Commit Graph

3921 Commits

Author SHA1 Message Date
Henri Verbeet 9bbccb7f80 wined3d: Add a debug function for state names. 2010-01-29 13:30:05 +01:00
Henri Verbeet a3e1a6f2ee wined3d: Use correct texture stage limits in a couple of places. 2010-01-28 11:08:14 +01:00
Henri Verbeet daf0aeb34a wined3d: Make sure all contexts are finished drawing before calling SwapBuffers().
This causes a small performance hit when multiple GL contexts are used. As an
optimization we could use ARB_sync to only wait for the last draw call instead
of all GL commands.
2010-01-28 11:08:07 +01:00
Henri Verbeet ce42470138 wined3d: Ensure draw ordering across contexts. 2010-01-28 11:07:59 +01:00
Henri Verbeet b2e511f391 wined3d: Trace the GLSL version string.
At some point we'll use the GLSL version to check if certain features are
available. For now just print the version.
2010-01-28 11:07:52 +01:00
Henri Verbeet 08c2a23599 wined3d: Just use the GL 1.1 texture format constants.
We assume GL 1.1 is available everywhere else.
2010-01-28 11:07:48 +01:00
Henri Verbeet 69861cf873 wined3d: Get rid of the depth range hack. 2010-01-27 11:16:07 +01:00
Henri Verbeet fe1024ae4f wined3d: Add a FIXME for missing ARB_depth_clamp support. 2010-01-27 11:15:45 +01:00
Stefan Dösinger ee720f05d1 wined3d: Put the APPLE_flush_buffer_range code into the right branch. 2010-01-26 12:18:59 +01:00
Henri Verbeet 005eb0bd7d wined3d: Move some macros to directx.c.
Nothing GL specific about these.
2010-01-26 12:08:33 +01:00
Henri Verbeet 98568f0ba1 wined3d: Add support for ARB_vertex_array_bgra. 2010-01-26 12:08:27 +01:00
Henri Verbeet 96b150929b wined3d: Add an ARB_sync implementation of event queries. 2010-01-26 12:08:23 +01:00
Henri Verbeet c698171fa3 wined3d: Add support for ARB_sync. 2010-01-26 12:08:18 +01:00
Henri Verbeet 705f96fa39 wined3d: Get rid of some unnecessary casts to specific shader types. 2010-01-26 12:08:13 +01:00
Henri Verbeet 3d112b6525 wined3d: Add support for EXT_gpu_shader4 provided sampling functions with explicit derivatives. 2010-01-25 12:58:59 +01:00
Henri Verbeet f71e84d89c wined3d: Store a pointer to the GL info in the shader context. 2010-01-25 12:58:52 +01:00
Henri Verbeet c78cce8845 wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives.
Also kill the obsolete comment.
2010-01-25 12:58:48 +01:00
Henri Verbeet 5f4ff65fb4 wined3d: Use the GLSL round() function when available. 2010-01-25 12:58:43 +01:00
Henri Verbeet 869fc74576 wined3d: Add support for EXT_gpu_shader4. 2010-01-25 12:58:39 +01:00
Henri Verbeet 60ad1aed63 wined3d: Remove unused occlusion query extensions. 2010-01-22 12:12:14 +01:00
Henri Verbeet c5086a123e wined3d: Remove the duplicate GL_2X_BIT_ATI define. 2010-01-22 12:12:07 +01:00
Henri Verbeet 7047f09890 wined3d: Remove the second set of EXT_texture_env_dot3 definitions. 2010-01-22 12:12:01 +01:00
Henri Verbeet 53c3521795 wined3d: Fix the ARB_pixel_buffer_object extension definitions. 2010-01-22 12:11:56 +01:00
Henri Verbeet 2fe633efbc wined3d: Sort our GL extension definitions.
This makes some of the problems in there a bit more obvious.
2010-01-22 12:11:51 +01:00
Henri Verbeet d967973d8c wined3d: Set the query.c GLINFO_LOCATION to *gl_info. 2010-01-20 15:30:04 +01:00
Henri Verbeet ee1f2c4654 wined3d: Don't leak the context array in the swapchain_init() error path. 2010-01-20 15:29:57 +01:00
Henri Verbeet 516d54bf91 wined3d: Merge baseshader.c into shader.c. 2010-01-18 14:37:51 +01:00
Henri Verbeet 36b21e332c wined3d: Remove some unused query code. 2010-01-18 14:37:37 +01:00
Henri Verbeet a2624ae82e wined3d: Add a separate function for query initialization. 2010-01-18 14:37:30 +01:00
Paul Vriens c8681f885d wined3d: Fix use of memset (Coccinelle). 2010-01-08 10:13:51 +01:00
Henri Verbeet 46cefd312c wined3d: Recognize the SM4 cut opcode. 2010-01-07 09:26:54 +01:00
Henri Verbeet 449e521984 wined3d: Recognize the SM4 endloop opcode. 2010-01-07 09:26:49 +01:00
Henri Verbeet 0296aaa6a6 wined3d: Recognize the SM4 endif opcode. 2010-01-07 09:26:45 +01:00
Henri Verbeet 58233befb7 wined3d: Recognize the SM4 break opcode. 2010-01-07 09:26:40 +01:00
Henri Verbeet dbeeb07713 wined3d: Recognize the SM4 if opcode. 2010-01-07 09:26:36 +01:00
Henri Verbeet 3687677427 wined3d: Recognize the SM4 lt opcode. 2010-01-07 09:26:30 +01:00
Henri Verbeet 6d5aca61f3 wined3d: Recognize the SM4 iadd opcode. 2010-01-07 09:26:25 +01:00
Henri Verbeet 22939f9d29 wined3d: Recognize the SM4 emit opcode. 2010-01-07 09:26:20 +01:00
Henri Verbeet 6715d495ea wined3d: Recognize the SM4 breakc opcode.
Map this to WINED3DSIH_BREAKP because it's a better fit.
2010-01-07 09:26:14 +01:00
Henri Verbeet c57c76b78e wined3d: Recognize the SM4 ige opcode. 2010-01-07 09:26:08 +01:00
Henri Verbeet f5c8153edd wined3d: Handle stateblock capture for default lights created while recording.
For non-recorded stateblocks a light always exists in the device stateblock as
well, since that's where it's copied from. However, when SetLightEnable() is
called for a light that didn't a exist yet while recording a stateblock, the
light is only created on the recorded stateblock.
2010-01-05 12:19:14 +01:00
Henri Verbeet 5bac33d358 wined3d: Remove a few redundant context dereferences. 2010-01-05 12:19:09 +01:00
Stefan Dösinger a756caac0c wined3d: Implement subrange flushing with GL_APPLE_flush_buffer_range. 2010-01-04 12:09:34 +01:00
Stefan Dösinger 5296d5b016 wined3d: Prepare for dynamic vertex buffers. 2010-01-04 12:09:28 +01:00
Stefan Dösinger ccc26a9e01 wined3d: Add GL_APPLE_flush_buffer_range. 2010-01-04 12:09:18 +01:00
Stefan Dösinger 71db272fee wined3d: Add GLintptr and GLsizeiptr. 2010-01-04 12:09:12 +01:00
Stefan Dösinger 716520b4b8 wined3d: Track separate dirty ranges in buffers. 2010-01-04 12:08:14 +01:00
Stefan Dösinger 1bd98719e6 wined3d: Set WINED3D_BUFFER_CREATEBO in buffer_init(). 2010-01-04 12:07:50 +01:00
Stefan Dösinger b9976c3d20 wined3d: Revert the GL usage confusion.
This is functionally a revert of
8eeb513b1a. The language of the extension
is slightly confusing to me, but GL_STREAM_*_ARB is more dynamic than
GL_DYNAMIC_*_ARB. So use GL_STREAM usage for D3DUSAGE_DYNAMIC buffers and
GL_DYNAMIC usage for non-dynamic buffers.
2010-01-04 12:07:45 +01:00
Gerald Pfeifer 0cf44ae02e wined3d: Introduce WINED3DFMT_INST and use it in CheckTextureCapability(). 2010-01-04 11:49:58 +01:00