Stefan Dösinger
d4db09d0e9
wined3d: Support WINED3DFMT_R5G5_SNORM_L6_UNORM with EXT_texture_snorm.
...
From: Stefan Dösinger <stefandoesinger@gmx.at>
2015-03-10 21:43:34 +09:00
Stefan Dösinger
6df52ca7e6
wined3d: Add support for GL_EXT_texture_snorm.
2015-03-10 21:43:32 +09:00
Stefan Dösinger
6f2f73a456
wined3d: Improve the unsigned emulation of WINED3DFMT_R5G5_SNORM_L6_UNORM.
2015-03-10 21:43:11 +09:00
Stefan Dösinger
ce836bf651
wined3d: Properly up-scale WINED3DFMT_R5G5_SNORM_L6_UNORM.
2015-03-10 21:43:07 +09:00
Bernhard Übelacker
44ddcac6c3
wined3d: Recognize Nvidia GeForce 8100 with Nouveau driver (bug).
2015-03-10 21:42:50 +09:00
Matteo Bruni
db80aba5ad
wined3d: Drop redundant check for instanced rendering from drawStridedFast.
...
We need GL_ARB_instanced_arrays to be able to take the fastest path and
that's already checked in draw_primitive. Note that
GL_ARB_instanced_arrays provides glDrawElementsInstanced if
GL_ARB_draw_instanced is not supported so we don't need to explicitly
check for the latter.
2015-03-02 13:48:00 +09:00
Matteo Bruni
8ed9c2a11b
wined3d: Add a couple checkGLcall() in surface_prepare_rb().
2015-03-02 13:47:56 +09:00
Matteo Bruni
2f804307bd
wined3d: Drop a few unnecessary &x[0].
2015-03-02 13:47:52 +09:00
Matteo Bruni
7f618695c6
wined3d: Remove an obsolete comment.
...
Wined3d doesn't actually require the GLX extension for multisampling
at this point (while it does require FBOs).
2015-03-02 13:47:46 +09:00
Matteo Bruni
67d2b52c27
wined3d: Remove ARB_/EXT_TEXTURE_ENV_ADD.
2015-02-26 20:08:57 +09:00
Matteo Bruni
aca8ab91eb
wined3d: Use the core version of the INCR_WRAP and DECR_WRAP tokens.
2015-02-25 20:35:28 +09:00
Matteo Bruni
78ae4f66d7
wined3d: Set GL_UNPACK_ALIGNMENT to 1.
...
Alignment should be taken care by the surface pitch and
GL_UNPACK_ROW_LENGTH alone just fine, as long as the pitch is a
multiple of the pixel size. Client APIs respect that,
internally we need to do the same and the changes to
surface_load_texture and wined3d_volume_upload_data are there
for this reason (e.g. WINED3DFMT_R16G16_SNORM is emulated with
GL_RGB16 when NV_texture_shader isn't supported).
2015-02-20 22:53:09 +09:00
Matteo Bruni
7c4d512fee
wined3d: Make sure the correct texture is bound in device_update_volume.
2015-02-19 17:52:03 +09:00
Matteo Bruni
b47695bf3a
wined3d: Reject unsupported pitches in wined3d_surface_update_desc().
2015-02-19 17:51:47 +09:00
Matteo Bruni
d56c168da1
wined3d: Set the surface pitch for user-memory surfaces.
2015-02-19 17:51:36 +09:00
Henri Verbeet
3fa8f4ece3
wined3d: Apply modifiers after floatBitsToInt()/floatBitsToUint() in shader_glsl_add_src_param().
2015-02-18 23:21:49 +09:00
Stefan Dösinger
52ab9e382e
wined3d: Read WINED3D_TEXTURE_COLOR_KEY and gl_color_key to find format conversions.
...
The idea is to make it clear that wined3d_texture_load is responsible
for checking the color key for changes. Once we can do color keying in
the shader we also have one place where we can disable the surface
conversion.
2015-02-18 22:02:39 +09:00
Stefan Dösinger
e53d22b0c0
wined3d: Manage color key changes in the texture.
...
This fixes a regression with color keyed mipmaps that was introduced by
ee8a5b7dd1
. surface_load for level n+1
would call texture_force_reload, thus removing level n from the GL
texture.
2015-02-18 22:02:33 +09:00
Henri Verbeet
849149d5d3
wined3d: Add support for appending vertex declaration elements.
2015-02-13 18:53:17 +09:00
Stefan Dösinger
9b3ab8a6f4
wined3d: Set z = 0.0 via the projection matrix instead of depth clamping.
...
This works on cards that don't implement ARB_depth_clamp like r500
cards. Note that texturing is influenced by position.w, not position.z.
2015-02-12 22:20:05 +09:00
Henri Verbeet
471e626052
wined3d: Fix the .spec.
2015-02-12 22:12:11 +09:00
Henri Verbeet
e4cb3b5081
wined3d: Recognize the SM4 or opcode.
2015-02-11 23:05:17 +09:00
Henri Verbeet
3225fea30c
wined3d: Recognize the SM4 ne opcode.
2015-02-11 23:05:13 +09:00
Henri Verbeet
8506da62e0
wined3d: Implement WINED3DSIH_SQRT in the GLSL shader backend.
2015-02-11 23:05:08 +09:00
Henri Verbeet
1dfea3a4ba
wined3d: Do not validate format restrictions for buffers.
...
Buffers don't have a format as such, and are created with either
WINED3DFMT_UNKNOWN or WINED3DFMT_VERTEXDATA.
2015-02-11 23:05:04 +09:00
Henri Verbeet
5045ca639d
wined3d: Add some warnings when resource_init() fails due to format restrictions.
2015-02-11 23:04:59 +09:00
Matteo Bruni
ac3df5e1f1
wined3d: Use the proper pitch in read_from_framebuffer().
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This function is only used in the non-default "backbuffer" ORM.
2015-02-11 22:21:36 +09:00
Matteo Bruni
20e61b396e
wined3d: Use unsigned short for the bitfields in struct color_fixup_desc.
2015-02-11 22:21:28 +09:00
Matteo Bruni
b875a4a44a
wined3d: Use GL_CLAMP_TO_EDGE instead of GL_CLAMP.
...
GL_CLAMP was removed from core profile and probably GL_CLAMP_TO_EDGE was
intended to be used here anyway.
2015-02-10 16:21:55 +09:00
Matteo Bruni
f4da723151
wined3d: Call glReadBuffer() through the appropriate function pointer.
2015-02-10 16:21:41 +09:00
Matteo Bruni
1612dc4dc9
wined3d: Refuse pixel shaders declaring POSITION0 inputs.
2015-02-09 22:05:43 +09:00
Matteo Bruni
74b4516bfa
wined3d: Only consider POSITION0 PS inputs as vpos.
2015-02-09 22:05:41 +09:00
Matteo Bruni
96b48191c0
wined3d: Only copy POSITION0 output semantics into gl_Position.
2015-02-09 22:05:35 +09:00
Matteo Bruni
1aa5015467
wined3d: Directly use the core version of glTex[Sub]Image3D.
2015-02-09 22:05:32 +09:00
Stefan Dösinger
da5041eb4b
wined3d: Check the d3d buffer to find converted attributes.
...
This fixes some tests with ARB shaders that were broken since
1360af6adc
. When buffer_internal_preload
is called by context_update_stream_info, si->elements[i].data is not yet
set.
2015-02-06 22:20:26 +09:00
Stefan Dösinger
e178b7ec9a
wined3d: Don't use TXP for rectangle P8 textures.
...
This was probably taken from the YUV shaders, incorrectly and in reverse
logic. It did happen to work though because fragment.texcoord[0].w is 1.0.
2015-02-04 23:15:03 +09:00
Stefan Dösinger
3d49060fdf
wined3d: Fix the color keyed P8 alpha ref value.
2015-02-04 23:14:59 +09:00
Matteo Bruni
9defaa53a1
wined3d: Use the core version of the asynchronous queries functions.
2015-02-02 22:39:05 +09:00
Stefan Dösinger
3ef1d6bcd9
wined3d: Pass WM_SYSCOMMAND(SC_RESTORE) to DefWindowProc.
2015-01-28 11:06:48 +01:00
Andrew Eikum
7b45103c4a
wined3d: Fix spec file entry for wined3d_texture_create.
2015-01-23 17:28:40 +01:00
Matteo Bruni
d360a51f3c
wined3d: Use the core version of the shader object functions.
2015-01-23 12:02:37 +01:00
Matteo Bruni
e192939652
wined3d: Use the core version of GL vertex attribute functions where possible.
2015-01-23 12:02:33 +01:00
Matteo Bruni
584892b692
wined3d: Properly initialize the last two components of R16G16_SINT attributes.
2015-01-23 12:02:28 +01:00
Matteo Bruni
270431c220
wined3d: Don't normalize R8G8B8A8_UINT attributes.
2015-01-22 13:37:55 +01:00
Matteo Bruni
8ddb7e32f8
wined3d: Add separate stencil state setup via GL 2.0+ core functions.
2015-01-22 13:37:53 +01:00
Matteo Bruni
915e0ef0cf
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.
2015-01-20 16:09:01 +01:00
Matteo Bruni
aff0c389cc
wined3d: Use the core version of glDrawElementsInstanced.
2015-01-20 16:08:58 +01:00
Matteo Bruni
75b96768e5
wined3d: Use the core version of glDrawBuffers.
2015-01-20 16:08:56 +01:00
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
Stefan Dösinger
aad1997dff
wined3d: Remove texture locations after downloading all subresources.
2014-10-23 18:48:25 +09:00
Ken Thomases
bd460bca1c
wined3d: Fix subtraction of resource size from used adapter memory.
...
Properly negate an unsigned value while promoting it from 32- to 64-bit.
2014-10-17 15:48:42 +09:00
Matteo Bruni
69c72c969f
wined3d: ps_2_0 shaders don't support int or bool constants.
2014-10-16 21:23:33 +09:00
Matteo Bruni
e789fadd56
wined3d: Don't replicate shader limits values for each shader.
2014-10-16 21:23:26 +09:00
Matteo Bruni
f24e62b303
wined3d: Fail to create shaders using more than the supported number of constants.
2014-10-14 14:00:11 +09:00
Henri Verbeet
1800712298
wined3d: Track texture coordinate normalization per-texture.
2014-10-09 17:36:21 +02:00
Henri Verbeet
c5459881a3
wined3d: Track SFLAG_DYNLOCK per-texture.
2014-10-09 17:36:21 +02:00
Henri Verbeet
d6a511e022
wined3d: Track system memory pinning per-texture.
2014-10-09 17:36:21 +02:00
Henri Verbeet
710694d9ca
wined3d: Track format conversion per-texture.
2014-10-08 13:13:37 +02:00
Henri Verbeet
4c454fd4ab
wined3d: Only prepare the texture in device_update_volume().
2014-10-08 13:13:37 +02:00
Henri Verbeet
ee8a5b7dd1
wined3d: Track texture allocation per-texture.
2014-10-08 13:13:37 +02:00
Henri Verbeet
0c0a2adc71
wined3d: Handle GL texture allocation in the texture code.
2014-10-08 13:13:37 +02:00
Henri Verbeet
77646173a0
wined3d: Move the color key conversion helpers to util.c.
2014-10-08 13:13:37 +02:00
Henri Verbeet
bd1afdb3c3
wined3d: Get rid of surface_prepare_texture_internal().
2014-10-07 20:22:07 +02:00
Henri Verbeet
6da1cff518
wined3d: Get rid of d3dfmt_convert_surface().
2014-10-07 20:22:06 +02:00
Henri Verbeet
71b59afe03
wined3d: Return the destination format from d3dfmt_get_conv().
2014-10-07 20:22:05 +02:00
Henri Verbeet
fd342cce3e
wined3d: Don't check for color-keying for WINED3D_CT_P8.
...
We don't support p8 color keying either way.
2014-10-06 17:35:17 +02:00
Henri Verbeet
c5bf229287
wined3d: Print a FIXME for any unhandled format in d3dfmt_get_conv().
2014-10-06 17:35:15 +02:00
Henri Verbeet
dffcc36dd4
wined3d: Don't abuse conv_byte_count for color-key conversions.
2014-10-06 17:35:12 +02:00
Henri Verbeet
b0ce89d810
wined3d: Just use glGammaInternal/rtInternal from the destination format in d3dfmt_get_conv().
...
Using glGammaInternal or rtInternal should do the right thing in principle,
although in practice they should never get used either way.
2014-10-06 17:35:10 +02:00
Henri Verbeet
7d42d9ea91
wined3d: Introduce a separate function for WINED3D_CT_CK_B8G8R8A8.
2014-10-03 09:22:52 +02:00
Henri Verbeet
dabe5b4479
wined3d: Introduce a separate function for WINED3D_CT_CK_B8G8R8X8.
2014-10-03 09:22:49 +02:00
Henri Verbeet
548978dec4
wined3d: Introduce a separate function for WINED3D_CT_CK_B8G8R8.
2014-10-03 09:22:45 +02:00
Henri Verbeet
dabb07aea6
wined3d: Introduce a separate function for WINED3D_CT_CK_B5G5R5X1.
2014-10-02 16:58:27 +02:00
Henri Verbeet
e377ad45fa
wined3d: Introduce a separate function for WINED3D_CT_CK_B5G6R5.
2014-10-02 16:58:25 +02:00
Henri Verbeet
e10a46c300
wined3d: Introduce a separate function for WINED3D_CT_P8.
2014-10-02 16:58:23 +02:00
Henri Verbeet
5802f72adf
wined3d: Just store the wined3d format in color_key_info[].
2014-10-02 16:58:21 +02:00
Henri Verbeet
2c7be38bb4
wined3d: Convert to WINED3DFMT_B8G8R8A8_UNORM for WINED3D_CT_CK_B8G8R8X8.
2014-10-02 16:58:19 +02:00
Henri Verbeet
7579a96ac1
wined3d: Convert to WINED3DFMT_B8G8R8A8_UNORM for WINED3D_CT_CK_B8G8R8.
2014-10-01 10:35:56 +02:00
Henri Verbeet
02b031e61a
wined3d: Convert to WINED3DFMT_B5G5R5A1_UNORM for WINED3D_CT_CK_B5G6R5.
2014-10-01 10:35:54 +02:00
Henri Verbeet
6f8cb77ea9
wined3d: Convert to WINED3DFMT_B8G8R8A8_UNORM for WINED3D_CT_P8.
2014-10-01 10:35:52 +02:00
Henri Verbeet
632d2fca6e
wined3d: Fix the pitch handling in the no-palette WINED3D_CT_P8 case.
2014-10-01 10:35:50 +02:00
Henri Verbeet
c5d917777a
wined3d: Get rid of the WINED3D_CT_NONE case in d3dfmt_convert_surface().
...
This is never used.
2014-10-01 10:35:47 +02:00
Henri Verbeet
90e3312c8c
wined3d: Use a more consistent naming for wined3d_conversion_type elements.
2014-09-30 17:35:56 +02:00
Henri Verbeet
df21c2b346
wined3d: Pass a texture to d3dfmt_get_conv().
2014-09-30 17:35:24 +02:00
Henri Verbeet
6323a26f6c
wined3d: Get rid of the "use_texturing" parameter to d3dfmt_get_conv().
2014-09-30 17:34:55 +02:00
Henri Verbeet
0932567faf
wined3d: Use a lookup table in d3dfmt_get_conv().
2014-09-30 17:34:20 +02:00
Henri Verbeet
a8ab569415
wined3d: Use wined3d_texture_set_color_key() to manipulate the color-key in surface_blt_special().
2014-09-30 10:18:37 +02:00
Henri Verbeet
2d5c8aff3c
wined3d: Get rid of SFLAG_DONOTFREE.
2014-09-29 10:37:37 +02:00
Henri Verbeet
97856bcfee
wined3d: Replace wined3d_surface_update_desc() with wined3d_texture_update_desc().
2014-09-29 10:37:35 +02:00
Francois Gouget
0dd5cb1cef
Assorted spelling fixes.
2014-09-29 10:36:36 +02:00
Thomas Faber
c5b9bdc75a
wined3d: Use correct FXCAPS constant in wined3d_get_device_caps.
2014-09-24 14:05:18 +02:00
Andrei Slăvoiu
9d0f924d1b
wined3d: Pass the capabilities directly to d3d_level_from_gl_info and rename it to d3d_level_from_caps.
2014-09-23 17:17:12 +02:00
Andrei Slăvoiu
24f661674f
wined3d: Adjust the Intel fallbacks to better reflect reality.
2014-09-23 17:17:12 +02:00
Henri Verbeet
8aa1137509
wined3d: Use the texture resource in wined3d_surface_depth_fill().
2014-09-19 10:49:29 +02:00
Henri Verbeet
4f2110b0ce
wined3d: Never pass a surface to wined3d_resource_is_offscreen().
2014-09-19 10:49:27 +02:00
Henri Verbeet
a3daed9604
d3d10core: Implement d3d10_device_GetPredication().
2014-09-19 10:49:24 +02:00
Henri Verbeet
fdf60e51fc
d3d10core: Implement d3d10_device_SetPredication().
2014-09-19 10:49:11 +02:00
Henri Verbeet
2f67b13918
wined3d: Set the initial primitive type to WINED3D_PT_UNDEFINED.
2014-09-18 13:06:34 +02:00
Henri Verbeet
74ab8e8ce9
wined3d: Do not increment the reference count of the returned buffer in wined3d_device_get_stream_source().
...
None of the other getters increment the reference count either.
2014-09-18 13:06:32 +02:00
Henri Verbeet
f06a57f678
d3d10core: Implement d3d10_device_PSGetShaderResources().
2014-09-17 11:05:08 +02:00
Henri Verbeet
8080212f43
d3d10core: Implement d3d10_device_PSSetShaderResources().
2014-09-17 11:05:05 +02:00
Henri Verbeet
354a6d4e2c
d3d10core: Implement d3d10_device_GSGetShaderResources().
2014-09-17 11:05:01 +02:00
Henri Verbeet
9c3266fe1d
d3d10core: Implement d3d10_device_GSSetShaderResources().
2014-09-17 11:04:58 +02:00
Henri Verbeet
482e5f589b
d3d10core: Implement d3d10_device_VSGetShaderResources().
2014-09-17 11:04:54 +02:00
Henri Verbeet
1e434b52d0
d3d10core: Implement d3d10_device_VSSetShaderResources().
2014-09-16 12:24:59 +02:00
Henri Verbeet
e01d207699
d3d10core: Create wined3d views for shader resource views.
2014-09-16 12:24:50 +02:00
Johannes Brandstätter
de3cb3af6f
wined3d: Fix trace output of emulated_textureram.
2014-09-02 15:07:09 +02:00
Henri Verbeet
429d72965d
wined3d: Allow sRGB read/write and VTF on WINED3DFMT_R8G8B8A8_UNORM.
2014-09-01 13:12:44 +02:00
Matteo Bruni
33627f02aa
wined3d: Store bool uniforms location in the GLSL shader structures.
2014-08-28 15:30:26 +02:00
Matteo Bruni
6eb242a275
wined3d: Handle half-float attributes in load_numbered_arrays().
...
Fixes a bunch of graphic glitches in WildStar on Nvidia.
2014-08-28 15:30:23 +02:00
Stefan Dösinger
ee0ac3663b
wined3d: Initialize the map binding in resource_init.
2014-08-26 14:46:55 +02:00
Stefan Dösinger
b52214a288
wined3d: Move volume flags to volume.c.
2014-08-26 14:46:53 +02:00
Stefan Dösinger
7a1533a41c
wined3d: Replace VFLAG_PBO with resource->map_binding.
2014-08-26 14:46:51 +02:00
Henri Verbeet
736b9e1c1c
wined3d: Get rid of wined3d_device_color_fill().
2014-08-22 12:53:26 +02:00
Henri Verbeet
07985a8c38
wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces.
...
I don't think the difference between d3d10 depth/stencil and rendertarget
views is large enough to justify a separate type. Unfortunately that does make
the name "wined3d_rendertarget_view" slightly awkward.
2014-08-22 12:53:11 +02:00
Henri Verbeet
9f9731410b
wined3d: Also update the container in wined3d_surface_update_desc().
...
This fixes a bug exposed by commit 415b803720
.
In particular, wined3d_resource_update_draw_binding() uses the multisample
type to determine to appropriate draw binding, and since we never updated that
for the container, we could end up with an incorrect draw binding after a
device reset.
2014-08-22 12:53:01 +02:00
Henri Verbeet
b005ad6f90
wined3d: Use rendertarget views for color output instead of surfaces.
2014-08-21 12:24:42 +02:00
Henri Verbeet
7ede9788d4
wined3d: Make wined3d_device_clear_rendertarget_view() work with texture resources.
2014-08-21 12:24:31 +02:00
Henri Verbeet
fb7135efd1
wined3d: Introduce struct wined3d_rendertarget_view_desc.
2014-08-21 12:24:28 +02:00
Henri Verbeet
eb24c9578c
wined3d: Keep a reference to the resource in rendertarget views.
2014-08-21 12:24:21 +02:00
Henri Verbeet
3a160432f8
wined3d: Pass a texture instead of a surface to upload_palette().
2014-08-21 12:24:16 +02:00
Andrei Slăvoiu
2c9c968a14
wined3d: Replace vendor specific callbacks with generic code that uses vendor specific arrays.
2014-08-20 14:07:07 +02:00
Henri Verbeet
d3387cf77b
wined3d: Keep a reference to the backbuffer textures instead of the surfaces in the swapchain.
2014-08-20 13:29:53 +02:00
Henri Verbeet
ec87407e7c
wined3d: Keep a reference to the frontbuffer texture instead of the surface in the swapchain.
2014-08-20 13:29:52 +02:00
Henri Verbeet
415b803720
wined3d: Use the texture draw binding instead of the surface draw binding.
2014-08-20 13:29:50 +02:00
Henri Verbeet
aa7016054a
wined3d: Move the "swapchain" field from struct wined3d_surface to struct wined3d_texture.
2014-08-20 13:29:47 +02:00
Henri Verbeet
1ce3269ac1
wined3d: Replace surface_update_draw_binding() with wined3d_resource_update_draw_binding().
2014-08-20 13:29:45 +02:00
Henri Verbeet
f753ff90be
wined3d: Replace surface_is_offscreen() with wined3d_resource_is_offscreen().
...
Introducing rendertarget views will (eventually) allow rendering to 3D
textures and buffers.
2014-08-19 14:49:39 +02:00
Henri Verbeet
694cdcc41c
wined3d: Move the "map_binding" field from struct wined3d_surface to struct wined3d_resource.
...
Like "draw_binding".
2014-08-19 14:49:36 +02:00
Henri Verbeet
ed230a426a
wined3d: Explicitly destroy the surface in texture2d_sub_resource_cleanup().
...
Like volumes. We can do this now because we no longer have standalone
surfaces.
2014-08-19 14:49:32 +02:00
Henri Verbeet
64a1fde181
wined3d: Explicitly destroy the volume in texture3d_sub_resource_cleanup().
...
The texture always has the only reference to its subresources. This also means
we never have to set the container to NULL.
2014-08-19 14:49:30 +02:00
Henri Verbeet
df59ac1d0c
wined3d: Recognize some more AMD cards.
2014-08-19 14:49:24 +02:00
Henri Verbeet
7cdaece711
wined3d: Store the amount of video memory as a UINT64.
2014-08-18 12:47:13 +02:00
Andrei Slăvoiu
e9b0a0e181
wined3d: Use capabilities from the shader backend or the fragment pipeline to determine the D3D level.
2014-08-07 17:53:56 +02:00
Andrei Slăvoiu
48e25d0d21
wined3d: Make d3d_level_from_gl_info return an enum instead of a plain int.
2014-08-07 17:53:55 +02:00
Henri Verbeet
5ef8e97414
wined3d: Move the "draw_binding" field from struct wined3d_surface to struct wined3d_resource.
2014-08-04 14:23:52 +02:00
Henri Verbeet
d079066f5d
wined3d: Get rid of the get_drawable_size() callback in struct wined3d_surface.
2014-08-04 14:23:49 +02:00
Henri Verbeet
9020ef9675
wined3d: Make the "desc" parameter to wined3d_buffer_create() const.
2014-08-04 14:23:40 +02:00
Henri Verbeet
6a1a18e7e2
d3d10core: Implement d3d10_device_CopyResource().
2014-08-04 14:23:36 +02:00
Henri Verbeet
80bca9bc9c
wined3d: Add constant buffer support to the GLSL shader backend.
2014-08-04 14:23:29 +02:00
Andrei Slăvoiu
01b2b3074d
wined3d: Replace vendor specific callbacks with generic code that uses vendor specific renderer string tables.
2014-07-30 11:15:24 -05:00
Andrei Slăvoiu
1e7c5d8ca4
wined3d: Make the card selection for AMD binary driver use arrays only.
2014-07-30 11:14:42 -05:00
Andrei Slăvoiu
47bec5eba0
wined3d: Make the card selection for Nvidia binary driver use arrays only.
2014-07-30 11:14:26 -05:00
Henri Verbeet
96d845aa46
wined3d: Avoid a compiler warning in context_stream_info_from_declaration().
2014-07-22 12:37:54 +02:00
Andrei Slăvoiu
41962a5a07
wined3d: Remove the gl_info parameter from select_card callbacks.
2014-07-21 14:02:31 +02:00
Andrei Slăvoiu
22475ddd82
wined3d: Remove usage of gl_info parameter from select_card_amd_binary.
2014-07-21 14:02:29 +02:00
Andrei Slăvoiu
665c2e1e27
wined3d: Remove usage of gl_info parameter from select_card_nvidia_binary.
2014-07-21 14:02:26 +02:00
Henri Verbeet
bc019fcbbd
wined3d: Track synchronized buffer maps.
...
Instead of trying to infer unsynchronized ones.
2014-07-18 19:13:37 +02:00
Henri Verbeet
01251f3d3c
wined3d: Use the previous "dirty" status to set WINED3D_BUFFER_NOSYNC in wined3d_buffer_map().
...
This (presumably) fixes a regression introduced by commit
c1032e977b
.
2014-07-18 19:13:36 +02:00
Henri Verbeet
8c19371b62
wined3d: Fix a couple of renderer strings in select_card_nvidia_binary().
2014-07-18 19:13:35 +02:00
Stefan Dösinger
341db6d8d3
wined3d: Remove wined3d_texture_set/get_priority.
2014-07-16 16:10:05 +02:00