Commit Graph

2703 Commits

Author SHA1 Message Date
Henri Verbeet a6917b143d wined3d: Use IDL to generate wined3d.h. 2008-11-25 13:37:22 +01:00
Stefan Dösinger 2f98fce9cf wined3d: Put the ps compile parameters into the glsl program hashmap.
This avoids the double search for a pixel shader. The pixel shader
compilation parameter structure is recorded in the GLSL program
hashmap, together with the WineD3D pixel shader.
2008-11-25 13:07:23 +01:00
Stefan Dösinger 33482a732e wined3d: Enable blue = 1.0 fixup for D3DFMT_V8U8.
The dx7 sdk demos need this.
2008-11-25 13:07:14 +01:00
Stefan Dösinger 0bf32b12f5 wined3d: Add the ability to duplicate GL pixel shaders.
Some stateblock parameters have to be compiled into the GL pixel
shader code, like lines for pixelformat fixups. This leads to problems
when applications switch those settings, requiring a recompilation of
the shader. This patch enables wined3d to have multiple GL shaders for
a D3D shader(pixel shaders only so far) to handle this more
efficiently.
2008-11-25 13:07:03 +01:00
Stefan Dösinger aed9305c78 wined3d: Store shader IDs in the vs and ps impl structures. 2008-11-25 13:06:45 +01:00
Stefan Dösinger dd8905543b wined3d: Pass some stateblock values around directly.
This was suggested by Ivan quite a while ago, and we need it to better
handle conflicting texture format corrections and similar stateblock
value changes which until now required a recompilation of the entire
shader
2008-11-25 13:06:35 +01:00
Stefan Dösinger ff767f4984 wined3d: Make the shader backend call CompileShader.
A number of considerations contribute to this:

1) The shader backend knows best which shader(s) it needs. GLSL needs
both, arb only one
2) The shader backend may pass some parameters to the compilation
code(e.g. which pixel format fixup to use)
3) The structures used in (2) are different in vs and ps, so a
baseshader::Compile won't work
4) The structures in (2) are wined3d-private structures, so
having a public method in the vtable won't work(its a bad idea
anyway).
2008-11-25 13:06:23 +01:00
Francois Gouget c0e271c4de wined3d: Remove WINAPI on static functions where not needed. 2008-11-25 11:49:57 +01:00
Roderick Colenbrander 273357264a wined3d: Add registry key for overriding the pci vendor id. 2008-11-24 14:52:32 +01:00
Roderick Colenbrander 52d59718c7 wined3d: Add registry key for overriding pci device id. 2008-11-24 14:52:25 +01:00
Vincent Pelletier f442bafb8a wined3d: Add detection for NVIDIA's GTX 280. 2008-11-24 14:41:58 +01:00
Christian Costa 632d34651f wined3d: Implement CONVERT_CK_RGB24 in d3dfmt_convert_surface. 2008-11-24 14:18:41 +01:00
Andrew Talbot fdba8b8593 wined3d: Sign-compare warnings fix. 2008-11-21 11:29:12 +01:00
Henri Verbeet ba78f072e2 wined3d: Remove some unused code. 2008-11-20 14:25:11 +01:00
Henri Verbeet 8899f3412b wined3d: wined3d_gl.h should be internal to wined3d. 2008-11-20 14:24:56 +01:00
Stefan Dösinger 5c79a9f437 wined3d: Rename the fragment ffp desc structures.
This reflects the fact that they describe the fragment pipeline.
The vertex pipeline will use its own structures.
2008-11-20 12:17:45 +01:00
Stefan Dösinger cd011661e6 d3d9: Test psize_min vs psize_max vs psize behavior.
Add a test that checks what happens if D3DRS_POINTSIZE, D3DRS_POINTSIZE_MIN
and POINTSIZE_MAX have conflicting values. D3DRS_POINTSIZE_MAX trumps
D3DRS_POINTSIZE_MIN, and both MIN and MAX clamp the D3DRS_POINTSIZE value if it is
outside of their range.
2008-11-20 12:17:18 +01:00
Stefan Dösinger 234e995bdc wined3d: Make sure the arbfp pipeline replacement constants are loaded.
The code here skipped constant loading when a pixel shader was in use,
and only reloaded them on ffp use if the shader implementation used
ARB too. This way a e.g. texfactor change could get lost if GLSL
shaders are used, and the texfactor changed while a pixel shader was
in use.
2008-11-20 12:16:57 +01:00
Henri Verbeet 495fcc72a6 wined3d: Avoid using a stack buffer in a few places in shader_hw_map2gl(). 2008-11-19 14:22:49 +01:00
Henri Verbeet 9b118cc345 wined3d: Give mov & mova their own handler. 2008-11-19 14:22:41 +01:00
Henri Verbeet bd427f58a0 wined3d: Make it more obvious the pshader path in shader_hw_map2gl() doesn't handle opcodes without parameters. 2008-11-19 14:22:34 +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
Roderick Colenbrander f571ecd23c wined3d: Add two missing D3D8/D3D9 capabilities. 2008-11-10 12:57:30 +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
Stefan Dösinger a8497a5545 wined3d: Fix the num blend values -> type match. 2008-11-04 11:40:37 +01:00
Michael Stefaniuc efeab9d200 wined3d: Use the integer variant of zero instead of casting "0.0". 2008-11-04 11:26:05 +01:00
Stefan Dösinger 93af8d3631 d3d: Do not restore the display mode in ddraw. 2008-11-03 13:34:13 +01:00
Stefan Dösinger 8b38533f69 wined3d: Restore the fragment replacement prog after depth_blt.
The current code properly enabled/disabled GL_ARB_fragment_program
after a depth blit, but it did not restore the bound fragment program
properly. This leads to problems if a depth blit was done between two
draws without any change of the fragment processing settings.
2008-11-03 13:34:13 +01:00
Henri Verbeet b11dd54258 wined3d: Remove another redundant NULL check (LLVM/Clang). 2008-11-03 11:49:46 +01:00
Henri Verbeet dfde4c91e0 wined3d: vertexshader should never be NULL in generate_param_reorder_function() (LLVM/Clang). 2008-11-03 11:49:41 +01:00
Henri Verbeet 373a43442d wined3d: Remove a FIXME that doesn't apply anymore. 2008-11-03 11:49:20 +01:00
Henri Verbeet 6e1b7333e6 wined3d: Print an error when drawStridedSlowVs() is called with 0 idxSize and non-NULL idxData (LLVM/Clang). 2008-10-31 12:58:43 +01:00
Henri Verbeet c090471a49 wined3d: Properly break in get_argreg() (LLVM/Clang). 2008-10-31 12:58:37 +01:00
Henri Verbeet 795c4a77aa wined3d: Handle projected cube textures. 2008-10-29 11:52:11 +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 17ab7f6b83 wined3d: Support some more depth blt texture types for arb programs. 2008-10-29 11:51:54 +01:00
Tobias Jakobi f4e0dec42e wined3d: Fix typo in baseshader.c. 2008-10-28 13:26:01 +01:00
Henri Verbeet c52a55d724 wined3d: Fix some indentation. 2008-10-28 12:46:51 +01:00
Henri Verbeet 092b51e82a wined3d: Rename CreateAdditionalSwapChain to CreateSwapChain. 2008-10-28 12:46:46 +01:00
Henri Verbeet b33ddbde6a wined3d: Support some more texture types for GLSL depth blts. 2008-10-28 12:33:36 +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
Francois Gouget 69553c2514 wined3d: Fix the WineDirect3DCreate() export. 2008-10-27 12:37:27 +01:00
Henri Verbeet 7142754820 wined3d: Remove the SDKVersion parameter to WineDirect3DCreate(). 2008-10-24 14:24:59 +02:00
Tobias Jakobi e79d89ff40 wined3d: Fix some typos. 2008-10-21 11:53:40 +02:00
Henri Verbeet bf187ed1e0 wined3d: Set the sampler only once in shader_glsl_select_depth_blt().
It (obviously) never changes.
2008-10-20 12:23:26 +02:00
Henri Verbeet 2188aa87d6 wined3d: Add support for EXT_framebuffer_multisample. 2008-10-20 12:23:16 +02:00
Roderick Colenbrander 728e61e78b wined3d: Remove ENTER_GL/LEAVE_GL from VolumeTexture_PreLoad because it doesn't make any GL calls. 2008-10-20 11:39:01 +02:00
Roderick Colenbrander 3e3141da34 wined3d: Protect gl calls in Volume_LoadTexture with ENTER_GL/LEAVE_GL. 2008-10-20 11:38:54 +02:00
Roderick Colenbrander 47372928b8 wined3d: Fix recursive ENTER_GL in UpdateSurface. 2008-10-20 11:38:43 +02:00
Roderick Colenbrander e848aed2b8 wined3d: ActivateContext caused a lot of recursive ENTER_GL calls while it is especially dangerous in here as this function can indirectly trigger GDI calls. 2008-10-20 11:38:36 +02:00
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 d4b4810ebe wined3d: Prevent a recursive ENTER_GL before calling blitter->free_private. 2008-10-20 11:38:02 +02:00
Roderick Colenbrander 3a1aeef7c7 wined3d: Add ENTER_GL/LEAVE_GL to gen_yuv_shader. 2008-10-20 11:37:54 +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
Vitaliy Margolen a2b2a4cf79 wined3d: Add one more FBO error status code. 2008-10-18 19:35:20 +02:00
Alexandre Julliard 6cfef95ce7 wined3d: Convert source files to utf-8. 2008-10-18 19:21:20 +02:00
Henri Verbeet 723f3656e5 wined3d: Modifying GL_TEXTURE_MIN_FILTER modifies both the MINFILTER and MIPFILTER sampler states. 2008-10-16 12:35:51 +02:00
Henri Verbeet bd5abfb1e4 wined3d: Remove a redundant local variable in apply_draw_buffer(). 2008-10-16 12:35:40 +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 2889b42a3f wined3d: Cleanup properly if creating the context array fails in CreateAdditionalSwapChain(). 2008-10-15 15:21:41 +02:00
Henri Verbeet 2bb7aa7252 wined3d: Don't crash in CreateAdditionalSwapChain() if the context array wasn't allocated yet. 2008-10-15 15:21:35 +02:00
Francois Gouget 0f38a60dd3 Assorted spelling fixes. 2008-10-10 14:14:05 +02:00
Henri Verbeet a98b19cef5 wined3d: Pass the correct RECT to LoadLocation() in LockRect(). 2008-10-10 12:27:21 +02:00
Henri Verbeet cb472a3be7 wined3d: Declare diffuseColor and specularColor inside their respective blocks (LLVM/Clang). 2008-10-10 12:27:17 +02:00
Henri Verbeet 3643d59d5b wined3d: Make sure some variables are always initialized. 2008-10-09 12:14:26 +02:00
Henri Verbeet 9aaccfe77f wined3d: Correct some swizzles and write masks in arb_program_shader. 2008-10-09 12:14:21 +02:00
Henri Verbeet af6636c21c wined3d: Don't do GL calls without a context. 2008-10-09 12:14:15 +02:00
Henri Verbeet 3b2ac77e12 wined3d: Set the correct pow2Matrix for cube textures when NPOT textures are supported. 2008-10-09 12:14:08 +02:00
Henri Verbeet 8985b7a755 wined3d: Get rid of some redundant assignments (LLVM/Clang). 2008-10-09 12:14:01 +02:00
Henri Verbeet 937ceda47f wined3d: Remove a redundant initialization of cfgs in CheckDepthStencilCapability (LLVM/Clang). 2008-10-09 12:13:53 +02:00
Henri Verbeet e9daf92ae6 wined3d: Assign the correct "levels" variable (LLVM/Clang). 2008-10-09 12:13:43 +02:00
Kjell Rune Skaaraas ed96dd72e3 wined3d: Implement IWineD3DResourceImpl_GetPriority and IWineD3DResourceImpl_SetPriority for resource management. 2008-10-08 14:17:03 +02:00
Henri Verbeet 31d6dbfd74 wined3d: Cleanup CreateAdditionalSwapChain error handling a bit (LLVM/Clang). 2008-10-08 12:16:54 +02:00
Henri Verbeet 0420f17b1f wined3d: Remove a redundant initialization of cfgs in WineD3D_ChoosePixelFormat. 2008-10-08 12:16:48 +02:00
Henri Verbeet d8c40f7641 wined3d: Print an error when drawStridedSlow() is called with 0 idxSize and non-NULL idxData (CID 509). 2008-10-08 12:16:35 +02:00
Henri Verbeet c5fbf98ed2 wined3d: Enable lights on the correct swapchain. 2008-10-06 13:06:44 +02:00
Henri Verbeet 3a7fcec4d7 wined3d: Handle texture coordinates the same way we handle other vertex attributes. 2008-09-25 11:53:10 +02:00
Henri Verbeet 2c1e4602a3 wined3d: If a stage isn't mapped to a texture unit, we can't set default coordinates either. 2008-09-25 11:53:03 +02:00
Henri Verbeet c6cd7a7717 wined3d: Properly handle the offset for compressed surfaces in IWineD3DDeviceImpl_UpdateSurface(). 2008-09-25 11:52:56 +02:00
Henri Verbeet 0ee57cf142 wined3d: Set the texture name at surface creation.
This prevents the target from changing during the first PreLoad() call
on a surface, which would be inconvenient when attaching a surface to
a FBO for example.
2008-09-25 11:52:50 +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
Henri Verbeet 5ba40c3d58 wined3d: Make some more GLSL functions private to the backend. 2008-09-24 12:53:23 +02:00
Henri Verbeet a0940051eb wined3d: Make some more ARB program functions private to the backend. 2008-09-24 12:53:16 +02:00
Henri Verbeet daef052daa wined3d: atifs_shader_backend doesn't exist anymore. 2008-09-24 12:53:10 +02:00
Henri Verbeet 2e76954097 wined3d: Move part of the shader instruction table to the backend. 2008-09-24 12:53:05 +02:00
Henri Verbeet e2bc8dfe3b wined3d: Use shader_glsl_log() in some more places. 2008-09-23 12:25:32 +02:00
Henri Verbeet ca28930113 wined3d: Merge pshader_hw_map2gl() and vshader_hw_map2gl().
This isn't the prettiest way to merge those functions, but it's a start.
2008-09-23 12:25:27 +02:00
Henri Verbeet 9d192c6251 wined3d: Skip copying the depth stencil if it's discarded.
This gives a small performance improvement for applications that are
smart enough to set the D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL flag, or
to create depth stencils with Discard set to TRUE.
2008-09-23 12:25:18 +02:00
Henri Verbeet d95ae08ad4 wined3d: Get rid of the wantsDepthStencilBuffer in IWineD3DSwapChainImpl. 2008-09-23 12:25:04 +02:00
Roderick Colenbrander 0362ee3d16 wined3d: UpdateSurface should take into account the offset from the source rectangle. 2008-09-22 13:19:57 +02:00
Roderick Colenbrander c13b3f6179 wined3d: Re-add a comment which got lost. 2008-09-22 12:20:42 +02:00