Henri Verbeet
1b5cc39a86
wined3d: Get rid of some dead code.
2010-06-01 11:03:56 +02:00
Henri Verbeet
1289842da3
wined3d: Move handling of the unimplemented WINED3DRS_STIPPLEPATTERN states to ddraw.
2010-04-02 10:36:06 +02:00
Henri Verbeet
2e5976a8c5
wined3d: Move handling of the unimplemented WINED3DRS_BORDERCOLOR state to ddraw.
2010-04-02 10:35:54 +02:00
Henri Verbeet
af9510f400
wined3d: Remove some unused render states.
2010-04-02 10:35:44 +02:00
Henri Verbeet
97ea3b6322
wined3d: Remove some unused / duplicate render states.
2010-03-31 16:32:47 +02:00
Henri Verbeet
914c8cb8ea
ddraw: Acquire/release the focus window from the correct location.
2010-03-18 10:24:15 +01:00
Henri Verbeet
4e48ae2629
ddraw: Implement IDirectDrawImpl_GetSurfaceFromDC().
...
This is a pretty naive implementation, should that become a performance
problem it's easy enough to speed up with a search tree of some kind.
2010-03-17 10:06:25 +01:00
Rob Shearman
c137b95db8
include: Replace hexadecimal representation of four character codes in WINED3DFORMAT enum with macros using the actual characters.
2010-01-22 12:17:24 +01:00
Gerald Pfeifer
feecb8ebaf
include: Move WINED3DTS_WORLD et al directly into _WINED3DTRANSFORMSTATETYPE.
2010-01-04 11:50:11 +01:00
Gerald Pfeifer
0cf44ae02e
wined3d: Introduce WINED3DFMT_INST and use it in CheckTextureCapability().
2010-01-04 11:49:58 +01:00
Henri Verbeet
41401fb8cf
wined3d: Add a geometry shader object.
...
This is just the object used to store the byte code, the shader compiler
doesn't know how to handle geometry shaders yet.
2010-01-04 11:41:28 +01:00
Henri Verbeet
67cba48782
wined3d: The FVF parameter to IWineD3DDeviceImpl_CreateVertexBuffer() is unused now.
2009-12-30 13:31:20 +01:00
Stefan Dösinger
d6b9732497
wined3d: Remove the d3d7 do-not-convert code.
2009-12-29 11:03:36 +01:00
Henri Verbeet
3288911ae3
wined3d: Use proper enum elements for FOURCC formats.
2009-12-23 14:27:30 +01:00
Henri Verbeet
b6ef17f23d
wined3d: Remove unused GetDevice() implementations.
2009-12-09 13:51:04 +01:00
Henri Verbeet
0491fcce30
dxgi: Implement IDXGIAdapter::GetDesc().
2009-12-04 14:34:59 +01:00
Henri Verbeet
dd5fc79f56
wined3d: The stateblock doesn't really need a parent.
2009-12-04 14:34:59 +01:00
Henri Verbeet
ed73f0a1b0
d3d9: Implement IDirect3D9Ex::GetAdapterLUID().
2009-12-02 13:06:08 +01:00
Henri Verbeet
55f3c576d9
wined3d: Remove the effetively unused "state" field from the device.
2009-11-18 11:16:54 +01:00
Stefan Dösinger
d4275e87f1
wined3d: Add a usage flag for static buffer declarations.
2009-11-03 21:21:55 +01:00
Stefan Dösinger
63326b1925
wined3d: Add a usage flag for vertex buffer optimization.
2009-11-03 21:21:48 +01:00
Stefan Dösinger
90e443758a
wined3d: Add a parameter for SetRenderTarget viewport setup.
2009-11-03 21:21:30 +01:00
Henri Verbeet
bf10dbe8a6
wined3d: Map D3DFMT_D24S8 to WINED3DFMT_D24_UNORM_S8_UINT.
...
The internal order of the depth and stencil bits is unspecified since the
format isn't lockable.
2009-10-30 11:28:52 +01:00
Henri Verbeet
47c84f4f7f
wined3d: Use the DXGI naming convention for all formats.
2009-09-25 15:15:44 +02:00
Henri Verbeet
c64da00de7
wined3d: Rename IWineD3DDevice::GetIndices() to IWineD3DDevice::GetIndexBuffer().
2009-09-25 15:14:52 +02:00
Henri Verbeet
60e32659a7
wined3d: Rename IWineD3DDevice::SetIndices() to IWineD3DDevice::SetIndexBuffer().
2009-09-25 15:14:44 +02:00
Henri Verbeet
77086e8e84
wined3d: Remove SetFunction() from the public shader interface.
2009-09-25 15:14:26 +02:00
Henri Verbeet
d76c7a8521
wined3d: Move some common shader functions to the IWineD3DBaseShader interface.
2009-09-25 15:14:17 +02:00
Henri Verbeet
789372afa8
wined3d: Don't free D3D pixel shaders until the wined3d pixel shader is destroyed.
2009-09-24 13:24:53 +02:00
Henri Verbeet
ca05ef5dd0
wined3d: Don't free D3D vertex shaders until the wined3d vertex shader is destroyed.
2009-09-24 13:24:19 +02:00
Henri Verbeet
66a7236590
wined3d: Don't free D3D vertex declarations until the wined3d vertex declaration is destroyed.
2009-09-23 12:36:28 +02:00
Henri Verbeet
93b0600829
wined3d: Don't free D3D buffers until the wined3d buffer is destroyed.
2009-09-18 08:55:25 -05:00
Henri Verbeet
a8e8f763bf
wined3d: Don't free D3D textures until the wined3d texture is destroyed.
2009-09-18 08:54:34 -05:00
Henri Verbeet
de3bd86fb6
wined3d: Don't free D3D cube textures until the wined3d cube texture is destroyed.
2009-09-17 10:09:44 -05:00
Henri Verbeet
a286646f51
wined3d: Don't free D3D volume textures until the wined3d volume texture is destroyed.
2009-09-16 13:06:06 -05:00
Henri Verbeet
e9000d2e6c
wined3d: Don't free D3D volumes until the wined3d volume is destroyed.
2009-09-16 13:05:20 -05:00
Henri Verbeet
a5214c306f
wined3d: Don't free D3D surfaces until the wined3d surface is destroyed.
...
This prevents for example a d3d9 depth stencil from being destroyed when it
has no external references but is still in use by the device/stateblock. A
nice side effect is that it simplifies handling of "implicit" surfaces like
the frontbuffer and backbuffers, as well as the forwarding of reference counts
for surfaces that are part of a texture.
2009-09-16 13:04:32 -05:00
Henri Verbeet
2b2fc827ce
wined3d: Remove unused parameters to drawPrimitive().
2009-09-11 12:09:14 +02:00
Henri Verbeet
f9c791f9ca
d3d8: Use a wined3d cs for wined3d locking.
...
We will need this for d3d10, where both dxgi and d3d10core are making wined3d
calls. Right now d3d8/d3d9 also use this to protect their own data, but
eventually we should push this down into wined3d itself and use something a
bit more fine-grained. There's no good reason that doing e.g. a vertex buffer
upload in some thread should block all of wined3d.
2009-08-25 11:12:17 +02:00
Henri Verbeet
69b7612265
wined3d: Get rid of struct glDescriptor.
...
In general it might not be a bad idea to group GL specific data into a
separate struct, but IWineD3DSurfaceImpl is currently the only thing that
bothers. It doesn't get it quite right either, since e.g. the PBO isn't in
glDescriptor either.
2009-07-10 12:13:24 +02:00
Henri Verbeet
038d939941
wined3d: Remove GetGlDesc() from the public IWineD3DSurface interface.
2009-07-10 12:13:09 +02:00
Henri Verbeet
699f68cdee
wined3d: Get rid of some pointers in WINED3DADAPTER_IDENTIFIER.
...
This also avoids some unchecked strcpy() calls.
2009-07-07 11:50:30 +02:00
Henri Verbeet
88162fabb8
wined3d: Get rid of the pointers in WINED3DSURFACE_DESC.
2009-06-15 13:42:29 +02:00
Henri Verbeet
4bc6b376e0
wined3d: Remove the useless "resource_type" parameter from IWineD3DDevice::CreateSurface().
2009-06-12 17:33:15 +02:00
Henri Verbeet
621da64245
wined3d: Get rid of the silly pointers in WINED3DVOLUME_DESC.
2009-06-09 17:01:14 +02:00
Henri Verbeet
5e0f541621
wined3d: Remove ResourceReleased() from the public device interface.
2009-05-29 11:26:38 +02:00
Henri Verbeet
13a05caa97
wined3d: Remove the "declaration" parameter to IWineD3DDeviceImpl_CreateVertexShader().
...
Once upon a time this was used for creating fake vertex shader
attribute semantics for d3d8 shaders. We don't need this anymore since
device_stream_info_from_declaration() will use the vertex
declaration's output slot to load the data, if present. That also
avoids the potentially expensive matching of attribute semantics
between vertex shader and declaration for d3d8.
2009-05-28 12:42:18 +02:00
Henri Verbeet
f0e303b0f2
wined3d: Add the output signature to IWineD3DDevice_CreateVertexShader().
2009-05-26 13:49:55 +02:00
Henri Verbeet
91c3a5eac1
wined3d: Directly call basetexture_apply_state_changes().
...
All the implementations of IWineD3DBaseTexture::ApplyStateChanges() forward to
basetexture_apply_state_changes().
2009-05-13 11:55:01 +02:00
Henri Verbeet
9a579a43b1
wined3d: Use the output signature to map SM4 pixel shader outputs to the appropriate register.
2009-05-11 12:43:00 +02:00