Stefan Dösinger
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19c860499a
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wined3d: Filter messages generated by focus handling.
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2014-12-08 14:18:43 +01:00 |
Henri Verbeet
|
5c3d52468c
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wined3d: Take the resource data type into account in shader_glsl_gen_sample_code().
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2014-12-03 11:14:27 +01:00 |
Henri Verbeet
|
3aa9fe6bef
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wined3d: Record the data type of shader resources.
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2014-12-03 11:14:25 +01:00 |
Henri Verbeet
|
f7e485dcf4
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wined3d: Handle SM4 resource declarations.
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2014-12-03 11:14:23 +01:00 |
Henri Verbeet
|
f5cef43738
|
wined3d: Store resource types instead of sampler types in struct wined3d_shader_reg_maps.
The difference doesn't really matter for SM1-3 since resources and samplers
are always tied together, but in SM4 they're separate.
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2014-12-03 11:14:21 +01:00 |
Henri Verbeet
|
5ccda82acc
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wined3d: Validate register indices for WINED3DSIH_DCL instructions.
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2014-12-03 11:14:14 +01:00 |
Stefan Dösinger
|
f103247ddf
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wined3d: Add a comment about reset during focus change.
|
2014-12-02 13:05:54 +01:00 |
Henri Verbeet
|
0e8f2786e9
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wined3d: Keep a reference to the resource in shader resource views.
|
2014-12-01 11:00:23 +01:00 |
Henri Verbeet
|
08b06b7d8f
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wined3d: Unbind shader resource views in state_unbind_resources().
|
2014-12-01 11:00:22 +01:00 |
Henri Verbeet
|
55eb6c6922
|
wined3d: Assign the name to the correct signature in pixelshader_init().
|
2014-12-01 11:00:21 +01:00 |
Stefan Dösinger
|
7b5bf3d4d6
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wined3d: Update fragment program constants when switching from arb ffp draws.
|
2014-11-28 17:05:12 +01:00 |
Stefan Dösinger
|
c9b10beb36
|
wined3d: Vertex fog uses the absolute eye position z.
|
2014-11-27 13:27:13 +01:00 |
Stefan Dösinger
|
f4d520d6e2
|
wined3d: Don't minimize hidden windows.
|
2014-11-20 22:31:26 +09:00 |
Stefan Dösinger
|
09a91231a6
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wined3d: Set the device window size on focus window activation.
|
2014-11-20 22:31:13 +09:00 |
Stefan Dösinger
|
a835ae8643
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wined3d: Fix mode comparison in wined3d_set_adapter_display_mode.
|
2014-11-20 22:30:48 +09:00 |
Stefan Dösinger
|
f6dde70624
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wined3d: Restore the display mode on focus change.
|
2014-11-19 17:56:44 +09:00 |
Caron Wills
|
9f36db8fa5
|
wined3d: Add NVIDIA GeForce GTX 970 to supported device list.
|
2014-11-18 22:08:53 +09:00 |
Henri Verbeet
|
8c18ebf66a
|
wined3d: Recognize the SM4 uge opcode.
|
2014-11-17 19:30:37 +09:00 |
Henri Verbeet
|
8681999eee
|
wined3d: Explicitly convert the condition to bool shader_glsl_if().
In SM4 shaders the condition is likely to be an integer instead of a bool
uniform like in SM3.
|
2014-11-17 19:30:35 +09:00 |
Stefan Dösinger
|
45d530461b
|
wined3d: Minimize device windows on focus loss.
|
2014-11-17 17:36:12 +09:00 |
Jonas Maebe
|
3a7bf90f66
|
wined3d: Add NVIDIA Geforce GT 750M to supported device list.
|
2014-11-14 21:30:36 +09:00 |
Matteo Bruni
|
2dd237e200
|
wined3d: Dirtify pixel shader on texture format change.
|
2014-11-04 21:15:57 +09:00 |
Matteo Bruni
|
ea85db2a3f
|
wined3d: Add ATI1N texture format support.
|
2014-11-04 21:15:56 +09:00 |
Henri Verbeet
|
875a7c5426
|
wined3d: Use the input signature to setup SM4 pixel shader input semantics.
|
2014-11-04 16:54:35 +09:00 |
Henri Verbeet
|
d74fe031f9
|
wined3d: Calculate the SM4 output mapping in shader_sm4_init().
|
2014-11-04 16:54:30 +09:00 |
Henri Verbeet
|
909c5cc6fa
|
wined3d: Make a copy of shader signature string data.
|
2014-11-04 16:54:27 +09:00 |
Matteo Bruni
|
dd923c3029
|
wined3d: Check ARB_TEXTURE_COMPRESSION_RGTC for applying the correct fixup.
|
2014-10-30 23:08:47 +09:00 |
Michael Stefaniuc
|
00c25959d1
|
wined3d: Remove no-op min() with magic number (PVS_Studio).
|
2014-10-30 12:00:31 +09:00 |
Stefan Dösinger
|
c35f0161c0
|
wined3d: Update AMD drivers.
|
2014-10-27 19:03:11 +09:00 |
Stefan Dösinger
|
a4443a97a7
|
wined3d: Update Nvidia driver versions.
|
2014-10-27 19:03:09 +09:00 |
Stefan Dösinger
|
aad1997dff
|
wined3d: Remove texture locations after downloading all subresources.
|
2014-10-23 18:48:25 +09:00 |
Ken Thomases
|
bd460bca1c
|
wined3d: Fix subtraction of resource size from used adapter memory.
Properly negate an unsigned value while promoting it from 32- to 64-bit.
|
2014-10-17 15:48:42 +09:00 |
Matteo Bruni
|
69c72c969f
|
wined3d: ps_2_0 shaders don't support int or bool constants.
|
2014-10-16 21:23:33 +09:00 |
Matteo Bruni
|
e789fadd56
|
wined3d: Don't replicate shader limits values for each shader.
|
2014-10-16 21:23:26 +09:00 |
Matteo Bruni
|
f24e62b303
|
wined3d: Fail to create shaders using more than the supported number of constants.
|
2014-10-14 14:00:11 +09:00 |
Henri Verbeet
|
1800712298
|
wined3d: Track texture coordinate normalization per-texture.
|
2014-10-09 17:36:21 +02:00 |
Henri Verbeet
|
c5459881a3
|
wined3d: Track SFLAG_DYNLOCK per-texture.
|
2014-10-09 17:36:21 +02:00 |
Henri Verbeet
|
d6a511e022
|
wined3d: Track system memory pinning per-texture.
|
2014-10-09 17:36:21 +02:00 |
Henri Verbeet
|
710694d9ca
|
wined3d: Track format conversion per-texture.
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
4c454fd4ab
|
wined3d: Only prepare the texture in device_update_volume().
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
ee8a5b7dd1
|
wined3d: Track texture allocation per-texture.
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
0c0a2adc71
|
wined3d: Handle GL texture allocation in the texture code.
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
77646173a0
|
wined3d: Move the color key conversion helpers to util.c.
|
2014-10-08 13:13:37 +02:00 |
Henri Verbeet
|
bd1afdb3c3
|
wined3d: Get rid of surface_prepare_texture_internal().
|
2014-10-07 20:22:07 +02:00 |
Henri Verbeet
|
6da1cff518
|
wined3d: Get rid of d3dfmt_convert_surface().
|
2014-10-07 20:22:06 +02:00 |
Henri Verbeet
|
71b59afe03
|
wined3d: Return the destination format from d3dfmt_get_conv().
|
2014-10-07 20:22:05 +02:00 |
Henri Verbeet
|
fd342cce3e
|
wined3d: Don't check for color-keying for WINED3D_CT_P8.
We don't support p8 color keying either way.
|
2014-10-06 17:35:17 +02:00 |
Henri Verbeet
|
c5bf229287
|
wined3d: Print a FIXME for any unhandled format in d3dfmt_get_conv().
|
2014-10-06 17:35:15 +02:00 |
Henri Verbeet
|
dffcc36dd4
|
wined3d: Don't abuse conv_byte_count for color-key conversions.
|
2014-10-06 17:35:12 +02:00 |
Henri Verbeet
|
b0ce89d810
|
wined3d: Just use glGammaInternal/rtInternal from the destination format in d3dfmt_get_conv().
Using glGammaInternal or rtInternal should do the right thing in principle,
although in practice they should never get used either way.
|
2014-10-06 17:35:10 +02:00 |