glStencilMask() is defined as setting both front and back stencil
masks in GL 2.0+ and we don't want to use the EXT_stencil_two_side
entry points even if they happen to be available there.
D3D doesn't support separate front / back stencil write masks anyway.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Supported when ARB_framebuffer_no_attachments is available.
It was reported that no attachments framebuffers trigger GPU hangs
in The Witcher 3 on some system configurations with radeonsi driver.
MESA_EXTENSION_OVERRIDE=-GL_ARB_framebuffer_no_attachments can be used
as a workaround until it's fixed.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Virtually all relatively modern GPUs support 8 render targets.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The registry key helps to add multisample textures support incrementally
without breaking the current support for multisample renderbuffers. It
might be also useful to have a possibility to disable multisample
textures when they are the default code path for multisampling in
wined3d.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
We can return WINED3DOK_NOAUTOGEN only when all other resource usages
are supported.
Fixes 25a8773d21 ("wined3d: Advertise AUTOGENMIPMAP only for
renderable and filterable formats."). The problem was present before
25a8773d21, but the mentioned commit made it much worse. Previously,
it was an issue only for OpenGL implementations which do not support
the GL_SGIS_generate_mipmap extension.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Effectively, this will enable Direct3D 11 by default on AMD and Intel
hardware.
Yes, this patch is awful.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
We have a more efficient codepath for SM4+ interpolation modifiers
if GLSL 4.40 is available.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
ARB_pipeline_statistics_query is included in OpenGL 4.6.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The existing checks should be sufficient, but the GL_VERSION one is
potentially more reliable.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
For D3D10+.
When WINED3D_RTYPE_NONE is passed the wined3d_check_device_format()
function checks if a format is supported for all reasonable resource
types for a given usage. For now render target and depth stencil support
can be queried using this method.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The WINED3DFMT_FLAG_RENDERTARGET flag is cleared in
init_format_fbo_compat_info().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This should never happen. Note that the previous code would return a GPU with
64 TiB of VRAM.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>