Commit Graph

563 Commits

Author SHA1 Message Date
Matteo Bruni 6dd054ca58 wined3d: Flush the GL context before switching away from it.
We might end up not using the old context anymore after that and the GL
implementation is allowed to delay executing commands indefinitely if we
don't flush.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-30 23:51:03 +09:00
Henri Verbeet b0be9f0b93 wined3d: Ignore "always_offscreen" for ORM_BACKBUFFER in context_create().
ORM_BACKBUFFER uses the backbuffer for off-screen rendering.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-19 12:59:44 +09:00
Matteo Bruni d6c8146633 wined3d: Enforce a stable texture units mapping.
The GLSL shader backend hardcodes the sampler uniforms at program link
time, it can't handle a change in the mapping between draws with the
same shader program.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-13 22:53:58 +09:00
Matteo Bruni 750dc790b7 wined3d: Avoid going through the texture units mapping when unnecessary.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-13 22:53:55 +09:00
Matteo Bruni e449f90b20 wined3d: Set default texture units mapping for vertex shader samplers when possible.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-13 22:53:50 +09:00
Henri Verbeet b53256b8b7 wined3d: Call wglGetPixelFormat() through the gl_ops table.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-04 14:41:39 +09:00
Henri Verbeet c92451f295 wined3d: Always use the same formats in context_create() when "always_offscreen" is enabled.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-04 14:41:39 +09:00
Henri Verbeet 99033b1453 wined3d: Get rid of getDepthStencilBits().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-04 14:41:39 +09:00
Henri Verbeet e0ab314b62 wined3d: Get rid of getColorBits().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-04 14:41:38 +09:00
Stefan Dösinger 1ca9dfc8ee wined3d: Prepare GL resources before calling context_apply_fbo_state.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-29 21:20:24 +09:00
Matteo Bruni 08bd0ba28c wined3d: Use the core version of the debug messages functions.
Reported and tested by Andrey Gusev.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-22 17:32:23 +09:00
Stefan Dösinger 973de3f59c wined3d: Pass a context to surface_load_location.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-16 19:56:42 +09:00
Stefan Dösinger b28511f73b wined3d: Pass a context to read_from_framebuffer.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-15 23:14:51 +09:00
Henri Verbeet 2773b27bb1 wined3d: Use unsigned mask constants in shifts. 2015-08-26 23:53:22 +09:00
Henri Verbeet ee9b1311cd wined3d: Separate loading shader resources and updating their binding points. 2015-08-18 18:28:41 +09:00
Matteo Bruni a064797e0f wined3d: Don't unnecessarily fallback to immediate mode for FFP draws with the PSIZE attribute. 2015-07-29 20:56:41 +02:00
Matteo Bruni a7315eb76a wined3d: Bind a VAO when using core profile contexts. 2015-07-13 22:06:38 +09:00
Matteo Bruni a1e718ccab wined3d: Add a setting for the maximum OpenGL version to use. 2015-07-09 17:18:22 +09:00
Matteo Bruni 170dca7741 wined3d: Handle per-vertex point size in the GLSL FFP replacement. 2015-06-17 20:01:19 +09:00
Stefan Dösinger 4e53faf77b wined3d: Disable the depth stencil on multisample mismatch. 2015-06-10 23:25:04 +09:00
Stefan Dösinger ec25ca7832 wined3d: Read format flags from the surface container. 2015-06-08 18:51:21 +09:00
Matteo Bruni e8cb3bdba5 wined3d: Always enable GL_PROGRAM_POINT_SIZE in the GLSL backend.
Core contexts don't support clamping the point size to GL_POINT_SIZE_MIN
/ GL_POINT_SIZE_MAX.  Incidentally this mostly fixes per-vertex point
sizes for vertex shader version 1 and 2.
2015-06-03 19:52:14 +09:00
Stefan Dösinger 90d8896826 wined3d: Allow specifying a different depth stencil location.
This is for drivers that do not support depth stencil textures, but
happily support depth stencil renderbuffers.
2015-05-25 21:43:18 +09:00
Stefan Dösinger 3c0ed9ce0a wined3d: Introduce resource-type specific format flags. 2015-04-24 19:08:35 +09:00
Stefan Dösinger 9076612e2d wined3d: Shadow format flags in the resource. 2015-04-22 23:24:41 +09:00
Stefan Dösinger 239e8cad7c wined3d: Add per-context private data for fragment pipelines. 2015-03-24 20:06:15 +09:00
Henri Verbeet 1b08196c5a wined3d: Implement d3d10 style instance data step rates. 2015-03-24 17:41:06 +09:00
Henri Verbeet 88f230b56e d3d10core: Also pass unused input layout elements to wined3d.
While these won't be used by the shader, they potentially affect the
calculated offset for WINED3D_APPEND_ALIGNED_ELEMENT elements.
2015-03-23 22:59:12 +09:00
Matteo Bruni d8c5e417c2 wined3d: Force stream info update on vertex shader change. 2015-03-18 21:02:41 +09:00
Matteo Bruni f298d30b39 wined3d: Fix a typo in a trace in context_create(). 2015-03-11 22:08:34 +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 f4da723151 wined3d: Call glReadBuffer() through the appropriate function pointer. 2015-02-10 16:21:41 +09:00
Matteo Bruni 9defaa53a1 wined3d: Use the core version of the asynchronous queries functions. 2015-02-02 22:39:05 +09:00
Matteo Bruni 75b96768e5 wined3d: Use the core version of glDrawBuffers. 2015-01-20 16:08:56 +01:00
Henri Verbeet 2e5abc156a wined3d: Implement WINED3DSIH_SAMPLE in the GLSL shader backend. 2015-01-19 14:31:32 +01:00
Henri Verbeet c6232e1d11 wined3d: Create GL sampler objects for wined3d sampler objects. 2015-01-15 17:24:43 +01:00
Matteo Bruni 993075cdb3 wined3d: Prefer the core glActiveTexture function. 2015-01-09 11:49:33 +01:00
Henri Verbeet 3aa9fe6bef wined3d: Record the data type of shader resources. 2014-12-03 11:14:25 +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 0c0a2adc71 wined3d: Handle GL texture allocation in the texture code. 2014-10-08 13:13:37 +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 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 b005ad6f90 wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +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 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 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 80bca9bc9c wined3d: Add constant buffer support to the GLSL shader backend. 2014-08-04 14:23:29 +02:00