742
wined3d: Remove the width and height fields from IWineD3DTextureImpl.
2009-03-13 11:28:55 +01:00
Henri Verbeet
a3657c164d
wined3d: Remove some redundant fields from struct glDescriptor.
2009-03-13 11:28:50 +01:00
Henri Verbeet
a139683a60
wined3d: Eliminate the heightscale field from IWineD3DSurfaceImpl.
2009-03-13 11:28:45 +01:00
Henri Verbeet
e56a4cb799
wined3d: Also change the resource's format desc in IWineD3DBaseSurfaceImpl_SetFormat().
2009-03-13 11:28:40 +01:00
Henri Verbeet
e3bcc7544c
wined3d: Remove the shader_color_fixup field from IWineD3DBaseTextureClass.
...
This is redundant now.
2009-03-12 13:09:55 +01:00
Henri Verbeet
1dcf222ab2
wined3d: Get rid of some calls to getFormatDescEntry().
...
Use the format description stored in the resource instead.
2009-03-12 13:09:55 +01:00
Henri Verbeet
38178541b0
wined3d: Store a pointer to the format description in the resource.
...
The goal is to eventually use a pointer to the format description in most
places where we currently use WINED3DFORMAT. IWineD3DSurfaceImpl for example
has copies of several fields from the format description, but also needs to
lookup the format description itself in several places.
2009-03-12 13:09:55 +01:00
Henri Verbeet
81075d2db3
wined3d: Remove a redundant check.
...
This is redundant now, InitAdapters() will only be called once for each
IWineD3DImpl object, as pointed out by Allan Tong.
2009-03-12 13:09:55 +01:00
Henri Verbeet
e4ea7976a5
wined3d: Remove an unused field.
2009-03-12 13:09:55 +01:00
Henri Verbeet
2219749ae9
wined3d: Explicitly pass the texUnitMap to shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().
...
The general idea here is to reduce dependencies on the entire stateblock, and
pass the real dependencies explicitly. This should make it clearer what
context a shader really needs.
2009-03-12 13:09:55 +01:00
Henri Verbeet
40d4f9b7ec
wined3d: Don't leak WineD3DAdapter.cfgs.
2009-03-11 13:03:32 +01:00
Henri Verbeet
ddae14169b
wined3d: Get rid of the PUSH1 macro.
2009-03-11 13:03:32 +01:00
Henri Verbeet
2cc43393f0
wined3d: The adapters array should be owned by IWineD3DImpl.
2009-03-11 13:03:32 +01:00
Henri Verbeet
3644a7f6d7
wined3d: Free the logo path when we're done with it.
2009-03-11 13:03:32 +01:00
Henri Verbeet
a75590343a
wined3d: Set the correct texture names on cube surfaces.
2009-03-11 13:03:32 +01:00
Henri Verbeet
67da604eca
wined3d: Get rid of a few stack buffers.
2009-03-10 12:07:02 +01:00
Henri Verbeet
1fa83c95de
wined3d: Don't call shader_glsl_append_dst() from shader_glsl_texldl().
...
shader_glsl_gen_sample_code() already takes care of adding the destination.
2009-03-10 12:06:47 +01:00
Henri Verbeet
4e2c87dd22
wined3d: Handle error conditions better in RemoveContextFromArray().
2009-03-09 14:44:02 +01:00
Henri Verbeet
695c69f6a0
wined3d: Use shader_glsl_get_write_mask_size() to calculate the write mask size.
2009-03-09 14:39:48 +01:00
Henri Verbeet
362bc0d694
wined3d: Don't compare const_num against -1.
2009-03-09 14:39:39 +01:00
Henri Verbeet
4ff5736edf
wined3d: Don't compare texUnitMap entries to -1.
2009-03-09 14:39:34 +01:00
Henri Verbeet
a3df476706
wined3d: Buffer object ID's are supposed to be unsigned.
2009-03-09 14:39:18 +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
702eeb6b0c
wined3d: Add separate methods for setting the primitive type.
2009-03-05 16:16:25 +01:00
Henri Verbeet
3b07e7059e
wined3d: Add d3d10 primitive types.
2009-03-05 16:16:24 +01:00
Henri Verbeet
3f9e0d9320
wined3d: Add support for ARB_geometry_shader4.
2009-03-05 16:16:24 +01:00
Henri Verbeet
17e12611b8
wined3d: Fix some prototypes.
2009-03-05 16:16:24 +01:00
Henri Verbeet
602bb1f551
wined3d: Pass the vertex count rather than the primitive count to wined3d draw methods.
2009-03-05 16:16:24 +01:00
Henri Verbeet
703ef0de02
wined3d: Use flags for shader_glsl_get_sample_function().
...
Having three BOOL parameters looks a bit awkward.
2009-03-04 12:07:20 +01:00
Stefan Dösinger
8781174a98
wined3d: Create a common sampling function in GLSL.
...
This way the individual instruction handlers don't have to bother about the
color correction, and there's now a single place to implement fixup dependent
sampling writemask selection.
2009-02-27 13:14:46 +01:00
Stefan Dösinger
d7a6859960
wined3d: Make shader_glsl_get_sample_function aware of *Lod functions.
2009-02-27 13:14:33 +01:00
Stefan Dösinger
5cf764aec2
wined3d: Put the color_correction calls into the instruction handlers.
...
The color correction cannot be done behind the back of the individual
instruction handlers because it might conflict with the instruction's
color modifications and the D3D provided writemask.
2009-02-27 13:14:23 +01:00
Henri Verbeet
b4830feb34
wined3d: Accept WINED3DFMT_R8G8B8A8_UNORM in getColorBits().
2009-02-25 12:37:06 +01:00
Henri Verbeet
7facc6906d
wined3d: Implement IWineD3DDeviceImpl_ClearRendertargetView().
2009-02-25 12:37:06 +01:00
Stefan Dösinger
6012475e59
wined3d: Properly update last_was_pshader.
2009-02-24 16:57:30 +01:00
Henri Verbeet
c796f76483
wined3d: Add IWineD3DRendertargetView.
2009-02-24 16:57:29 +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
Henri Verbeet
0048a0373b
d3d10core: Keep a reference to the wined3d device in the d3d10 device.
2009-02-23 12:20:29 +01:00
Henri Verbeet
8cefc47d81
wined3d: Add DXGI formats to WINED3DFORMAT.
2009-02-20 11:10:37 +01:00
Henri Verbeet
828f42cb1f
wined3d: Add some traces to state handlers.
...
Should make it a bit clearer what's happening in some cases.
2009-02-19 12:53:44 +01:00
Henri Verbeet
c8a3f3f13f
wined3d: Allow floating point values for WINED3DDECLUSAGE_BLENDWEIGHT.
...
glWeightPointerARB() obviously accepts floating point data.
2009-02-19 12:53:38 +01:00
Francois Gouget
5b60258f0d
wined3d: Make debug{fixup_channel_source,yuv_fixup}() static.
2009-02-18 12:17:38 +01:00
Stefan Dösinger
4386a827e9
wined3d: Pass the requested srgb flag to PreLoad.
...
Add a new wined3d-internal PreLoad function to textures and surfaces
that takes a parameter specifying wether the rgb or srgb texture
should be loaded.
2009-02-17 12:51:36 +01:00
Stefan Dösinger
68c251f327
wined3d: Add a debug function for surface locations.
2009-02-17 12:51:17 +01:00
Stefan Dösinger
c585b4de99
wined3d: Duplicate GL textures for srgb switching.
...
This reduces the number of srgb switching reloads quite a lot. The only
situation in which a reload is needed is if the rgb copy is modified on the GL
side and the srgb copy is needed.
2009-02-17 12:48:05 +01:00