Previously the surfaces stored a flag if the system memory copy was
ahead of the gl copy(SFLAG_DIRTY) or the gl copy is
ahead(SFLAG_GLDIRTY). The pbuffer copy was 'managed' differently using
SFLAG_INPBUFFER and SFLAG_INTEXTURE.
This patch replaces them with 3 flags, INSYSMEM, INPBUFFER and
INTEXTURE which specify which copy contains the most up to date
copy. It is perfectly valid to have more than one of those flags
set. One must be set at least (except at init, when no content is in
the surface yet). When one copy is modified, the flags for the others
are removed.
- Separate allocation and uploading of textures.
- Move common code for allocating, uploading and downloading textures
into separate functions.
- Set the correct format and type for DXT textures.
On nVidia cards the value of GL_MAX_TEXTURE_UNITS is generally not
larger than 4. In Direct3D that would correspond to
MaxSimultaneousTextures in the caps, rather than MaxTextureBlendStages
(which can be much larger) to which it currently corresponds in
wined3d. Using register combiners we can get around that limitation
and get up to GL_MAX_GENERAL_COMBINERS_NV (typically 8) texture
stages. This patch adds code for doing the texture operations with
register combiners instead of ARB_texture_env_combine or
NV_texture_env_combine4, but doesn't make use of that code yet. That's
what the next patch will do.
Implement some basic opengl accelerated blts from and to render
targets. It's not perfect yet, but enought to make some D3D apps
happy. For now the only supported operations are:
- Full screen back -> Front buffer: Just call present
- Offscreen surface -> render target
- Render target -> offscreen surface(slow)
- render target colorfill
- add missing GL type and make GL cfg entries for A16B16G16R16
- correct L16 type to UNSIGNED_SHORT (..16 = short, not byte)
- change internal format for X8R8G8B8 from GL_RGB to GL_RGB8 which
seems more correct