Stefan Dösinger
55ab14a4ed
wined3d: Move an VBO support check to the state template.
2008-07-18 11:40:19 +02:00
Stefan Dösinger
dc203d36c9
wined3d: Remove more dead code.
...
The opengl extension mentioned in that code was never finished, and as
far as I know there is no way to make use of tangent data in the d3d
fixed function pipeline as well.
2008-07-18 11:40:12 +02:00
Stefan Dösinger
e5f42f91b6
wined3d: Remove GL_EXT_vertex_weighting stubs.
2008-07-18 11:40:00 +02:00
Stefan Dösinger
ebc77732c1
wined3d: Move the vertexblend support check to the template.
2008-07-18 11:39:44 +02:00
Stefan Dösinger
f981afd7d3
wined3d: Check for ATI_ENVMAP_BUMPMAP in the template.
...
Note that GL_ATI_envmap_bumpmap is not the same as
GL_ATI_fragment_shader. envmap_bumpmap is used together with the
regular opengl ffp pipeline and is not used (other than for
pixelformats) if GL_ATI_fragment_shader is used.
2008-07-18 11:39:38 +02:00
Stefan Dösinger
8bb11dad76
wined3d: Only register the np2 texture fixup if needed.
2008-07-18 11:39:18 +02:00
Stefan Dösinger
d247953687
wined3d: Test for multisampling in the template.
2008-07-17 11:45:00 +02:00
Stefan Dösinger
9c1b6581c6
wined3d: Move the point sprite support test into the template.
2008-07-17 11:44:54 +02:00
Stefan Dösinger
94e455343d
wined3d: Split the psizemax state handler.
2008-07-17 11:44:48 +02:00
Stefan Dösinger
7740dda1da
wined3d: Split the psizemin handler.
2008-07-17 11:44:42 +02:00
Stefan Dösinger
710b9a76b3
wined3d: Move the range fog support test to the template.
2008-07-17 11:44:34 +02:00
Stefan Dösinger
df4dcc34aa
wined3d: Move a few extension checks into the state template.
2008-07-17 11:44:28 +02:00
Stefan Dösinger
3ee9de462e
wined3d: Move an extension check into the state template.
2008-07-17 11:44:21 +02:00
Stefan Dösinger
ed49f9a848
wined3d: Coalesce the nvrc and nvts+nvrc state template.
2008-07-17 11:44:15 +02:00
Stefan Dösinger
35f33ef409
wined3d: Add extension information to the states.
...
This patch adds a new field to the state templates. If this extension
field is != 0, then the line is only applied to the final state table
if the extension is supported. Once a line is applied to the final
table, all further templates for this state from the same pipeline
part are ignored. This allows removing some extension checks from the
state handlers, which cleans them up and saves a few CPU cycles when
applying the states.
2008-07-17 11:44:08 +02:00
H. Verbeet
c72c70d609
wined3d: Store the texture in a local variable in sampler_texmatrix().
...
Slightly improves readability.
2008-07-17 11:36:42 +02:00
Philip Nilsson
9528b1c63e
wined3d: Enable filtering for D3DFMT_A4R4G4B4.
...
This patch enables texture filtering for textures using the A4R4G4B4
format, I can see no reason why it shouldn't be filtered (especially
considering X4R4G4B4 has it).
2008-07-16 19:56:24 +02:00
H. Verbeet
7f741f0414
wined3d: Use rev_tex_unit_map instead of assuming there's a 1:1 mapping between samplers and texture units.
2008-07-16 17:54:41 +02:00
H. Verbeet
be405c71c0
wined3d: Improve some shader traces.
...
Make it clear the traced values are hexadecimal.
2008-07-16 17:54:23 +02:00
Andrew Talbot
0064976d54
wined3d: Remove unneeded address-of operators from array names.
2008-07-14 11:50:22 +02:00
Stefan Dösinger
e27734779c
wined3d: Remove some dead code.
2008-07-14 11:46:33 +02:00
Stefan Dösinger
197f472ea8
wined3d: Separate texture_activate_dimensions.
...
This creates an nvts version of this function, and removes the nvts
code from the original one. The nvts version is used by the nvts
pipeline implementation, the original one by the nvrc-only, atifs and
ffp one.
2008-07-14 11:46:25 +02:00
Stefan Dösinger
88ae2fe14a
wined3d: Give nv* fixed function stuff its own state template.
2008-07-14 11:46:11 +02:00
Stefan Dösinger
38934fe70d
wined3d: Move shader constant affecting states to the misc pipeline.
...
As long as we have the shader constants in misc, it is best to keep
all the code that affects shader constants, like bumpenvmat setting,
in there as well.
2008-07-14 11:44:48 +02:00
Stefan Dösinger
84d39a95e5
wined3d: WINED3DTSS_TEXCOORDINDEX belongs to the vertex pipeline.
2008-07-14 11:44:36 +02:00
Stefan Dösinger
86b033bbb9
wined3d: Give the nvts/nvrc code its own pipeline implementation.
...
This code creates the structures and the pipeline selection, as well
as the caps filling. It does not yet move the actual code around,
since this will be a bigger task.
2008-07-14 11:44:26 +02:00
Stefan Dösinger
7c216b8ab5
wined3d: Simplify the fragment pipeline selection.
...
This should do the same as the existing code, but it is more obvious.
2008-07-14 11:43:51 +02:00
Stefan Dösinger
51e64b3fe9
wined3d: Move fixed function texture dimension updates to the fragment pipeline.
...
This is a further separation of the sampler state, and a preparation
to move the nv texture shader stuff to its own pipeline implementation.
2008-07-14 11:43:41 +02:00
Stefan Dösinger
d3c29b7063
wined3d: NP2 coordinate adjustment is a vertex operation.
...
When a sampler is changed and unconditional NP2 textures are not
supported, the texture matrix may need adjustment. The sampler state
function checks for that, and calls the texture transform setting
function in that case. However, samplers are a misc state, and the
texture transform flags a vertex state. Thus split up the code and
move the matrix changes to the vertex side.
2008-07-14 11:43:30 +02:00
Stefan Dösinger
e7733eacb7
wined3d: Remove the atifs shader backend.
...
Since atifs is only doing the fragment pipeline replacement right now
there is no need for the shader backend structure any longer. The ffp
private data is stored in new fragment pipeline private data(which
could potentially be set to equal the shader private data if needed).
2008-07-14 11:43:09 +02:00
Stefan Dösinger
e4078fb0ba
wined3d: Set ffp caps in the ffp backend, not the shader backend.
2008-07-11 14:32:53 +02:00
Stefan Dösinger
c48195e417
wined3d: Move shader_fragment_enable to the fragment pipeline implementation.
...
It isn't related to the shader backend any longer. The nvts_enable in
the ffp code isn't quite right as well, it should be moved away once
there is a dedicated nvts fragment pipeline replacement
2008-07-11 14:32:37 +02:00
Stefan Dösinger
f330815da5
wined3d: Samplers -> misc states.
2008-07-11 14:31:53 +02:00
Stefan Dösinger
f8824996e9
Wined3d: Move the last states.
2008-07-11 14:31:44 +02:00
Stefan Dösinger
9b15e25411
wined3d: One more psize state.
2008-07-11 14:31:36 +02:00
Stefan Dösinger
721301fb3f
wined3d: Point size vertex states.
2008-07-11 14:31:26 +02:00
H. Verbeet
6129e92e99
wined3d: Destroy the shader backend after the stateblock.
...
Destroying the stateblock potentially references the shader backend.
If the stateblock has active shaders when it is released, the shader's
destructor will tell the shader backend to destroy the corresponding
resources. This was exposed by my patch that moved the glsl program
lookup table into the backend's private data.
2008-07-11 13:58:13 +02:00
H. Verbeet
b37cc08721
wined3d: Don't call shader_select() in depth_blt().
...
Calling shader_select() from inside depth_blt() isn't necessarily
safe. shader_select() assumes CompileShader() has been called for the
current shaders, but that depends on STATE_VSHADER / STATE_PIXELSHADER
being applied. That isn't always true when depth_blt() gets called,
with the result that sometimes GLSL programs could be created with no
shader objects attached.
2008-07-10 20:33:29 +02:00
Francois Gouget
dbaec0a101
Assorted spelling fixes.
2008-07-10 13:40:15 +02:00
Stefan Dösinger
031ee3e695
wined3d: A few more junk misc states.
2008-07-10 12:30:56 +02:00
Stefan Dösinger
c31dfc7d0d
wined3d: A few more vertex states.
2008-07-10 12:30:56 +02:00
Stefan Dösinger
9086ed2d2e
wined3d: WINED3DRS_SRGBWRITEENABLE->fragment.
2008-07-10 12:30:56 +02:00
Stefan Dösinger
0b67a84b44
wined3d: Wrapping states -> misc.
2008-07-10 12:30:56 +02:00
Stefan Dösinger
dd95fce9fb
wined3d: texturefactor-> fragment states.
2008-07-10 12:30:56 +02:00
Stefan Dösinger
6fa9f0e363
wined3d: Stencil states -> misc table.
2008-07-10 12:30:56 +02:00
Stefan Dösinger
de1b0a5c04
wined3d: Move a few more odd states to the misc state table.
2008-07-10 12:30:56 +02:00
Stefan Dösinger
e988c8bd60
wined3d: WINED3DRS_ZBIAS -> misc states.
2008-07-10 12:30:56 +02:00
Stefan Dösinger
1df66c3893
wined3d: Move the bordercolor to the fragment states.
2008-07-10 12:30:56 +02:00
Stefan Dösinger
340272bc26
wined3d: Move more fog stuff to the vertex states.
2008-07-10 12:30:55 +02:00
Francois Gouget
8320d214d4
wined3d: Move float_32_to_16() to surface_base.c which is the only place where it's used, and because it needs port.h for isinf().
2008-07-10 12:18:43 +02:00
H. Verbeet
54ae3ebfd4
wined3d: Destroy depth_blt resources in the backend's destructor.
...
No need to expose this in the interface.
2008-07-10 12:17:06 +02:00
Stefan Dösinger
ecc7b5fb18
wined3d: Move fog to the vertex states.
2008-07-09 10:49:17 +02:00
Stefan Dösinger
cd9690d9d0
wined3d: Move a few more states to the misc states.
2008-07-09 10:48:59 +02:00
Stefan Dösinger
a4c85d788a
wined3d: WINED3DRS_LASTPIXEL -> misc states.
2008-07-09 10:48:50 +02:00
Stefan Dösinger
58ef02fa69
wined3d: Alpha states -> misc pipeline states.
2008-07-09 10:48:43 +02:00
Stefan Dösinger
5f3b11e9d6
wined3d: Move wrapu to the misc states.
2008-07-09 10:48:33 +02:00
Stefan Dösinger
dd90d62356
wined3d: Move a few more states to the misc pipeline.
2008-07-09 10:48:26 +02:00
Stefan Dösinger
b4445e8b98
wined3d: Textureperspective->misc states.
2008-07-09 10:48:17 +02:00
Stefan Dösinger
cad055ae16
wined3d: Move WINED3DRS_ANTIALIAS to the misc states.
2008-07-09 10:48:08 +02:00
Stefan Dösinger
f68ac7465f
wined3d: Move pixelshader application to the fragment pipeline.
2008-07-09 10:47:59 +02:00
Stefan Dösinger
b24c409cea
wined3d: Initialize the state table before filling it.
2008-07-09 10:47:49 +02:00
H. Verbeet
a85a5ffb1b
wined3d: Store the glsl program lookup table in the backend's private data.
2008-07-09 10:42:57 +02:00
Stefan Dösinger
a2628d0423
wined3d: Move Fixed function pipeline states to the new fragment structure.
2008-07-08 21:08:54 +02:00
Stefan Dösinger
3a2743f25d
wined3d: Remove the state table from the shader backend.
2008-07-08 21:08:54 +02:00
Stefan Dösinger
2d7cdc3ec2
wined3d: Remove the DLL load init function.
2008-07-08 21:08:54 +02:00
Stefan Dösinger
94b723505f
wined3d: Communicate the atifs functions via the fragment pipeline impl.
...
Move those things out of the state table.
2008-07-08 21:08:54 +02:00
Stefan Dösinger
c15dfb87e9
wined3d: Create fragment processing state templates and select one.
...
For now the atifs selection sticks to the old rules, thus it is bound to
the available and selected shader capabilities. We may want to change that
in the future.
2008-07-08 21:08:54 +02:00
Stefan Dösinger
bdfaab5a94
wined3d: Move texture transform flag stuff to the vertex pipeline states.
2008-07-08 21:08:54 +02:00
Stefan Dösinger
68948f0c71
wined3d: Move transforms to the vertex code.
...
Some fragment pipeline implementations may want to register their own
texture transform handlers.
2008-07-08 21:08:54 +02:00
Stefan Dösinger
1f5bce3454
wined3d: indexbuffer -> misc.
2008-07-08 21:08:54 +02:00
Stefan Dösinger
b4bee02556
wined3d: Move the viewport to the vertex and misc pipeline states.
2008-07-08 21:08:54 +02:00
Stefan Dösinger
4b831a5d3e
wined3d: Move shader constants to the misc states.
2008-07-08 21:08:54 +02:00
H. Verbeet
a637fda7bf
wined3d: Store the current GLSL program in the backend's private data.
2008-07-08 10:47:30 +02:00
Stefan Dösinger
95099404d5
wined3d: Move lights to the vertex pipeline states.
2008-07-08 10:47:20 +02:00
Stefan Dösinger
298c953b25
wined3d: Move the scissor rect to the misc states.
2008-07-08 10:47:12 +02:00
Stefan Dösinger
3668f7508f
wined3d: Move clipplanes to vertex states.
2008-07-08 10:47:05 +02:00
Stefan Dösinger
eb9d3d2a8f
wined3d: Move the frontfacing state to the misc state table.
2008-07-08 10:46:57 +02:00
Stefan Dösinger
956bfca1e2
wined3d: Move material application to the vertex pipeline.
2008-07-08 10:46:50 +02:00
Stefan Dösinger
141f31f05d
wined3d: Move stream source and vshader to misc and vertex pipeline tables.
2008-07-08 10:46:42 +02:00
Stefan Dösinger
6675374dda
wined3d: Make the stream source application a regular state function.
2008-07-08 10:46:32 +02:00
Stefan Dösinger
68dec9d161
wined3d: Implement the state merger and start to use it.
2008-07-08 10:46:20 +02:00
Stefan Dösinger
98faed8ff5
wined3d: Start the state splitup.
...
The idea of this patchset is to split the monolithic state set into 3
parts, vertex processing, fragment processing and other states(depth,
stencil, scissor, ...). The states will be provided in templates which
can be (mostly) independently combined, and are merged into a single
state table at device creation time. This way we retain the advantages
of the single state table and having the advantage of separated
pipeline implementations which can be combined without any manually
written glue code.
2008-07-08 10:45:56 +02:00
Stefan Dösinger
155d3ac4cc
wined3d: Remove an unneeded atifs hack.
...
The atifs fragment processing implementation doesn't borrow a pixel shader
implementation from anywhere. It was a hack during development, but never needed.
2008-07-08 10:45:05 +02:00
Stefan Dösinger
9be8f36c2e
wined3d: Correct an off-by-one error in constant dirtification.
...
Constant numbers start at 0, and the loading loop has a for(i; i <
dirtyconsts; i++). This means that the highest dirty constant isn't
loaded correctly. Rather than replacing the < with <=, which would
make it impossible to have no dirty constant, add 1 to the dirty
constant counter.
2008-07-07 12:33:41 +02:00
Andrew Talbot
6ced8a3f55
wined3d: Remove unneeded address-of operators from function names.
2008-07-07 12:32:39 +02:00
Maarten Lankhorst
422d71f630
wined3d: Fix a deadlock that may occur during initialization.
2008-07-03 11:50:52 +02:00
H. Verbeet
4f77c29bcf
wined3d: Track depth stencil location per-surface.
...
This gets rid of depth_copy_state in the device, and instead tracks
the most up to date location per-surface. This makes things a lot
easier to follow, and allows us to make a copy when switching depth
stencils in SetDepthStencilSurface().
2008-07-03 11:50:52 +02:00
H. Verbeet
e7d0ef72ba
wined3d: Use dst_fbo to do the depth blit.
...
This makes the depth copy independent of the currently attached render
targets. This is important for the next patch because it might do a
depth copy when the render targets aren't in a valid configuration
(SetDepthStencilSurface()).
2008-07-03 11:50:51 +02:00
H. Verbeet
22421b8476
wined3d: Make sure the FBO doesn't have any depth attachments in color_fill_fbo() and stretch_rect_fbo().
...
Currently this is already true, but the next patch will break that assumption.
2008-07-03 11:50:51 +02:00
Stefan Dösinger
8d930f6009
wined3d: Restore the gamma when destroying the swapchain.
2008-07-02 12:27:05 +02:00
Stefan Dösinger
2d4d18b59d
wined3d: Delay render target activation.
...
The ActivateContext in SetRenderTarget was an old regression prevention,
but now it is time to remove it.
2008-07-02 12:25:12 +02:00
Stefan Dösinger
1c7f39ed1e
wined3d: Use CTXUSAGE_RESOURCELOAD for fb->texture reads.
...
There is no need for _BLIT usage. RESOURCELOAD should be faster.
2008-07-02 12:24:54 +02:00
Stefan Dösinger
74c5684f90
wined3d: Update the blit ortho on size changes.
...
SetupForBlit sets up the GL viewport and projection matrix for
screen-cordinate access to the framebuffer. These settings were not
updated if the other gl states were already set up for blitting. Guild
Wars reads back an offscreen rendered texture from the framebuffer,
which currently sets up CTXUSAGE_BLIT, then changes the render target,
and draws to the texture, which has to be reloaded from system memory
before it can be rendered to(since GW loaded some data into it). If the
two render targets had different size this failed.
2008-07-02 12:24:35 +02:00
Stefan Dösinger
c4eae160d7
wined3d: RENDERTARGET | AUTOGENMIPMAP are compatible.
...
The test used D3DPOOL_MANAGED which is mutually exclusive with
RENDERTARGET usage, thus the call failed.
2008-07-02 12:24:12 +02:00
H. Verbeet
d5a8875b93
wined3d: Extract an attach_depth_stencil_fbo() function.
...
The idea is to make setting depth attachments a bit more consistent
with set_render_target_fbo()/attach_surface_fbo(). I've also got an
upcoming patch in my tree that needs this.
2008-07-02 11:37:31 +02:00
H. Verbeet
a1a14fb2c3
wined3d: Get rid of a redundant local variable.
2008-07-02 11:37:25 +02:00
H. Verbeet
d76de4eede
wined3d: Specify the GLSL language version our shaders are written to.
...
This prevents some driver warnings when using language features from
1.20, like "first class arrays".
2008-07-01 12:26:05 +02:00
H. Verbeet
d5cbb8375e
wined3d: Use ModifyLocation() to force a reload on color key change.
...
Just unsetting SFLAG_INTEXTURE doesn't work for FBOs because the
drawable and texture are the same there (and ModifyLocation() is the
correct way to do this anyway). Fixes another ddraw test failure with
FBO ORM.
2008-07-01 12:25:54 +02:00
H. Verbeet
8d6dc9daa7
wined3d: Move setting a palette up a couple of lines in BltOverride().
...
This prevents a few failures in the ddraw tests when using FBOs due to
using P8 surfaces without a palette set.
2008-06-30 12:47:34 +02:00
H. Verbeet
469e791f00
wined3d: Invert "upsidedown" in fb_copy_to_texture_direct() and fb_copy_to_texture_hwstretch() rather than BltOverride().
...
This inversion is specific to the blit implementation being used,
stretch_rect_fbo() doesn't need it.
2008-06-30 12:47:25 +02:00
H. Verbeet
90b7efe2c4
wined3d: Delete depth_blt_texture on IWineD3DDeviceImpl_Uninit3D().
2008-06-27 11:10:11 +02:00
H. Verbeet
ad59eaf998
wined3d: Report WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING.
...
As far as I can tell we support post ps blending in combination with
MRTs fine. Tabula Rasa needs this cap in order to enable some of the
higher graphics settings.
2008-06-27 11:10:04 +02:00
Francois Gouget
756b401f8d
wined3d: Add a trailing '\n' to a couple of shader_addline() calls.
2008-06-26 21:08:35 +02:00
H. Verbeet
c433562a68
wined3d: Explicitly enable depth buffer writing in depth_blt().
...
This prevents conflicts with WINED3DRS_ZWRITEENABLE.
2008-06-25 10:43:08 +02:00
H. Verbeet
ebcb5f23a1
wined3d: Half float formats need ARB_TEXTURE_FLOAT as well.
...
Currently we only check if ARB_HALF_FLOAT_PIXEL is supported. This is
not enough, we need ARB_TEXTURE_FLOAT as well. This fixes some errors
when running the d3d9 visual test with Mesa swrast.
2008-06-23 12:55:08 +02:00
H. Verbeet
02a2ba9d2f
wined3d: Report post pixelshader blending on WINED3DFMT_A16B16G16R16F.
2008-06-23 12:55:02 +02:00
Roderick Colenbrander
ee3bbccf6e
wined3d: Update the Nvidia driver version to 173.41 and also put it in the right format e.g. 7.15.11.7341 instead of 7.15.10.17341.
2008-06-23 12:53:45 +02:00
H. Verbeet
e081d69bc1
wined3d: Report WINED3DFMT_FLAG_FILTERING on WINED3DFMT_D24X8.
...
We report this for WINED3DFMT_D24S8, so there should be no reason
WINED3DFMT_D24X8 can't do it. Fixes a regression in 3DMark06.
2008-06-20 11:20:05 +02:00
H. Verbeet
c835b00a36
wined3d: Handle depth formats like any other format in CheckDeviceFormat.
...
Currently depth formats are handled separately from the other formats,
but depth formats can support things like filtering as well, so we
should check those caps as well.
2008-06-20 11:19:58 +02:00
H. Verbeet
a6fa6a4a31
wined3d: Use gl_Color and gl_SecondaryColor to support more varyings in SM3.0 shaders.
...
SM3.0 requires 10 4 component float varyings for passing stuff between
vertex and pixel shaders. GF7 and earlier report 8 generic varyings +
gl_Color and gl_SecondaryColor in GLSL. This patch allows us to use
gl_Color and gl_SecondaryColor to get 2 extra varyings, which some
games, like C&C3 with highest gfx settings, require.
2008-06-19 11:47:52 +02:00
H. Verbeet
4a4ab5f2ae
wined3d: Add support for ARB_color_buffer_float.
2008-06-19 11:47:34 +02:00
Roderick Colenbrander
88b4f29222
wined3d: Add a Geforce9 driver version (right now garbage is returned).
2008-06-18 15:21:56 +02:00
Stefan Dösinger
535e61892c
wined3d: Only read back offscreen targets on a target change.
...
This avoids calling PreLoad needlessly on a thread change during offscreen
rendering and breaks up the endless recursion due to lastTID != newTID.
2008-06-13 10:15:48 +02:00
Stefan Dösinger
78d963039b
wined3d: Do not PreLoad the new render target.
...
There is no reason to do that, now that the SetGLTextureDesc bug is
fixed. This avoids an infinite recursion because PreLoad calls
ActivateContext at some point.
2008-06-13 10:15:26 +02:00
Stefan Dösinger
6ab3d17104
wined3d: Remove a broken AddDirtyRect call.
2008-06-13 10:15:02 +02:00
Roderick Colenbrander
b73b2eca47
wined3d: Update ATI GPUs.
2008-06-09 12:40:22 +02:00
Roderick Colenbrander
38a98f6789
wined3d: Update nvidia GPUs.
2008-06-09 12:40:10 +02:00
Stefan Dösinger
2173fde722
wined3d: Avoid float->string conversion in arb shaders.
2008-06-06 10:28:24 +02:00
Roderick Colenbrander
0ca7d443ac
wined3d: Add a WineD3D_ChoosePixelFormat line.
2008-06-03 11:17:27 +02:00
Roderick Colenbrander
042d0394dc
wined3d: Add a registry key to allow/disallow multisampling.
...
Right now it is set to disabled due to an Nvidia GLXBadDrawable
bug. Second there is some issue (driver bug too?) in FBO mode.
2008-06-03 11:17:09 +02:00
Stefan Dösinger
cd7825c893
wined3d: Hardcode local constants with glUniform4fvARB.
2008-06-03 11:13:59 +02:00
Stefan Dösinger
e4413f2012
wined3d: Give local constants a shader type prefix.
2008-06-03 11:13:09 +02:00
H. Verbeet
35bdc00479
wined3d: Set the surface location to SFLAG_INSYSMEM for depth stencils on Reset.
2008-06-03 11:11:44 +02:00
H. Verbeet
3687207a04
wined3d: Fix WINED3DTOP_MULTIPLYADD for ATI cards.
2008-06-03 11:11:30 +02:00
H. Verbeet
8e6c7aaf1f
wined3d: Fix the nvrc implementation of WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP.
2008-05-27 12:04:22 +02:00
H. Verbeet
e891a9938a
wined3d: Add WINED3DTOP_ADDSIGNED2X to debug_d3dtop().
2008-05-27 12:04:11 +02:00
Andrew Talbot
c58e59f40f
wined3d: Remove unneeded "extern" from function definition.
2008-05-22 11:29:05 +02:00
Roderick Colenbrander
bd5c02e245
wined3d: Request a WGL depth stencil capable pixel format by default until we have proper SetDepthStencilSurface support.
2008-05-19 20:20:35 +02:00
Alexander Dorofeyev
2027b0587d
wined3d: Only copy front buffer to screen in gdi RealizePalette.
2008-05-14 21:51:14 +02:00
Alexander Dorofeyev
a25651138a
wined3d: Activate context for the right target in surface_blt_to_drawable.
2008-05-12 13:27:44 +02:00
Alexander Dorofeyev
e1c60caa42
wined3d: glFlush when updating front buffer.
...
Fixes screen not updating or getting updated inconsistently when apps blit to
front buffer or lock it when RenderTargetLockMode=readtex, as happens in e.g.
Red Alert 2 and also in p8_primary_test in ddraw tests.
2008-05-12 13:27:40 +02:00
Andrew Talbot
aeb3ba2869
wined3d: Remove test for value of unsigned variable being less than zero.
2008-05-12 11:42:17 +02:00
Ben Mayhew
a3f503f876
wined3d: Only display Missing vbo streams fixme once.
2008-05-12 11:41:59 +02:00
Alexander Dorofeyev
b8a5742358
wined3d: Set alpha to index even when there is no palette.
...
Fixes a failure in p8_primary_test when running with opengl ddraw renderer.
2008-05-09 11:20:01 +02:00
Alexander Dorofeyev
6d86e7f861
wined3d: Use source colorkey when passed KEYSRC or KEYSRCOVERRIDE.
...
Fixes failure in p8_primary_test when using opengl ddraw renderer.
2008-05-09 11:19:39 +02:00
Francois Gouget
633ee950a1
Assorted spelling fixes.
2008-05-07 12:07:11 +02:00
Francois Gouget
42a61d7ed7
Assorted spelling fixes.
2008-05-06 16:10:20 +02:00
Roderick Colenbrander
7b5561cbb8
wined3d: Allow stencil support when it wasn't requested on broken drivers.
2008-05-05 21:03:39 +02:00
Roderick Colenbrander
e3b662bb20
wined3d: At the start of RemoveContextFromArray numContexts is decreased by 1, the loop which loops through the whole array doesn't take this into account.
...
Discovered by Peter Oberndorfer.
2008-05-05 12:53:52 +02:00
Roderick Colenbrander
cb0f0af131
wined3d: We don't want double buffering in pbuffer mode.
2008-05-01 18:11:26 +02:00
Roderick Colenbrander
96c770d9bf
wined3d: In window mode (!pbuffer) we want both a window drawable format and double buffering.
2008-05-01 18:11:26 +02:00
Roderick Colenbrander
02bab6edbe
wined3d: Fix typo in pixel format trace.
2008-05-01 18:11:26 +02:00
Alexandre Julliard
dad21bbcbf
makefiles: List the static libraries as normal imports instead of extra libs.
2008-04-30 14:23:55 +02:00
Andrew Talbot
0de14c37e5
wined3d: Remove unused variables.
2008-04-30 10:25:47 +02:00
Roderick Colenbrander
628e4eece3
wined3d: Add multisampling support.
2008-04-30 10:23:25 +02:00
Roderick Colenbrander
4428cc32de
wined3d: Fix a few small bugs in WineD3D_ChoosePixelFormat.
2008-04-29 12:47:07 +02:00
Roderick Colenbrander
34d06a5e96
wined3d: Also use WineD3D_ChoosePixelFormat for pbuffers.
2008-04-28 13:27:51 +02:00
Roderick Colenbrander
a38e5a95ef
wined3d: Let WineD3D_ChoosePixelFormat operate on the pixel format database we store at WineD3D startup.
2008-04-28 13:27:51 +02:00
Roderick Colenbrander
31dc00a073
wined3d: Store more information about pixel formats. This is needed for some WineD3D_ChoosePixelFormat restructuring.
2008-04-28 13:27:51 +02:00
Roderick Colenbrander
ec5400b4f8
wined3d: Split WGL pixel format selection code off from CreateContext.
2008-04-28 13:27:51 +02:00
Stefan Dösinger
663bfb773c
wined3d: Remove an unused variable.
2008-04-24 22:10:08 +02:00
Stefan Dösinger
9b25935757
wined3d: Fix DP2ADD in GLSL.
...
DP2ADD returns a scalar, and fglrx (correctly) complains that it can't
assign that to a 3 component vector.
2008-04-24 22:09:47 +02:00
Stefan Dösinger
dc07ddb531
wined3d: Fix the GL_ATI_separate_stencil codepath.
...
glStencilFuncSeparateATI does not take a face argument, instead it
sets the front and back facing functions at once. This means the
renderstate_stencil_twosided helper function is somewhat pointless for
this extension.
2008-04-24 22:09:36 +02:00
Stefan Dösinger
bcb0f7cc22
wined3d: More fglrx spam.
2008-04-24 22:09:21 +02:00
Roderick Colenbrander
f0307d9366
wgl: Add a wine specific WGL extension which allows you to change the pixel format multiple times.
2008-04-24 12:32:38 +02:00
Stefan Dösinger
9ee7e42de8
wined3d: Call activate_dimensions from the atifs code.
2008-04-24 11:54:28 +02:00
Stefan Dösinger
5d49dea373
d3d9: Add a test for NP2 stretchrect.
2008-04-24 11:43:18 +02:00
Stefan Dösinger
1c9f1f8ddd
wined3d: Support framebuffer reading from texture_rectangle sources.
2008-04-24 11:43:18 +02:00
Stefan Dösinger
e3bd5b6dcd
wined3d: Use the shader backend to enable / disable atifs and nvts.
...
The previous logic assumed that if NVTS or ATIFS are available they
will be used. This happens to be true for NVTS, but ATIFS is only used
if neither ARBFP nor GLSL are supported. This breaks fixed function
fragment processing on ATI r300 and newer cards
2008-04-24 11:37:17 +02:00
Austin English
c531e2abdb
Spelling fixes.
2008-04-23 12:31:07 +02:00
Austin English
6e59cd2c34
Spelling fixes.
2008-04-22 12:20:12 +02:00
David Adam
7df193676e
wined3d: Fix a possible null dereference.
2008-04-21 16:54:00 +02:00
Alexander Dorofeyev
35979b920a
wined3d: Prevent console spamming in drawPrimitive.
2008-04-21 14:22:42 +02:00
Alexander Dorofeyev
db36665be5
wined3d: Add missing check for p8 primary in surface_download_data.
2008-04-21 14:22:35 +02:00
Roderick Colenbrander
f2753d7189
wined3d: Add palette re-upload support for cards with hardware palette support.
...
Before it was broken and when it worked it was slow due to unneeded
gpu -> cpu -> gpu copying.
2008-04-21 13:36:19 +02:00
Marcus Meissner
8d8b7ffbc7
wined3d: Handle out of array bounds state.
2008-04-17 11:40:39 +02:00
Jörg Höhle
b36d4a1d51
wined3d: Fix missing break inside switch in SetAutoGenFilterType.
2008-04-14 23:50:13 +02:00
Chris Robinson
fd823fc2d2
wined3d: Check for NULL vertex declarations.
2008-04-09 12:17:35 +02:00
Stefan Dösinger
3e5899b38d
d3d9: Some Windows drivers set undefined attributes to 0.0.
2008-04-09 11:55:22 +02:00
Stefan Dösinger
fb8fde81d1
wined3d: Disable blending when clearing.
2008-04-09 11:53:44 +02:00
Stefan Dösinger
481bcdfe2a
wined3d: Disable MAG filters on formats that do not support them.
2008-04-09 11:53:35 +02:00
Stefan Dösinger
a22203adeb
wined3d: Make the mag filter lookup a separate array.
...
This makes it easier to make this a per texture / per adapter property.
Somewhen we should rename the remaining lookup type in the general
lookup table to wraplookup.
2008-04-09 11:48:30 +02:00
Stefan Dösinger
0cbd08b2b9
wined3d: Disable texture filtering on textures that do not support it.
...
OpenGL always offers filtering on all formats, and if the hardware
doesn't support it the driver falls back to software. Direct3D on the
other hand silently disables filtering, so that's what we should do too.
2008-04-09 11:48:13 +02:00
Stefan Dösinger
4bb54a1ab7
wined3d: Make the min mip lookup type a texture property.
2008-04-09 11:47:58 +02:00
Stefan Dösinger
98b56c3ff0
wined3d: Report D3DUSAGE_QUERY_WRAPANDMIP support.
2008-04-09 11:47:49 +02:00
Stefan Dösinger
67e0943ba3
wined3d: Store the number of aux buffers in the context.
2008-04-09 11:47:24 +02:00
Alexander Dorofeyev
7c8b8e0a93
wined3d: Set isInDraw later in drawPrimitive.
...
This should fix the problem that in LoadLocation SFLAG_INTEXTURE path gl calls
can be made without activating context, due to isInDraw checks.
2008-04-08 13:20:34 +02:00
Stefan Dösinger
df2b1bea63
wined3d: Mark the SYSMEM copy outdated after releasing memory.
...
Strictly speaking this is redundant because the UnLoad before did the
job, but if we mess with the allocated memory we have to tell the
surface about that. Updating INDRAWABLE will automatically mark SYSMEM
outdated.
2008-04-08 11:59:46 +02:00
Stefan Dösinger
0de167db9e
wined3d: Put implicit surfaces into drawable on unload.
...
If we mark the sysmem copy up to date we would have to take care about
allocating it. As explained in the comment, INDRAWABLE is a saner
choice
2008-04-08 11:59:28 +02:00
Rico Schüller
a44da70d63
wined3d: Improve drawStridedInstanced().
2008-04-07 21:20:07 +02:00
Rico Schüller
73d98ccd4e
wined3d: Filter out invalid stuff in SetStreamSourceFreq().
2008-04-07 21:19:57 +02:00
Alexander Dorofeyev
65f9abc88d
wined3d: Move PreLoad to avoid calling it with gl lock held.
2008-04-07 21:18:47 +02:00
Alexander Dorofeyev
7f2257ca55
wined3d: Add device->isInDraw checks in LoadLocation.
...
Prevents calling ActivateContext while holding gl lock, e.g. when preloading
texture in sampler().
2008-04-07 21:18:36 +02:00
Alexander Dorofeyev
71ca80355d
wined3d: move ENTER_GL in IWineD3DDeviceImpl_Init3D.
2008-04-07 21:18:28 +02:00
Alexander Dorofeyev
b949190dcd
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DOcclusionQueryImpl_Issue.
2008-04-07 21:18:18 +02:00
Alexander Dorofeyev
93fefdf94d
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DEventQueryImpl_Issue.
2008-04-07 21:18:12 +02:00
Alexander Dorofeyev
84553fd864
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DEventQueryImpl_GetData.
2008-04-07 21:18:06 +02:00
Alexander Dorofeyev
2711b84601
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DOcclusionQueryImpl_GetData.
2008-04-07 21:18:00 +02:00
Alexander Dorofeyev
f24289e49a
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DQueryImpl_Release.
2008-04-07 21:17:55 +02:00
Alexander Dorofeyev
5ccf91b705
wined3d: LEAVE_GL when exiting with error in tesselate_rectpatch.
2008-04-07 21:17:49 +02:00
Alexander Dorofeyev
2157c7d76c
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DDeviceImpl_ResourceReleased.
2008-04-07 21:17:37 +02:00
Alexander Dorofeyev
a2017f4f21
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DDeviceImpl_ColorFill.
2008-04-07 21:17:31 +02:00
Alexander Dorofeyev
7c261553d0
wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DDeviceImpl_Uninit3D.
2008-04-07 21:17:26 +02:00
Alexander Dorofeyev
29b38bc886
wined3d: Implement CONVERT_RGB32_888 conversion.
2008-04-07 21:17:15 +02:00
Alexander Dorofeyev
2f9e8a901c
wined3d: Don't copy the extra line.
...
biSizeImage has an extra line added to it, and passing it to memcpy can cause a
crash.
2008-04-07 21:17:06 +02:00
Francois Gouget
8a18e0e43a
Assorted spelling fixes.
2008-04-07 13:36:18 +02:00
Roderick Colenbrander
f04d870a8d
wined3d: Remove a PBO when a converted surface is detected.
...
This can happen e.g. when suddenly color keying is activated and at
some stages we don't know if we will need conversion at PBO creation
time.
2008-04-07 12:05:54 +02:00
Roderick Colenbrander
0efefef34b
wined3d: Use the render target its palette when performing a texture copy as the texture doesn't hold one.
2008-04-07 12:05:39 +02:00
Allan Tong
a68637b59b
wined3d: Call ActivateContext before any gl call in IWineD3DSurfaceImpl_Release.
2008-04-04 11:43:50 +02:00
Stefan Dösinger
03bacf7247
wined3d: Advertise shader emulation of bumpmap formats.
2008-04-04 11:05:07 +02:00