Commit Graph

6632 Commits

Author SHA1 Message Date
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().
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