Henri Verbeet
d967973d8c
wined3d: Set the query.c GLINFO_LOCATION to *gl_info.
2010-01-20 15:30:04 +01:00
Henri Verbeet
ee1f2c4654
wined3d: Don't leak the context array in the swapchain_init() error path.
2010-01-20 15:29:57 +01:00
Henri Verbeet
516d54bf91
wined3d: Merge baseshader.c into shader.c.
2010-01-18 14:37:51 +01:00
Henri Verbeet
36b21e332c
wined3d: Remove some unused query code.
2010-01-18 14:37:37 +01:00
Henri Verbeet
a2624ae82e
wined3d: Add a separate function for query initialization.
2010-01-18 14:37:30 +01:00
Paul Vriens
c8681f885d
wined3d: Fix use of memset (Coccinelle).
2010-01-08 10:13:51 +01:00
Henri Verbeet
46cefd312c
wined3d: Recognize the SM4 cut opcode.
2010-01-07 09:26:54 +01:00
Henri Verbeet
449e521984
wined3d: Recognize the SM4 endloop opcode.
2010-01-07 09:26:49 +01:00
Henri Verbeet
0296aaa6a6
wined3d: Recognize the SM4 endif opcode.
2010-01-07 09:26:45 +01:00
Henri Verbeet
58233befb7
wined3d: Recognize the SM4 break opcode.
2010-01-07 09:26:40 +01:00
Henri Verbeet
dbeeb07713
wined3d: Recognize the SM4 if opcode.
2010-01-07 09:26:36 +01:00
Henri Verbeet
3687677427
wined3d: Recognize the SM4 lt opcode.
2010-01-07 09:26:30 +01:00
Henri Verbeet
6d5aca61f3
wined3d: Recognize the SM4 iadd opcode.
2010-01-07 09:26:25 +01:00
Henri Verbeet
22939f9d29
wined3d: Recognize the SM4 emit opcode.
2010-01-07 09:26:20 +01:00
Henri Verbeet
6715d495ea
wined3d: Recognize the SM4 breakc opcode.
...
Map this to WINED3DSIH_BREAKP because it's a better fit.
2010-01-07 09:26:14 +01:00
Henri Verbeet
c57c76b78e
wined3d: Recognize the SM4 ige opcode.
2010-01-07 09:26:08 +01:00
Henri Verbeet
f5c8153edd
wined3d: Handle stateblock capture for default lights created while recording.
...
For non-recorded stateblocks a light always exists in the device stateblock as
well, since that's where it's copied from. However, when SetLightEnable() is
called for a light that didn't a exist yet while recording a stateblock, the
light is only created on the recorded stateblock.
2010-01-05 12:19:14 +01:00
Henri Verbeet
5bac33d358
wined3d: Remove a few redundant context dereferences.
2010-01-05 12:19:09 +01:00
Stefan Dösinger
a756caac0c
wined3d: Implement subrange flushing with GL_APPLE_flush_buffer_range.
2010-01-04 12:09:34 +01:00
Stefan Dösinger
5296d5b016
wined3d: Prepare for dynamic vertex buffers.
2010-01-04 12:09:28 +01:00
Stefan Dösinger
ccc26a9e01
wined3d: Add GL_APPLE_flush_buffer_range.
2010-01-04 12:09:18 +01:00
Stefan Dösinger
71db272fee
wined3d: Add GLintptr and GLsizeiptr.
2010-01-04 12:09:12 +01:00
Stefan Dösinger
716520b4b8
wined3d: Track separate dirty ranges in buffers.
2010-01-04 12:08:14 +01:00
Stefan Dösinger
1bd98719e6
wined3d: Set WINED3D_BUFFER_CREATEBO in buffer_init().
2010-01-04 12:07:50 +01:00
Stefan Dösinger
b9976c3d20
wined3d: Revert the GL usage confusion.
...
This is functionally a revert of
8eeb513b1a
. The language of the extension
is slightly confusing to me, but GL_STREAM_*_ARB is more dynamic than
GL_DYNAMIC_*_ARB. So use GL_STREAM usage for D3DUSAGE_DYNAMIC buffers and
GL_DYNAMIC usage for non-dynamic buffers.
2010-01-04 12:07:45 +01:00
Gerald Pfeifer
0cf44ae02e
wined3d: Introduce WINED3DFMT_INST and use it in CheckTextureCapability().
2010-01-04 11:49:58 +01:00
Henri Verbeet
ce2c3ea6c7
wined3d: Handle source and destination rectangles in IWineD3DSwapChainImpl_Present().
2010-01-04 11:41:29 +01:00
Henri Verbeet
b5907e23cc
wined3d: Add support for source and destination rectangles to swapchain_blit().
2010-01-04 11:41:29 +01:00
Henri Verbeet
41401fb8cf
wined3d: Add a geometry shader object.
...
This is just the object used to store the byte code, the shader compiler
doesn't know how to handle geometry shaders yet.
2010-01-04 11:41:28 +01:00
Henri Verbeet
f50b4c7d71
wined3d: Move "wrap_lookup" to struct wined3d_gl_info.
2010-01-04 11:41:28 +01:00
William Waghorn
0c582dca3a
wined3d: Added NVidia GT240 detection.
2010-01-04 11:41:27 +01:00
Aaron Brazener
11754a645b
wined3d: Added further Nvidia Geforce 8xxx detection.
2009-12-31 12:12:18 +01:00
Henri Verbeet
2c0edb94e3
wined3d: Fix WINED3DRS_DEPTHBIAS handling.
2009-12-31 12:12:17 +01:00
Henri Verbeet
14da44aa36
wined3d: Merge vertexshader_set_function() and pixelshader_set_function().
2009-12-31 12:12:16 +01:00
Henri Verbeet
b548e387ae
wined3d: Move shader input/output signatures to IWineD3DBaseShaderClass.
2009-12-31 12:12:16 +01:00
Henri Verbeet
736aaf7d09
wined3d: Always handle WINED3DSPR_INPUT registers as input registers in shader_get_registers_used().
...
The "attributes" vertexshader field is now derived from the input signature,
and only used to speed up matching D3D9 vertex declaration elements to shader
inputs. D3D8 and D3D10 both explicitly specify input registers.
2009-12-31 12:12:16 +01:00
Henri Verbeet
2b1ee87328
wined3d: Merge pixelshader.c and vertexshader.c.
2009-12-31 12:12:16 +01:00
Henri Verbeet
2650885cc8
wined3d: Use the element size to create "isStateDirty" bitmap indices.
2009-12-30 13:31:36 +01:00
Henri Verbeet
ea2f7a2739
wined3d: Remove some redundant returns.
2009-12-30 13:31:26 +01:00
Henri Verbeet
67cba48782
wined3d: The FVF parameter to IWineD3DDeviceImpl_CreateVertexBuffer() is unused now.
2009-12-30 13:31:20 +01:00
Henri Verbeet
d588d2b489
wined3d: Clear the device's focus_window field when the window is destroyed.
...
This will prevent the device from trying to unregister the window again on
release.
2009-12-29 11:06:01 +01:00
Henri Verbeet
990c141052
wined3d: Don't touch the window's focus or wndproc for windowed devices.
2009-12-29 11:05:44 +01:00
Aaron Brazener
381fa8931f
wined3d: Added ATI Radeon HD 5xxx detection.
2009-12-29 11:05:39 +01:00
Stefan Dösinger
4f594777a2
wined3d: Drop the VBO if too many full buffer conversions occur.
2009-12-29 11:04:03 +01:00
Stefan Dösinger
9750cca9b1
wined3d: Increment the buffer draw count if the buffer was clean.
2009-12-29 11:03:51 +01:00
Stefan Dösinger
f90b8b6352
wined3d: Rename conversion_count to something more appropriate.
2009-12-29 11:03:44 +01:00
Stefan Dösinger
d6b9732497
wined3d: Remove the d3d7 do-not-convert code.
2009-12-29 11:03:36 +01:00
Stefan Dösinger
1d37ae6f61
wined3d: Use unload instead of duplicating buffer remove code.
2009-12-29 11:03:24 +01:00
Stefan Dösinger
4590dc4806
wined3d: Free buffer conversion info when freeing the buffer.
2009-12-29 11:03:10 +01:00
Henri Verbeet
9c0bf89ed0
wined3d: Let "SetupForBlit()" figure out the target's width and height on its own.
2009-12-28 12:27:14 +01:00