Henri Verbeet
2dc7fc2916
wined3d: Remove the format field from IWineD3DResourceClass.
2009-03-13 11:29:19 +01:00
Henri Verbeet
a56e3a102b
wined3d: Only return a pointer to struct GlPixelFormatDesc from getFormatDescEntry().
2009-03-13 11:29:10 +01:00
Henri Verbeet
fbfc7c9742
wined3d: Remove the width and height fields from IWineD3DTextureImpl.
2009-03-13 11:28:55 +01:00
Henri Verbeet
a3657c164d
wined3d: Remove some redundant fields from struct glDescriptor.
2009-03-13 11:28:50 +01:00
Henri Verbeet
a139683a60
wined3d: Eliminate the heightscale field from IWineD3DSurfaceImpl.
2009-03-13 11:28:45 +01:00
Henri Verbeet
e3bcc7544c
wined3d: Remove the shader_color_fixup field from IWineD3DBaseTextureClass.
...
This is redundant now.
2009-03-12 13:09:55 +01:00
Henri Verbeet
1dcf222ab2
wined3d: Get rid of some calls to getFormatDescEntry().
...
Use the format description stored in the resource instead.
2009-03-12 13:09:55 +01:00
Henri Verbeet
4ff5736edf
wined3d: Don't compare texUnitMap entries to -1.
2009-03-09 14:39:34 +01:00
Henri Verbeet
aa3027a604
wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
...
That still leaves IWineD3DIndexBuffer, but that code is also mostly similar,
except for the conversion code (which will be unused there).
2009-03-06 15:35:58 +01:00
Henri Verbeet
702eeb6b0c
wined3d: Add separate methods for setting the primitive type.
2009-03-05 16:16:25 +01:00
Henri Verbeet
602bb1f551
wined3d: Pass the vertex count rather than the primitive count to wined3d draw methods.
2009-03-05 16:16:24 +01:00
Henri Verbeet
7facc6906d
wined3d: Implement IWineD3DDeviceImpl_ClearRendertargetView().
2009-02-25 12:37:06 +01:00
Henri Verbeet
c796f76483
wined3d: Add IWineD3DRendertargetView.
2009-02-24 16:57:29 +01:00
Henri Verbeet
399d992a07
wined3d: Add IWineD3DBuffer, use it in d3d10core.
2009-02-23 12:20:45 +01:00
Henri Verbeet
8cefc47d81
wined3d: Add DXGI formats to WINED3DFORMAT.
2009-02-20 11:10:37 +01:00
Stefan Dösinger
4386a827e9
wined3d: Pass the requested srgb flag to PreLoad.
...
Add a new wined3d-internal PreLoad function to textures and surfaces
that takes a parameter specifying wether the rgb or srgb texture
should be loaded.
2009-02-17 12:51:36 +01:00
Stefan Dösinger
c585b4de99
wined3d: Duplicate GL textures for srgb switching.
...
This reduces the number of srgb switching reloads quite a lot. The only
situation in which a reload is needed is if the rgb copy is modified on the GL
side and the srgb copy is needed.
2009-02-17 12:48:05 +01:00
Michael Stefaniuc
118c75a8c7
wined3d: Remove superfluous pointer casts.
2009-02-03 12:40:14 +01:00
Henri Verbeet
a966293f59
wined3d: Add an IWineD3DDeviceParent interface.
...
Other than being a bit nicer than passing function pointers all over the
place, this helps dxgi/d3d10. While the swapchain itself is created in dxgi,
its surfaces are constructed in d3d10core, which makes it impractical for dxgi
to pass the appropriate function pointers.
2009-01-16 13:29:32 +01:00
Henri Verbeet
44240eff27
wined3d: Remove some comments.
2009-01-15 12:43:32 +01:00
Henri Verbeet
4c7e72bb96
wined3d: Fix a memory leak in CreateSwapChain() error handling.
2009-01-14 13:51:00 +01:00
Henri Verbeet
c8c073fc9b
wined3d: Get rid of D3DCREATEOBJECTINSTANCE.
2009-01-14 13:51:00 +01:00
Henri Verbeet
9440dfedf4
wined3d: Remove AddDirtyRect() from the public interface.
2009-01-14 13:51:00 +01:00
Henri Verbeet
fd90021666
wined3d: Remove AddDirtyBox() from the public interface.
...
This is an internal wined3d function.
2009-01-14 13:51:00 +01:00
Henri Verbeet
a37782595f
wined3d: Fix cube texture creation error handling.
2009-01-13 15:20:56 +01:00
Henri Verbeet
d030cbdad2
wined3d: Fix volume texture creation error handling.
2009-01-13 15:20:52 +01:00
Henri Verbeet
99d3c62163
wined3d: Fix surface creation error handling.
2009-01-13 15:20:44 +01:00
Henri Verbeet
2654a148de
wined3d: Fix texture creation error handling.
...
Doing the levels calculation before the object is created prevents leaking
resources and avoids changing baseTexture.levels after it's been initialized
by basetexture_init().
2009-01-13 15:20:38 +01:00
Henri Verbeet
e4cfbdd4f7
wined3d: Get rid of D3DCREATERESOURCEOBJECTINSTANCE.
2009-01-13 15:20:28 +01:00
Henri Verbeet
b069321650
wined3d: Fix and unify shader creation error handling.
2009-01-12 13:22:07 +01:00
Henri Verbeet
894edc49cc
wined3d: Get rid of D3DCREATESHADEROBJECTINSTANCE.
2009-01-12 13:22:02 +01:00
Henri Verbeet
87627c811e
wined3d: Get rid of D3DINITIALIZEBASETEXTURE.
2009-01-12 13:21:56 +01:00
Henri Verbeet
00a4b85fa9
wined3d: Update the pixelshader when the texture type changes.
2009-01-12 13:21:51 +01:00
Allan Tong
29dd286d79
wined3d: Add code to cleanup device multistate_funcs.
2009-01-10 17:43:11 +01:00
Henri Verbeet
9d8c6326c0
wined3d: Remove stray tabs.
2009-01-09 14:06:14 +01:00
Henri Verbeet
ac914262ed
wined3d: Rewrite BeginStateBlock() to use CreateStateBlock() instead of duplicating the code.
2009-01-09 14:06:14 +01:00
Henri Verbeet
d9e58e6591
wined3d: Failing HeapAlloc() should be an ERR.
2009-01-09 14:06:13 +01:00
Henri Verbeet
5f8c62e45d
wined3d: Remove a redundant parameter to drawPrimitive().
...
startIdx should be the first index to draw, either from the vertex
array or the index array, depending on if the draw is indexed or
not. Having both at the same time wouldn't make sense.
2009-01-07 12:22:12 +01:00
Henri Verbeet
bddf5e76ea
wined3d: Convert textureState to a bitmap in struct SAVEDSTATES.
2009-01-06 12:45:52 +01:00
Henri Verbeet
a8697d90e4
wined3d: Renumber WINED3DTEXTURESTAGESTATETYPE enum elements.
...
Saves some space by not having unused entries is the arrays tracking these
states.
2009-01-06 12:45:43 +01:00
Henri Verbeet
e8ba733706
wined3d: Remove unused enum elements from WINED3DTEXTURESTAGESTATETYPE.
2009-01-05 12:41:31 +01:00
Henri Verbeet
fd33f0f97f
wined3d: Convert samplerState to a bitmap in struct SAVEDSTATES.
2009-01-05 12:41:17 +01:00
Henri Verbeet
c33b38117e
wined3d: Convert renderState to a bitmap in struct SAVEDSTATES.
2009-01-05 12:41:08 +01:00
Henri Verbeet
fc39831e4c
wined3d: Convert transform to a bitmap in struct SAVEDSTATES.
2009-01-05 12:40:57 +01:00
Henri Verbeet
9a889f6b0b
wined3d: Convert textures to a bitmap in struct SAVEDSTATES.
2009-01-03 14:55:31 +01:00
Henri Verbeet
3b5c75d991
wined3d: Convert clipplane to a bitmap in struct SAVEDSTATES.
2009-01-02 11:53:04 +01:00
Henri Verbeet
52a900d4e8
wined3d: Convert streamSource and streamFreq to bitmaps in struct SAVEDSTATES.
2009-01-02 11:52:34 +01:00
Henri Verbeet
457037f4de
wined3d: Fix the value of HIGHEST_TRANSFORMSTATE.
...
The highest transform state should be 511.
2009-01-02 11:52:02 +01:00
Henri Verbeet
0657e8d87a
wined3d: Use slightly nicer loops in device_map_fixed_function_samplers().
2009-01-02 11:51:46 +01:00
Henri Verbeet
29a0d06518
wined3d: Convert some BOOLs to bitfields in struct IWineD3DDeviceImpl.
...
Also fills a 3 byte hole.
2008-12-31 12:26:33 +01:00
Henri Verbeet
2b926db50d
wined3d: Make use_vs() and use_ps() work on a stateblock instead of a device.
...
Most callers work on a stateblock rather than a device, and the main fields
we check (vertexShader and pixelShader) are part of the stateblock as well.
2008-12-31 12:25:56 +01:00
Henri Verbeet
f197e8b1ca
wined3d: Handle D3DFVF_XYZW in ConvertFvfToDeclaration().
...
This is similar to 0bdab5f80c
.
2008-12-30 11:36:57 +01:00
Henri Verbeet
007c648c20
d3d: Correct some debug levels.
2008-12-30 11:36:50 +01:00
Henri Verbeet
684017c071
wined3d: Properly reset the stateblock.
2008-12-20 11:11:39 +01:00
Henri Verbeet
ef7365a4cd
wined3d: Set the initial viewport in InitStartupStateBlock().
...
>From 8aa3fb7ceb6fb93abf71520c852403284a9f8c76 Mon Sep 17 00:00:00 2001
From: Henri Verbeet <hverbeet@codeweavers.com>
Date: Fri, 19 Dec 2008 19:21:55 +0100
Subject: wined3d: Set the initial viewport in InitStartupStateBlock().
2008-12-20 11:11:34 +01:00
Henri Verbeet
a52edd7810
wined3d: Don't call allocate_shader_constants() from Init3D().
...
CreateStateBlock() should take care of that.
2008-12-19 18:05:02 +01:00
Henri Verbeet
d099dde7a9
wined3d: Track shader constants in the shader backend.
2008-12-18 13:17:02 +01:00
Henri Verbeet
a14dab4937
wined3d: Don't mark shader constants dirty when we're recording a stateblock.
2008-12-18 13:16:52 +01:00
Henri Verbeet
0968cb9b6c
wined3d: Fix constant setting for the ARB backend.
2008-12-18 13:16:46 +01:00
Henri Verbeet
78ad5de8da
wined3d: Record floating point pixel shader constants in EndStateBlock() as well.
2008-12-17 14:02:09 +01:00
Henri Verbeet
4adb342327
wined3d: Remove GetFVF() and SetFVF() from IWineD3DDevice.
2008-12-17 14:02:03 +01:00
Stefan Dösinger
199a3468bf
wined3d: Fake GL_ARB_multitexture.
2008-12-16 14:31:25 +01:00
Henri Verbeet
46572f682c
wined3d: Refuse to create shaders with a NULL function.
2008-12-16 12:51:49 +01:00
Henri Verbeet
7d29aecd6f
wined3d: Use a simpler way to calculate the number of texture levels.
...
It's probably slightly faster too.
2008-12-12 11:40:39 +01:00
Henri Verbeet
70ed814b95
wined3d: Get rid of the textureDimensions field in the state block.
2008-12-12 11:40:32 +01:00
Henri Verbeet
f36c377d0e
wined3d: We only care is a sampler is sampled at all in device_map_vsamplers(), not the specific type.
2008-12-12 11:40:26 +01:00
Henri Verbeet
fb475c7c29
wined3d: Don't reparse the entire shader just to update the sampler types.
2008-12-12 11:40:20 +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
Chris Robinson
7806e4d85a
wined3d: Make sure a context is set for query object generation.
2008-12-03 10:59:49 +01:00
Henri Verbeet
70968e69ac
wined3d: Use a bitmask to store which bool and int constants are set.
...
Note that constants_set was never actually NULL for
shader_glsl_load_constantsB() and shader_glsl_load_constantsI().
2008-12-03 09:49:10 +01:00
Henri Verbeet
92b93172df
wined3d: Remove some unused code.
2008-12-02 14:04:40 +01:00
Henri Verbeet
5532c990b6
wined3d: Const correctness fixes.
2008-12-02 14:04:15 +01:00
Henri Verbeet
fec9820e56
wined3d: Handle a few "silent" FIXMEs more consistent with the rest of the code.
...
Also avoids needlessly initializing static variables.
2008-12-02 14:04:00 +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
449c219eb0
wined3d: Const correctness fixes for device.c.
2008-11-28 12:53:41 +01:00
Henri Verbeet
f2b34c97cc
wined3d: Remove some unnecessary casts in process_vertices_strided().
...
lpData is already a pointer to BYTE. Note that the cast for the normal
data was actually wrong.
2008-11-28 12:53:33 +01:00
Henri Verbeet
b4f0b5bdd0
wined3d: Const correctness fixes.
2008-11-25 13:37:39 +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
Andrew Talbot
fdba8b8593
wined3d: Sign-compare warnings fix.
2008-11-21 11:29:12 +01:00
Stefan Dösinger
a8497a5545
wined3d: Fix the num blend values -> type match.
2008-11-04 11:40:37 +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
Roderick Colenbrander
47372928b8
wined3d: Fix recursive ENTER_GL in UpdateSurface.
2008-10-20 11:38:43 +02:00
Roderick Colenbrander
d4b4810ebe
wined3d: Prevent a recursive ENTER_GL before calling blitter->free_private.
2008-10-20 11:38:02 +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
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
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
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
c5fbf98ed2
wined3d: Enable lights on the correct swapchain.
2008-10-06 13:06:44 +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
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