Commit Graph

6602 Commits

Author SHA1 Message Date
Matteo Bruni 6bb32e47ff wined3d: Use the core gl*CompressedTex* functions. 2015-01-20 16:08:54 +01:00
Henri Verbeet 525696fe6c wined3d: Properly cleanup samplers on wined3d_device_reset() / wined3d_device_uninit_3d(). 2015-01-19 14:31:53 +01:00
Henri Verbeet ca06f960ed 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.
2015-01-19 14:31:51 +01:00
Henri Verbeet 2912e2938e 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.
2015-01-19 14:31:38 +01:00
Henri Verbeet 2e5abc156a wined3d: Implement WINED3DSIH_SAMPLE in the GLSL shader backend. 2015-01-19 14:31:32 +01:00
Henri Verbeet 60d44af34e wined3d: Merge shader_glsl_load_vsamplers() and shader_glsl_load_psamplers(). 2015-01-15 17:24:45 +01:00
Henri Verbeet c6232e1d11 wined3d: Create GL sampler objects for wined3d sampler objects. 2015-01-15 17:24:43 +01:00
Henri Verbeet 5231113fc7 wined3d: Replace wined3d_texture_apply_state_changes() with wined3d_texture_apply_sampler_desc(). 2015-01-15 17:24:38 +01:00
Henri Verbeet 86e99abb12 wined3d: Store a struct wined3d_sampler_desc in struct gl_texture.
Instead of a enum wined3d_texture_state array.
2015-01-15 17:24:35 +01:00
Henri Verbeet 4b480f5519 wined3d: Introduce struct wined3d_sampler_desc. 2015-01-15 17:24:32 +01:00
Matteo Bruni 7e169d43c5 wined3d: Use the core glColorMaski function. 2015-01-15 11:44:22 +01:00
Matteo Bruni 79a0dece8b wined3d: Use the core version of the gl*Buffer* functions. 2015-01-15 11:44:20 +01:00
Matteo Bruni 3ccb66f472 wined3d: Use the core version of the glBlend* functions. 2015-01-09 11:49:37 +01:00
Matteo Bruni 993075cdb3 wined3d: Prefer the core glActiveTexture function. 2015-01-09 11:49:33 +01:00
Matteo Bruni c603e47986 wined3d: Inline GL_EXT_FUNCS_GEN in load_gl_funcs. 2015-01-09 11:49:16 +01:00
Henri Verbeet 30aa55282e wined3d: Specify the initial texture contents with wined3d_texture_create() in wined3d_device_create_cursor_texture(). 2015-01-05 20:15:38 +01:00
Henri Verbeet ea534c9ab4 wined3d: Allow initial texture contents to be specified with wined3d_texture_create(). 2015-01-05 20:15:35 +01:00
Henri Verbeet 08aded431b wined3d: Reject wined3d_texture_create() calls without explicit level count. 2015-01-05 20:15:26 +01:00
Henri Verbeet af9ccb490a ddraw: Use wined3d_log2i() to calculate the level count in ddraw_surface_create(). 2014-12-10 19:32:08 +01:00
Henri Verbeet f5939399f0 wined3d: Use __builtin_clz() in wined3d_log2i() when available. 2014-12-10 13:40:47 +01:00
Stefan Dösinger 19c860499a wined3d: Filter messages generated by focus handling. 2014-12-08 14:18:43 +01:00
Henri Verbeet 5c3d52468c wined3d: Take the resource data type into account in shader_glsl_gen_sample_code(). 2014-12-03 11:14:27 +01:00
Henri Verbeet 3aa9fe6bef wined3d: Record the data type of shader resources. 2014-12-03 11:14:25 +01:00
Henri Verbeet f7e485dcf4 wined3d: Handle SM4 resource declarations. 2014-12-03 11:14:23 +01:00
Henri Verbeet f5cef43738 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.
2014-12-03 11:14:21 +01:00
Henri Verbeet 5ccda82acc wined3d: Validate register indices for WINED3DSIH_DCL instructions. 2014-12-03 11:14:14 +01:00
Stefan Dösinger f103247ddf wined3d: Add a comment about reset during focus change. 2014-12-02 13:05:54 +01:00
Henri Verbeet 0e8f2786e9 wined3d: Keep a reference to the resource in shader resource views. 2014-12-01 11:00:23 +01:00
Henri Verbeet 08b06b7d8f wined3d: Unbind shader resource views in state_unbind_resources(). 2014-12-01 11:00:22 +01:00
Henri Verbeet 55eb6c6922 wined3d: Assign the name to the correct signature in pixelshader_init(). 2014-12-01 11:00:21 +01:00
Stefan Dösinger 7b5bf3d4d6 wined3d: Update fragment program constants when switching from arb ffp draws. 2014-11-28 17:05:12 +01:00
Stefan Dösinger c9b10beb36 wined3d: Vertex fog uses the absolute eye position z. 2014-11-27 13:27:13 +01:00
Stefan Dösinger f4d520d6e2 wined3d: Don't minimize hidden windows. 2014-11-20 22:31:26 +09:00
Stefan Dösinger 09a91231a6 wined3d: Set the device window size on focus window activation. 2014-11-20 22:31:13 +09:00
Stefan Dösinger a835ae8643 wined3d: Fix mode comparison in wined3d_set_adapter_display_mode. 2014-11-20 22:30:48 +09:00
Stefan Dösinger f6dde70624 wined3d: Restore the display mode on focus change. 2014-11-19 17:56:44 +09:00
Caron Wills 9f36db8fa5 wined3d: Add NVIDIA GeForce GTX 970 to supported device list. 2014-11-18 22:08:53 +09:00
Henri Verbeet 8c18ebf66a wined3d: Recognize the SM4 uge opcode. 2014-11-17 19:30:37 +09:00
Henri Verbeet 8681999eee 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.
2014-11-17 19:30:35 +09:00
Stefan Dösinger 45d530461b wined3d: Minimize device windows on focus loss. 2014-11-17 17:36:12 +09:00
Jonas Maebe 3a7bf90f66 wined3d: Add NVIDIA Geforce GT 750M to supported device list. 2014-11-14 21:30:36 +09:00
Matteo Bruni 2dd237e200 wined3d: Dirtify pixel shader on texture format change. 2014-11-04 21:15:57 +09:00
Matteo Bruni ea85db2a3f wined3d: Add ATI1N texture format support. 2014-11-04 21:15:56 +09:00
Henri Verbeet 875a7c5426 wined3d: Use the input signature to setup SM4 pixel shader input semantics. 2014-11-04 16:54:35 +09:00
Henri Verbeet d74fe031f9 wined3d: Calculate the SM4 output mapping in shader_sm4_init(). 2014-11-04 16:54:30 +09:00
Henri Verbeet 909c5cc6fa wined3d: Make a copy of shader signature string data. 2014-11-04 16:54:27 +09:00
Matteo Bruni dd923c3029 wined3d: Check ARB_TEXTURE_COMPRESSION_RGTC for applying the correct fixup. 2014-10-30 23:08:47 +09:00
Michael Stefaniuc 00c25959d1 wined3d: Remove no-op min() with magic number (PVS_Studio). 2014-10-30 12:00:31 +09:00
Stefan Dösinger c35f0161c0 wined3d: Update AMD drivers. 2014-10-27 19:03:11 +09:00
Stefan Dösinger a4443a97a7 wined3d: Update Nvidia driver versions. 2014-10-27 19:03:09 +09:00