Alexandre Julliard
81b8ee863e
makefiles: Add a standard header for all makefiles to replace the common variable initializations.
2010-09-19 12:36:48 +02:00
Henri Verbeet
e31ea51bab
wined3d: Move the vertex declaration to wined3d_state.
2010-09-18 13:05:54 +02:00
Henri Verbeet
d728d5f0ec
wined3d: Move texture bindings to wined3d_state.
2010-09-18 13:05:49 +02:00
Henri Verbeet
5a3a4ac77a
wined3d: Remove IWineD3DBaseTexture::GetTextureDimensions() from the public wined3d interface.
2010-09-18 13:05:44 +02:00
Henri Verbeet
2e119ecd28
wined3d: Move the texture's target field to the base texture struct.
2010-09-18 13:05:36 +02:00
Ričardas Barkauskas
dc1356484c
wined3d: Add NVDB support.
2010-09-16 10:12:33 -05:00
Henri Verbeet
8fdfc736bf
wined3d: Move sampler states to wined3d_state.
2010-09-16 10:12:24 -05:00
Henri Verbeet
5b3c1a2082
wined3d: Move texture states to wined3d_state.
2010-09-16 10:12:17 -05:00
Henri Verbeet
597da9907a
wined3d: Move transforms to wined3d_state.
2010-09-16 10:12:06 -05:00
Henri Verbeet
5f6ced2767
wined3d: Move the material to wined3d_state.
2010-09-16 10:11:57 -05:00
Henri Verbeet
16d9c91b97
wined3d: Move the viewport to wined3d_state.
2010-09-15 10:33:26 -05:00
Henri Verbeet
937eb7e600
wined3d: Move the scissor rect to wined3d_state.
2010-09-15 10:33:20 -05:00
Henri Verbeet
1ef4f075c1
wined3d: Introduce a separate structure for stateblock states.
...
We'd like to not pass an entire stateblock to things like state handlers and
the shader backend, because those then use the stateblock to get to the
device and through there to all the rest of wined3d. This would also be
required for serialization of wined3d draw and state change commands into a
single GL context. Resource updates would be explicitly excluded from
serialization.
2010-09-15 10:33:14 -05:00
Rico Schüller
e6d52c0c8b
wined3d: Add argument check for Type to Get/SetTextureStageState().
2010-09-14 13:32:00 -05:00
Henri Verbeet
6ce848bee4
wined3d: Introduce a structure for stream state.
2010-09-14 11:43:54 -05:00
Henri Verbeet
0b15963b4e
wined3d: Get rid of redundant comparisons against FALSE.
2010-09-14 11:43:44 -05:00
Henri Verbeet
b68d257710
wined3d: Get rid of redundant comparisons against NULL / 0.
2010-09-14 09:43:33 -05:00
Henri Verbeet
fd7c1cbf05
wined3d: IWineD3DBuffer_GetDesc() should never fail.
2010-09-14 09:43:22 -05:00
Jesse Litton
ad917d366c
wined3d: Recognize GeForce GTX 465.
2010-09-14 09:43:15 -05:00
Roderick Colenbrander
4baf7a52f0
wined3d: Move video memory override to init_driver_info.
2010-09-13 13:28:28 -05:00
Roderick Colenbrander
192e0dc433
wined3d: Store amount of video memory in gpu_description_table.
2010-09-13 13:28:15 -05:00
Roderick Colenbrander
27fb5e2d74
wined3d: Add legacy ATI cards.
2010-09-13 13:27:21 -05:00
Mikko Rasa
b46183a2b4
wined3d: Recognize GeForce GTX 460.
2010-09-09 18:03:18 +02:00
Roderick Colenbrander
a352ad2097
wined3d: Add Intel gpu and driver information.
2010-09-09 13:20:37 +02:00
Roderick Colenbrander
d79bbdca51
wined3d: Add AMD NT6x drivers.
2010-09-09 13:20:36 +02:00
Roderick Colenbrander
ae5d8698f9
wined3d: Add Nvidia NT6x driver information.
2010-09-09 13:20:36 +02:00
Joris Huizer
2fd50cb4b8
wined3d: Fix typo in checkGLcall.
2010-09-09 12:45:30 +02:00
Henri Verbeet
955858e97d
wined3d: IWineD3DVolume_GetDesc() should never fail.
2010-09-08 13:31:49 +02:00
Henri Verbeet
53183b4cf3
wined3d: IWineD3DSurface_GetDesc() should never fail.
2010-09-08 13:31:43 +02:00
Henri Verbeet
f49028d91c
wined3d: GL_DRAW_FRAMEBUFFER depends on either ARB_framebuffer_object or EXT_framebuffer_blit.
2010-09-08 13:31:37 +02:00
Roderick Colenbrander
d7472026a0
wined3d: Return generic info for unhandled devices/drivers.
2010-09-08 13:26:04 +02:00
Henri Verbeet
07b5c4becf
wined3d: Getting the current pixel shader should never fail.
2010-09-07 11:23:31 +02:00
Henri Verbeet
0c54dfe7ba
wined3d: Getting the current vertex shader should never fail.
2010-09-07 11:23:27 +02:00
Henri Verbeet
992cb88f71
wined3d: Rename "pDesc" to "desc".
2010-09-07 11:23:20 +02:00
Henri Verbeet
8a8ad1ccd8
wined3d: Avoid a memcpy() in IWineD3DImpl_FillGLCaps().
...
And associated stack buffer.
2010-09-07 11:18:23 +02:00
Roderick Colenbrander
878dcc6d93
wined3d: Separate driver info from GPU info.
2010-09-06 20:30:25 +02:00
Henri Verbeet
8fbf23f0cc
wined3d: Don't overwrite the offscreen depth/stencil surface with undefined data in surface_load_ds_location().
2010-09-06 16:14:26 +02:00
Henri Verbeet
952dfe30be
wined3d: Translate before scaling for rhw as well in transform_projection().
2010-09-06 16:14:22 +02:00
Henri Verbeet
8e0cb60b09
wined3d: Do not call device_switch_onscreen_ds() while under the GL lock.
2010-09-06 16:14:18 +02:00
Henri Verbeet
6471004a8c
wined3d: Fix a silly typo.
2010-09-06 16:14:11 +02:00
Henri Verbeet
fa3a72c63a
wined3d: Add a handler for WINED3DRS_SRGBWRITEENABLE to the atifs fragment pipe.
2010-09-03 11:05:29 +02:00
Henri Verbeet
e998fffc8f
wined3d: Do not mark invalid blend matrices dirty.
2010-09-03 11:05:24 +02:00
Henri Verbeet
5a7091b8f7
wined3d: Do not preload buffers while under the GL lock in process_vertices_strided().
2010-09-03 11:05:19 +02:00
Henri Verbeet
bc2db78c3a
wined3d: Explicitly document some more consequences of GL locking policy.
...
The basic rule is that you can't call anything that takes the user32 / gdi32
lock while under the GL (winex11) lock. As a consequence, you can't call
anything like context_acquire() or context_destroy() either.
2010-09-03 11:05:10 +02:00
Henri Verbeet
a8841eb1dd
wined3d: Avoid a forward declaration.
2010-09-02 11:51:12 +02:00
Octavian Voicu
f9cdd5097f
wined3d: Add missing ckey, fx, and pal directdraw caps.
2010-09-01 17:07:38 +02:00
Henri Verbeet
6c4c351791
wined3d: Don't require wined3d object parents to be COM objects.
2010-09-01 14:01:02 +02:00
Henri Verbeet
b84d1ce5f7
wined3d: Clippers don't need parents.
2010-09-01 14:00:56 +02:00
Henri Verbeet
7c675b522a
wined3d: Queries don't need parents.
2010-09-01 12:40:08 +02:00
Henri Verbeet
2ef400901d
wined3d: Devices don't need parents.
2010-09-01 12:40:07 +02:00