Commit Graph

381 Commits

Author SHA1 Message Date
Stefan Dösinger a22203adeb wined3d: Make the mag filter lookup a separate array.
This makes it easier to make this a per texture / per adapter property.
Somewhen we should rename the remaining lookup type in the general
lookup table to wraplookup.
2008-04-09 11:48:30 +02:00
Stefan Dösinger 0cbd08b2b9 wined3d: Disable texture filtering on textures that do not support it.
OpenGL always offers filtering on all formats, and if the hardware
doesn't support it the driver falls back to software. Direct3D on the
other hand silently disables filtering, so that's what we should do too.
2008-04-09 11:48:13 +02:00
Stefan Dösinger 98b56c3ff0 wined3d: Report D3DUSAGE_QUERY_WRAPANDMIP support. 2008-04-09 11:47:49 +02:00
Stefan Dösinger 67e0943ba3 wined3d: Store the number of aux buffers in the context. 2008-04-09 11:47:24 +02:00
Francois Gouget 8a18e0e43a Assorted spelling fixes. 2008-04-07 13:36:18 +02:00
Stefan Dösinger 03bacf7247 wined3d: Advertise shader emulation of bumpmap formats. 2008-04-04 11:05:07 +02:00
Stefan Dösinger ffbc96b43c wined3d: Advertize postpixelshader blending for surfaces. 2008-04-04 11:04:58 +02:00
Stefan Dösinger b1d8af7926 wined3d: Update copyright lines. 2008-04-02 20:22:42 +02:00
Stefan Dösinger 287f60a2b2 wined3d: Implement D3DTA_TEMP in the GL_ATI_fragment_shader codepath. 2008-04-02 20:07:19 +02:00
Stefan Dösinger 9e831a8733 wined3d: Create a fake non-gl adapter. 2008-04-01 20:31:30 +02:00
Roderick Colenbrander c0be6047ef wined3d: Also move the rendertarget capability to the formats table. 2008-03-29 10:31:50 +01:00
Roderick Colenbrander ef73fe5d47 wined3d: Add a depthstencil flag to the formats table and make use of it in CheckDepthStencilCapability. 2008-03-29 10:31:36 +01:00
Roderick Colenbrander e1bf1cd640 wined3d: Make the filtering capability of a format a flag in the formats table. 2008-03-29 10:31:18 +01:00
Roderick Colenbrander 69a40127c6 wined3d: Add D3DUSAGE_QUERY_PIXELSHADER_BLENDING to CheckDeviceFormat. 2008-03-28 15:50:36 +01:00
Stefan Dösinger 39e2cbc5d5 wined3d: Enable D3DFMT_V8U8 with GL_ATI_fragment_shader. 2008-03-25 19:50:55 +01:00
Stefan Dösinger 4640be8dc8 wined3d: Fragment processing using GL_ATI_fragment_shader.
This adds code for handling fixed function fragment processing with the
GL_ATI_fragment_shader extension. This is a sort-of programmable
interface for fragment processing at the level of shader model 1.4 in
d3d. This code is of use on r200, r250 and r280 cards(radeon 8500 to
9200) which do not support GL_ARB_fragment_program, but support pixel
shader 1.4 on Windows. This code is somewhat a counterpart to the
existing fragment processing code using GL_NV_register_combiners and
GL_NV_texture_shader.
2008-03-25 19:50:32 +01:00
Stefan Dösinger 18e16f4e66 wined3d: Add GL_ATI_fragment_shader. 2008-03-25 19:48:35 +01:00
Stefan Dösinger 28fdebe404 wined3d: Alloc / free shader private data and blt stuff in Init3D/Uninit3D. 2008-03-25 19:48:24 +01:00
Stefan Dösinger ee7e149998 wined3d: Move shader caps setting into the arb and glsl shader backends. 2008-03-25 19:39:23 +01:00
Stefan Dösinger 5ab5202e0f wined3d: Set shader specific caps in the shader backend.
The whole control structures in directx.c get terribly confusing with
the various codepaths for texturing and different shader
implementations. It is also hard to reflect the shader model
decisions this way too. This patch moves the shader specific parts of
the caps code into the shader backend where we can set our caps
dependent of the shader model decisions and without complex caps flag
checks.
2008-03-25 19:39:11 +01:00
Stefan Dösinger 8869c0f147 d3d: De-pointerize the WINED3DCAPS structure. 2008-03-25 19:36:38 +01:00
Stefan Dösinger 6d5f562dcf wined3d: Move the shader backend selection into a separate function. 2008-03-25 19:36:13 +01:00
Roderick Colenbrander eaa1ff0d2c wined3d: Always report D16 as Windows drivers report it on all cards (likely using emulation). 2008-03-25 16:14:03 +01:00
Roderick Colenbrander cb9252db36 wined3d: Fix a typo in CheckSrgbWriteCapability. We support both X8R8G8B8 and A8R8G8B8. 2008-03-24 20:39:50 +01:00
Roderick Colenbrander 9123e8f374 wined3d: Add more debug code to CheckDeviceFormat. 2008-03-24 20:39:37 +01:00
Roderick Colenbrander e749825793 wined3d: CheckTextureCapability returns TRUE for V8U8. 2008-03-24 12:08:34 +01:00
Roderick Colenbrander 856af1b5d7 wined3d: Add srgb write support to CheckDeviceFormat. 2008-03-22 12:23:23 +01:00
Roderick Colenbrander 9e9ef6238a wined3d: Remove unneeded code in CheckDeviceFormat.
All these checks are done during the capability checks which are
performed under the resource type checks.
2008-03-22 11:46:25 +01:00
Roderick Colenbrander 5d151c0ffc wined3d: Don't continue with CheckDeviceFormat when the texture format isn't around.
It is legal to pass Usage=0 to CheckDeviceFormat and in both this case
and in the case a format isn't available UsageCaps would be 0 and a
format would be reported available.
2008-03-22 11:45:58 +01:00
Roderick Colenbrander 460f0d1608 wined3d: Return WINED3DERR_NOTAVAILABLE when cubemapping isn't supported. 2008-03-22 11:45:41 +01:00
Roderick Colenbrander 616944ae7e wined3d: Add reporting of D3DRTYPE_VOLUME capabilties.
We assume it has the same capabilities as VOLUMETEXTURE. MSDN is very
vague on this topic. Intel/Nvidia/ATI drivers seem to offer nearly the
same caps on both, so do that too.
2008-03-22 11:45:31 +01:00
Roderick Colenbrander 6f3127291f wined3d: When volume textures aren't around (GL_EXT_texture3D not supported) return WINED3DERR_NOTAVAILABLE. 2008-03-22 11:44:11 +01:00
Roderick Colenbrander eef51ed4ca wined3d: We don't offer index/vertex buffer caps. Neither do Windows drivers (at least Nvidia, Ati and Intel). 2008-03-22 11:14:37 +01:00
Roderick Colenbrander 51a8162330 wined3d: Check pixel formats of the same pixel type. 2008-03-21 15:19:05 +01:00
Roderick Colenbrander fd71421ebe wined3d: Report software processing in CheckDeviceFormat. 2008-03-19 17:21:59 +01:00
Roderick Colenbrander 30a3bc2651 wined3d: Add dynamic locking support to CheckDeviceFormat. 2008-03-19 17:21:47 +01:00
Roderick Colenbrander 7fd87f10cd wined3d: There is no need for the !Usage checks at the start of the resource type checks.
The return-path of the code will handle this properly and this also
ensures that the R8G8B8 dxVersion test is reached.
2008-03-19 17:21:34 +01:00
Roderick Colenbrander 0e9d02ded4 wined3d: Add correct autogenmipmap support. 2008-03-18 11:17:42 +01:00
Roderick Colenbrander aa46edd60c wined3d: Add a function which checks the filtering capabilities for a format. 2008-03-18 11:17:31 +01:00
Roderick Colenbrander 2f1e01bbe3 wined3d: Put vertex texture capability checking in its own function. 2008-03-18 11:17:15 +01:00
Roderick Colenbrander 32a32d82c4 wined3d: Put the SRG read capability check in its own function. 2008-03-18 11:17:01 +01:00
Roderick Colenbrander 4e66c9c990 wined3d: Add a function which checks the legacy bump mapping capabilities. 2008-03-18 11:16:48 +01:00
Roderick Colenbrander d44c295651 wined3d: Check the render target capabilities of a resource type. 2008-03-17 11:42:19 +01:00
Roderick Colenbrander ecf24604e2 wined3d: Check the texture capabilities we offer for the different texture types (cube, plain, volume). 2008-03-17 11:41:58 +01:00
Roderick Colenbrander 02f6c9ece8 wined3d: Move depth/stencil verification to CheckDepthStencilCapability. 2008-03-17 11:41:39 +01:00
Artur Szymiec 102b9d12e4 wined3d: Add a device uuid. 2008-03-13 20:44:18 +01:00
Rico Schüller 7cbdb29884 wined3d: Fix copy and past error. 2008-03-06 12:46:50 +01:00
Stefan Dösinger d20768c120 wined3d: Support shininess > 128 if opengl does. 2008-03-05 19:23:06 +01:00
Stefan Dösinger 8b28ca720e wined3d: Use GL_EXT_gpu_program_parameters if available. 2008-03-04 12:15:32 +01:00
Stefan Dösinger 107e80a79c wined3d: Implement a different constant dirtification algorithm.
Add a new property of the shader backend which indicates whether the
shader backend is able to dirtify single constants rather than
dirtifying vshader and pshader constants as a whole. Depending on this
a different Set*ConstantF implementation is used which marks constants
dirty. The ARB shader backend uses this and marks constants clean
after uploading.
2008-03-04 12:15:16 +01:00