Stefan Dösinger
0dc0444c14
wined3d: Reinstall the G16R16F format surface load fixup.
...
We cannot remove this because we still have to load the surface as
RGB. The shader may take care of setting the blue channel to 1.0 now,
but we still get the red and green channels loaded incorrectly if we
don't insert a blue channel before loading.
2008-12-16 14:32:11 +01:00
Stefan Dösinger
199a3468bf
wined3d: Fake GL_ARB_multitexture.
2008-12-16 14:31:25 +01:00
Henri Verbeet
74acbf9c16
wined3d: Get rid of vcheckGLcall.
...
Everywhere it's used a regular checkGLcall will do just as well.
2008-12-04 12:00:29 +01:00
Stefan Dösinger
e04556bb16
wined3d: Fix D3DFMT_R32F, R16F, G16R16F, ... in the pixel shader.
...
This allows us to drop the load time conversion and the clear
readback hack and replaces it with a color fixup in the fixed
function pipeline replacement.
2008-12-04 12:00:15 +01:00
Henri Verbeet
89139b7589
wined3d: Make shader texture format fixups more generic.
...
Based on a patch by Stefan Dösinger. This is more flexible, and allows
the shader backend implementation to be simpler, since it doesn't have
to know about specific formats. The next patch makes use of this.
2008-12-04 11:59:58 +01:00
Henri Verbeet
b451048eb7
wined3d: Move GlPixelFormatDesc to wined3d_private.h where it belongs.
...
Also remove the silly typedef.
2008-12-04 11:59:06 +01:00
Henri Verbeet
2acf8d7947
wined3d: Rename resource functions to reflect that they're not COM functions.
2008-12-03 09:47:26 +01:00
Alexandre Julliard
9c306e9871
wined3d: Make some functions and variables static.
2008-12-02 15:31:17 +01:00
Andrew Talbot
33e0d1610a
wined3d: Sign-compare warnings fix.
2008-12-02 14:12:39 +01:00
Henri Verbeet
c7880e8916
wined3d: Make minMipLookup_noFilter and magLookup_noFilter const.
...
Note that minMipLookup and magLookup aren't particularly safe to use,
they're global arrays initialized from IWineD3DImpl_FillGLCaps(). The same
goes for the other global dynamic lookup tables.
2008-11-28 12:53:57 +01:00
Henri Verbeet
4cea13dec7
wined3d: Const correctness fixes for surface.c.
2008-11-26 12:05:27 +01:00
Henri Verbeet
f552c90c30
wined3d: Make some functions static.
2008-11-25 13:37:55 +01:00
Henri Verbeet
f0a816e8cb
wined3d: Slightly reduce the scope of fragment_palette_conversion.
2008-11-25 13:37:50 +01:00
Henri Verbeet
49b55f677e
wined3d: Don't call IWineD3DSurfaceImpl_GetData() from surface_gdi.c.
2008-11-25 13:37:45 +01:00
Henri Verbeet
b4f0b5bdd0
wined3d: Const correctness fixes.
2008-11-25 13:37:39 +01:00
Francois Gouget
c0e271c4de
wined3d: Remove WINAPI on static functions where not needed.
2008-11-25 11:49:57 +01:00
Christian Costa
632d34651f
wined3d: Implement CONVERT_CK_RGB24 in d3dfmt_convert_surface.
2008-11-24 14:18:41 +01:00
Henri Verbeet
29f2fefc2b
wined3d: Fix the cube map coordinates in surface_blt_to_drawable().
...
I don't see how this can ever have worked properly.
2008-11-19 14:22:29 +01:00
Stefan Dösinger
620a423b22
wined3d: Kill the GL_ATI_envmap_bumpmap code.
...
GL_ATI_envmap_bumpmap provides two things: Signed V8U8 pixel formats,
and bump mapping. The extension is only supported on fglrx, and this
driver also supports GL_ARB_fragment_program. Thus the bump mapping
code is never used on any driver out there. Furthermore, if it is
used, it tends to crash the driver
The signed pixel format is used, as it can be used by pixel shaders or
the ARBfp replacement. However, the format is broken in fglrx, and
negative values are clamped to 0.0. This results in test
failures. WineD3D has an alternative codepath using scale+bias to
enable V8U8 using a standard signed RGB which works correctly on
fglrx.
2008-11-04 11:41:14 +01:00
Henri Verbeet
d262752aea
wined3d: Handle lack of NPOT support for depth blts.
2008-10-29 11:52:06 +01:00
Henri Verbeet
80818bfc8d
wined3d: Support some more depth blt texture types in surface_depth_blt().
2008-10-29 11:52:01 +01:00
Henri Verbeet
437b342424
wined3d: Pass explicit texcoords to depth blt.
2008-10-28 12:33:27 +01:00
Henri Verbeet
57401fcab2
wined3d: Pass the texture type to the shader depth blt function.
2008-10-28 12:33:18 +01:00
Henri Verbeet
4034a29f19
wined3d: Move depth_blt to surface.c.
2008-10-28 12:33:13 +01:00
Roderick Colenbrander
b98a7b5082
wined3d: Fix recursive ENTER_GL in LoadLocation.
2008-10-20 11:38:19 +02:00
Roderick Colenbrander
e5ed8edb89
wined3d: Fix a recursive ENTER_GL in read_from_framebuffer.
2008-10-20 11:38:11 +02:00
Roderick Colenbrander
5163a360e0
wined3d: arbfp_blit_unset should call ENTER_GL/LEAVE_GL instead of the caller.
2008-10-20 11:37:46 +02:00
Roderick Colenbrander
8a002b09c1
wined3d: arbfp_set_shader_blit should handle ENTER_GL/LEAVE_GL instead of the caller.
2008-10-20 11:37:38 +02:00
Alexandre Julliard
6cfef95ce7
wined3d: Convert source files to utf-8.
2008-10-18 19:21:20 +02:00
Henri Verbeet
231e2c60b5
wined3d: The container is always non-NULL if GetContainer() succeeds.
2008-10-16 12:35:34 +02:00
Henri Verbeet
f5fbfe47d7
wined3d: Handle offscreen rendering a bit nicer in surface_blt_to_drawable().
2008-10-16 12:35:09 +02:00
Henri Verbeet
e22bda24c6
wined3d: Simplify texture target handling in surface_blt_to_drawable().
2008-10-15 15:22:11 +02:00
Henri Verbeet
c777f962a2
wined3d: We only need to enable texturing for a target if we're going to draw with it (without a shader).
...
Also, these enables cause problems if they're done while the context
is setup for blitting.
2008-10-15 15:22:06 +02:00
Henri Verbeet
a98b19cef5
wined3d: Pass the correct RECT to LoadLocation() in LockRect().
2008-10-10 12:27:21 +02:00
Henri Verbeet
eaf2474003
wined3d: Split SetGlTextureDesc() up.
...
This creates a function for setting the texture name and one for
setting the texture target. The idea is that the texture target should
get set right after the surface is created, and won't change, while
generating a texture name can wait.
2008-09-25 11:52:42 +02:00
Henri Verbeet
254349fb4d
wined3d: Remove the "Wine 1.0 safety path".
2008-09-24 12:53:29 +02:00
Roderick Colenbrander
c13b3f6179
wined3d: Re-add a comment which got lost.
2008-09-22 12:20:42 +02:00
Stefan Dösinger
2e6717ab79
wined3d: Initialize standalone surface parameters.
2008-09-22 12:20:13 +02:00
Henri Verbeet
45820046e8
wined3d: Create a FBO for each combination of render targets and depth stencil.
...
The main reason for this change is crappy performance for reconfiguring FBOs.
2008-09-19 11:30:00 +02:00
Henri Verbeet
a269236649
wined3d: Move FBO handling functions to context.c.
2008-09-19 11:29:13 +02:00
Henri Verbeet
99981f2604
wined3d: Remove some assumptions that PreLoad() will always bind the texture.
2008-09-17 20:49:38 +02:00
Henri Verbeet
53a7951230
wined3d: Clarify a comment.
2008-09-17 20:49:33 +02:00
Henri Verbeet
147ec1a1a4
wined3d: Use the internal format for renderbuffer storage.
...
Note that using GL_DEPTH_COMPONENT instead of eg. GL_DEPTH_COMPONENT24
will work, but will create a renderbuffer with the format of the
onscreen depth buffer.
2008-09-16 22:34:03 +02:00
Henri Verbeet
047e42da08
wined3d: Improve a TRACE.
2008-09-16 22:33:46 +02:00
Henri Verbeet
81effcf30d
wined3d: Set the viewport to the texture size in depth_blt().
2008-09-05 10:50:55 +02:00
Alexander Dorofeyev
78312704d9
wined3d: Remove obsolete code & ModifyLocation TODO.
...
This fbo logic appears to have already been implemented in ModifyLocation.
2008-09-04 12:29:57 +02:00
Alexander Dorofeyev
1bcd6e4508
wined3d: Get rid of gl buffer variable in BltOverride.
...
Uses This == dstSwapchain->frontBuffer instead as suggested by Henri Verbeet.
2008-09-04 12:29:50 +02:00
Alexander Dorofeyev
7c38816819
wined3d: Remove glDrawBuffer calls in BltOverride.
...
Handled in ActivateContext, must be remains of pre-context management code.
2008-09-04 12:29:42 +02:00
Alexander Dorofeyev
5c7f2906ee
wined3d: Make the condition to enter p8 conversion shader path more strict.
...
This prevents shader path from being entered for an offscreen surface
when there is p8 render target and fixes failures in ddraw visual test
(with opengl rendering and RTL_READDRAW mode) and visual glitches in
Red Alert.
2008-09-04 12:29:35 +02:00
Alexander Dorofeyev
e13d0efb01
wined3d: Remove glFlush in RealizePalette.
...
glFlush was added to surface_blt_to_drawable some time ago, which is a
more general fix and makes this one superfluous.
2008-09-03 13:14:52 +02:00