Commit Graph

644 Commits

Author SHA1 Message Date
Henri Verbeet 850232810d wined3d: Properly check if an attribute is used in loadTexCoords(). 2009-08-24 15:17:33 +02:00
Henri Verbeet e48350a471 wined3d: Properly check if an attribute is used in loadVertexData(). 2009-08-24 15:17:32 +02:00
Henri Verbeet 4ec2b09d8f wined3d: Don't check for a "representative" in the MarkStateDirty() functions.
States without representative should never be called. Arguably they shouldn't
exist in the first place, but allowing them simplifies the state table.
2009-08-21 11:10:21 +02:00
Henri Verbeet b2e543b22f wined3d: Add a state handler for WINED3DRS_DEBUGMONITORTOKEN. 2009-08-21 11:10:15 +02:00
Henri Verbeet 5a24a02ad5 wined3d: Pass the context's gl_info to state handlers. 2009-08-19 14:45:34 +02:00
Henri Verbeet ffb38da024 wined3d: Try to force a top-left filling convention. 2009-08-19 14:45:09 +02:00
Henri Verbeet f7918b978f wined3d: Make the "luminanceparams" shader_reg_maps member a bitmap. 2009-08-12 13:22:50 +02:00
Henri Verbeet 95bb4c0486 wined3d: Make the "bumpmat" shader_reg_maps member a bitmap. 2009-08-12 13:22:44 +02:00
Henri Verbeet 3bf0ad4528 wined3d: Explicitly pass the context to the shader_select() handler. 2009-08-07 12:11:06 +02:00
Henri Verbeet 03686cb6bd wined3d: Explicitly pass the context to the shader_load_constants() handlers. 2009-08-06 17:26:30 +02:00
Henri Verbeet a7251f0f4e wined3d: Track render_offscreen in the context.
This makes sure the relevant states in FindContext() are actually marked dirty
when needed.
2009-08-06 17:26:30 +02:00
Henri Verbeet da1e5573da wined3d: Rename WineD3DContext to struct wined3d_context. 2009-08-03 15:01:48 +02:00
Henri Verbeet 2c71b85334 wined3d: Explicitly pass the context to get_drawable_size(). 2009-07-24 13:10:37 +02:00
Henri Verbeet 43e6686a78 wined3d: Rename _WineD3D_GL_Info to struct wined3d_gl_info. 2009-07-17 11:22:07 +02:00
Stefan Dösinger 8a6553da14 wined3d: Only use 4 component specular colors if GL allows it. 2009-07-10 13:07:33 +02:00
Henri Verbeet 2ac34bf231 wined3d: Add some missing float suffixes.
The compiler should be smart enough to fix most of these, but it looks sloppy.
2009-07-07 11:50:05 +02:00
Tobias Jakobi 05c4d0a8b0 wined3d: Fix comments about NP2 fixup. 2009-07-02 11:57:01 +02:00
Henri Verbeet 7363b6e2e3 wined3d: Document GL context dependencies. 2009-06-26 12:05:07 +02:00
Stefan Dösinger 3f5936f6f7 wined3d: Don't set unloaded arrays to zero.
This causes memory corruption on MacOS, even if the app does not
reference undeclared arrays. Trying to avoid potential breakage in
broken apps which provoke undefined behavior is pointless if it causes
actual breakage in well-behaved apps (on ill-behaved drivers).
2009-06-10 11:52:58 +02:00
Henri Verbeet a44f84fdf7 wined3d: Add a proper enum value for "no extension".
This would allow an extension check for ARB_COLOR_BUFFER_FLOAT to work.
2009-06-04 12:19:02 +02:00
Stefan Dösinger 1276b090b4 wined3d: Update clipplanes on a shader-fixed function switch.
The view matrix that was set at the time the clipplane was applied is
hardcoded into the clipplane. With vertex shaders clip planes ignore
the view matrix in d3d. We implement that, but this also means that
the clip planes potentially change when we switch between vs and fixed
func.
2009-06-02 12:09:46 +02:00
Stefan Dösinger 2cb8f42168 wined3d: Support clipplanes with GLSL.
This is the Nth attemt to make clipping work with GLSL shaders. The patch now
uses the GLSL quirk table to handle cards that need a custom varying for
gl_ClipPos, and the code is adapted to the changed state table and shader
backend system.
2009-05-18 13:59:16 +02:00
Henri Verbeet b35e469d9d wined3d: Document functions that depend on the caller to do GL locking. 2009-05-15 10:25:41 +02:00
Henri Verbeet 91c3a5eac1 wined3d: Directly call basetexture_apply_state_changes().
All the implementations of IWineD3DBaseTexture::ApplyStateChanges() forward to
basetexture_apply_state_changes().
2009-05-13 11:55:01 +02:00
Stefan Dösinger 668328a697 wined3d: Work around a bad crash in fglrx. 2009-05-08 12:16:50 +02:00
Stefan Dösinger 3dc55010ea wined3d: Fix a few more direct buffer accesses. 2009-04-28 13:10:02 +02:00
Tobias Jakobi 6e970c5d95 wined3d: glsl: Enable load_np2fixup_constants. 2009-04-10 14:00:58 +02:00
Stefan Dösinger 2a7a237170 wined3d: Merge indexbuffer and buffer implementations. 2009-04-08 11:37:24 +02:00
Tobias Jakobi 94a7cd42ed wined3d: Simplify sampler_texmatrix using pow2Matrix_identity. 2009-03-31 12:40:30 +02:00
Tobias Jakobi 38239be58c wined3d: GLSL: Implement texrect coord fixup. 2009-03-31 12:40:21 +02:00
Henri Verbeet ef2d704183 wined3d: Store the format_desc itself in struct wined3d_stream_info_element. 2009-03-30 15:11:24 +02:00
Stefan Dösinger 8d4ac8ac1b wined3d: Remove a TODO.
init_materials() doesn't exist, and I don't know what the TODO means with
primitive type (the diffuse stuff is already handled properly).
2009-03-30 14:21:08 +02:00
Henri Verbeet 4434d00f84 wined3d: Unify vertex and texture formats.
Some fields should be redundant now, eg. gl_vtx_type and glType. I'll leave
that for a different patch to fix though.
2009-03-27 15:51:25 +01:00
Henri Verbeet d7c7c76850 wined3d: Use separate structures for ddraw style strided data and wined3d's internal stream info. 2009-03-27 15:51:25 +01:00
Henri Verbeet c0c1c42288 wined3d: Pass the number of components to glVertexBlendARB(). 2009-03-26 14:48:16 +01:00
Henri Verbeet 663e5a6a4c wined3d: Simplify the "transformed" check in state_lighting().
It doesn't really matter if lighting is enabled or not if we don't have
position data.
2009-03-26 14:48:10 +01:00
Henri Verbeet 6afd97cc9f wined3d: Remove unused attributes from WineDirect3DVertexStridedData.
These are essentially unused, and mostly just complicate the code.
2009-03-26 14:47:52 +01:00
Henri Verbeet 42e31a4242 wined3d: Fix a few sign compare warnings. 2009-03-25 11:12:30 +01:00
Henri Verbeet 771fe7fd8a wined3d: Implement WINED3DTSS_TCI_SPHEREMAP. 2009-03-25 11:12:07 +01:00
Henri Verbeet 3234a4af2d wined3d: Reduce the number of checkGLcall's in tex_coordindex() a bit. 2009-03-25 11:12:02 +01:00
Henri Verbeet 61cd872fa7 wined3d: Print a FIXME in tex_coordindex() when NV_TEXGEN_REFLECTION isn't supported. 2009-03-25 11:11:57 +01:00
Henri Verbeet f63313fe3e wined3d: Fix the indentation in tex_coordindex().
The indentation here is pretty horrible. Also removes a couple of fairly
useless comments.
2009-03-25 11:11:32 +01:00
Henri Verbeet 8255dde127 wined3d: Print a warning when the stage isn't mapped to a valid texture unit in tex_coordindex(). 2009-03-25 11:11:24 +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 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 a3df476706 wined3d: Buffer object ID's are supposed to be unsigned. 2009-03-09 14:39:18 +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
Stefan Dösinger 6012475e59 wined3d: Properly update last_was_pshader. 2009-02-24 16:57:30 +01:00
Henri Verbeet 828f42cb1f wined3d: Add some traces to state handlers.
Should make it a bit clearer what's happening in some cases.
2009-02-19 12:53:44 +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
Henri Verbeet bae1ec98ca wined3d: Don't use drawStridedFast() for drawing pretransformed vertices.
This was exposed by adding EXT_vertex_array_bgra support, previously we would
almost never hit this because color data being present would already prevent
us from using drawStridedFast(). Thanks to Stefan for spotting this.
2009-01-23 13:12:58 +01:00
Henri Verbeet 0cc5f0d3eb wined3d: Don't use drawStridedFast() when pointsize data is present. 2009-01-23 13:12:52 +01:00
Henri Verbeet e82eef28f9 wined3d: Take EXT_vertex_array_bgra into account in send_attribute() and loadNumberedArrays(). 2009-01-23 13:12:47 +01:00
Stefan Dösinger 50109aa969 wined3d: Get rid of last_was_foggy_shader & friends.
The fog settings do not depend on wether the shader writes to oFog or not,
instead they depend on the FOGVERTEXMODE and FOGTABLEMODE settings, and if a
vertex shader is bound at all.

It works the same way as with the fixed function, and having a vertex shader
is the same as using pretransformed vertices, just that the fog coord comes
from the shader instead of the specular color:

FOGTABLEMODE != NONE: The Z coord is used, oFog is ignored
FOGTABLEMODE == NONE, with VS: oFog is used
FOGTABLEMODE == NONE, no VS, XYZ: Z is used
FOGTABLEMODE == NONE, no VS, XYZRHW: diffuse color is used
2009-01-20 12:45:40 +01:00
Henri Verbeet 44240eff27 wined3d: Remove some comments. 2009-01-15 12:43:32 +01:00
Stefan Dösinger 365e1f3b07 wined3d: Avoid hooking non-fog glEnable/glDisable calls.
This prevents fallout from the GL_EXT_fog_coord emulation. glEnable
and glDisable calls other than those that change GL_FOG are not
hooked. The glEnableWINE and glDisableWINE functions can be used to
add other hooks too if ever needed.
2009-01-12 13:03:47 +01:00
Stefan Dösinger 1deafcb5a7 wined3d: Split the remains of state_fog. 2009-01-12 13:02:49 +01:00
Stefan Dösinger 061087811f wined3d: Remove the apply_pshader_fog state handler.
The fog doesn't depend on pixel shaders any longer(but still vice
versa), so we don't need this state any more.
2009-01-12 13:02:39 +01:00
Stefan Dösinger 2dd18635c9 wined3d: Move fogdensity and fogcolor to the fragment pipeline. 2009-01-12 13:02:29 +01:00
Stefan Dösinger 7c21147dcd wined3d: Remove the pixelshader fogstart/fogend optimization. 2009-01-12 13:01:49 +01:00
Allan Tong 29dd286d79 wined3d: Add code to cleanup device multistate_funcs. 2009-01-10 17:43:11 +01:00
Henri Verbeet 92488ca7c1 wined3d: Simplify checking if an attribute is used in loadNumberedArrays(). 2009-01-09 14:06:14 +01:00
Henri Verbeet b1812c690c wined3d: Add support for EXT_vertex_array_bgra.
This allows us to skip BGRA->RGBA color conversion for vertex attributes if
this extension is present.
2009-01-08 13:21:51 +01:00
Henri Verbeet cc447eac55 wined3d: Move position_transformed out of u.s in struct WineDirect3DVertexStridedData. 2009-01-08 13:21:31 +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 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 3f12f59aa4 wined3d: Convert some BOOLs to bitfields in struct WineD3DContext.
Also happens to fill two 3 byte holes.
2008-12-31 12:26:23 +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
Stefan Dösinger 690cbe76ac wined3d: Make pixelshaders disable fog properly.
This is a first step towards cleaning up the fog mess. The fog
parameter is added to the pixelshader compile args structure. That way
multiple pshaders are compiled for different fog settings, and the
pixel shader can remove the fog line if fog is not enabled. That way
we don't need special fog start and end settings, and this allows us
to implement EXP and EXP2 fog in the future too.
2008-12-19 17:17:16 +01:00
Stefan Dösinger 31da3c0578 wined3d: Emulate GL_EXT_fog_coord. 2008-12-16 14:34:11 +01:00
Stefan Dösinger 199a3468bf wined3d: Fake GL_ARB_multitexture. 2008-12-16 14:31:25 +01:00
Henri Verbeet 143fb431e0 wined3d: Fix use_vs() usage in vertexdeclaration(). 2008-12-16 12:52:10 +01:00
Henri Verbeet f3743fb402 wined3d: Shaders will never have a NULL function. 2008-12-16 12:52:04 +01:00
Henri Verbeet 8553665cb1 wined3d: Move the shader version to reg_maps. 2008-12-15 14:00:26 +01:00
Stefan Dösinger c0a715977d wined3d: Remove a blank line in state.c. 2008-12-15 12:24:52 +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 b409061337 wined3d: Make some constant arrays also static.
As pointed out by Dan Kegel.
2008-12-10 10:50:37 +01:00
Henri Verbeet 5ad3bbabda wined3d: Avoid disabling numbered arrays if we're going to enable them afterwards anyway. 2008-12-08 12:28:31 +01:00
Henri Verbeet 74acbf9c16 wined3d: Get rid of vcheckGLcall.
Everywhere it's used a regular checkGLcall will do just as well.
2008-12-04 12:00:29 +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
Alexandre Julliard 6800d3dbb7 wined3d: Fix some macros definitions to make them proper C statements. 2008-12-03 10:03:45 +01:00
Alexandre Julliard 9c306e9871 wined3d: Make some functions and variables static. 2008-12-02 15:31:17 +01:00
Henri Verbeet 7c0cb8c0c3 wined3d: Const correctness fixes for state.c. 2008-12-02 14:04:08 +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 21b8535902 wined3d: Make the lpData member of WineDirect3DStridedData const. 2008-12-01 12:45:23 +01:00
Henri Verbeet d8f6e63541 wined3d: Const correctness fixes for arb_program_shader.c. 2008-11-26 12:05:14 +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
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 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
Tobias Jakobi e79d89ff40 wined3d: Fix some typos. 2008-10-21 11:53:40 +02:00
Alexandre Julliard 6cfef95ce7 wined3d: Convert source files to utf-8. 2008-10-18 19:21:20 +02:00
Henri Verbeet 9e3b9f8b41 wined3d: Add a checkGLcall() at the end of loadTexCoords().
To prevent GL errors in loadTexCoords from showing up in different state handlers
2008-09-17 20:50:04 +02:00
Henri Verbeet 99981f2604 wined3d: Remove some assumptions that PreLoad() will always bind the texture. 2008-09-17 20:49:38 +02:00
Henri Verbeet 27b8f719ca wined3d: Fix the half pixel offset.
Turns out the original fix was correct for fixed function, but for the
wrong reason. The shader path was already correct. This fixes a
regresssion introduced by 932e95c111.
2008-09-10 12:03:42 +02:00
Henri Verbeet 932e95c111 wined3d: Translate one pixel down after flipping for offscreen rendering. 2008-09-08 14:09:29 +02:00
Stefan Dösinger fe64fe5ef8 wined3d: Fix uploading higher transform matrices. 2008-09-05 11:23:30 +02:00
Henri Verbeet 5fd7a59e70 wined3d: Use the correct representative for texture transform states. 2008-09-04 11:15:09 +02:00
Francois Gouget 9c63e186c6 wined3d: Add a '\n' to Wine traces. 2008-09-02 13:59:11 +02:00
Stefan Dösinger af8d268a39 wined3d: Handle projected textures properly in arbfp and atifs.
GL_ARB_fragment_program and GL_ATI_fragment_shader can disable
projected textures properly, and they can also handle
D3DTTFF_PROJECTED | D3DTTFF_COUNT3 properly.
2008-08-28 11:24:49 +02:00
Stefan Dösinger a580325a47 wined3d: Remove some more junk code. 2008-08-28 11:24:49 +02:00
Stefan Dösinger 8f20b882bb wined3d: Handle texture transforms in the TEXTURETRANSFORMFLAGS state.
This is a nop by itself, but it makes it easier for fragment pipelines
to read WINED3DTSS_TEXTURETRANSFORMFLAGS.
2008-08-27 13:21:24 +02:00
Stefan Dösinger 8dcc6b66dc wined3d: Clean up the texbeml parameter forward.
There's no point in separating scale and luminance since they're
uploaded at the same time. We still want to separate the stages
though.
2008-08-27 13:21:24 +02:00
Stefan Dösinger ec94c2ea99 wined3d: Don't enable texture dimensions with shaders.
ARB and GLSL don't need that. If a shader backend like atifs or nvts
need it in the future, the shader backend should deal with that rather
than the ffp pipeline.
2008-08-21 13:33:20 +02:00
Stefan Dösinger bfe7067973 wined3d: Ask the ffp/shader/blit implementation about format support.
If a format is not supported natively by opengl, a shader may be able
to convert it. Up to now, CheckDeviceFormat had magic knowldge which
GL extensions lead to which supported format. This patch adds
functions that allow CheckDeviceFormat to ask the actual
implementation for its capabilities.
2008-08-20 12:26:02 +02:00
Stefan Dösinger a7d5b1e9a5 wined3d: Move the pshader fog update to the vertex pipeline. 2008-08-05 14:09:36 +02:00
Stefan Dösinger 370b8299ab wined3d: Honor the texcoordindex when setting the texture matrix. 2008-07-24 11:56:02 +02:00
Stefan Dösinger eea2c95727 wined3d: Move set_tex_op(_nvrc) to their specific files. 2008-07-22 13:01:45 +02:00
Stefan Dösinger 448fee2879 wined3d: Whitespace fix. 2008-07-22 13:01:07 +02:00
Stefan Dösinger c088edeae7 wined3d: Use GL_ARB_texture_non_power_of_two emulation.
ATI cards prior to the radeon HD series did not have unconditional non
power of two support. So far we've used texture_rectangle for that, or
created a bigger power of two texture with padding. This had the
disadvantage that we had to correct the coordinates, which causes
extreme problems with shaders(doesn't work, pretty much).

Both the MacOS and the fglrx driver have support for
GL_ARB_texture_non_power_of_two, and run it on the hardware as long as
we stay within the texture_rectangle limitations. This allows us to
have conditional non power of two textures with normalized
coordinates. This patch adds an internal extension, and the code
creates a regular GL_TEXTURE_2D texture with NP2 size, but refuses
mipmapping, filtering and texture_rectangle incompatible
operations. This makes np2 textures work with shaders on fglrx and
macos.
2008-07-18 11:41:09 +02:00
Stefan Dösinger 55ab14a4ed wined3d: Move an VBO support check to the state template. 2008-07-18 11:40:19 +02:00
Stefan Dösinger dc203d36c9 wined3d: Remove more dead code.
The opengl extension mentioned in that code was never finished, and as
far as I know there is no way to make use of tangent data in the d3d
fixed function pipeline as well.
2008-07-18 11:40:12 +02:00
Stefan Dösinger e5f42f91b6 wined3d: Remove GL_EXT_vertex_weighting stubs. 2008-07-18 11:40:00 +02:00
Stefan Dösinger ebc77732c1 wined3d: Move the vertexblend support check to the template. 2008-07-18 11:39:44 +02:00
Stefan Dösinger f981afd7d3 wined3d: Check for ATI_ENVMAP_BUMPMAP in the template.
Note that GL_ATI_envmap_bumpmap is not the same as
GL_ATI_fragment_shader. envmap_bumpmap is used together with the
regular opengl ffp pipeline and is not used (other than for
pixelformats) if GL_ATI_fragment_shader is used.
2008-07-18 11:39:38 +02:00
Stefan Dösinger 8bb11dad76 wined3d: Only register the np2 texture fixup if needed. 2008-07-18 11:39:18 +02:00
Stefan Dösinger d247953687 wined3d: Test for multisampling in the template. 2008-07-17 11:45:00 +02:00
Stefan Dösinger 9c1b6581c6 wined3d: Move the point sprite support test into the template. 2008-07-17 11:44:54 +02:00
Stefan Dösinger 94e455343d wined3d: Split the psizemax state handler. 2008-07-17 11:44:48 +02:00
Stefan Dösinger 7740dda1da wined3d: Split the psizemin handler. 2008-07-17 11:44:42 +02:00
Stefan Dösinger 710b9a76b3 wined3d: Move the range fog support test to the template. 2008-07-17 11:44:34 +02:00
Stefan Dösinger df4dcc34aa wined3d: Move a few extension checks into the state template. 2008-07-17 11:44:28 +02:00
Stefan Dösinger 35f33ef409 wined3d: Add extension information to the states.
This patch adds a new field to the state templates. If this extension
field is != 0, then the line is only applied to the final state table
if the extension is supported. Once a line is applied to the final
table, all further templates for this state from the same pipeline
part are ignored. This allows removing some extension checks from the
state handlers, which cleans them up and saves a few CPU cycles when
applying the states.
2008-07-17 11:44:08 +02:00
H. Verbeet c72c70d609 wined3d: Store the texture in a local variable in sampler_texmatrix().
Slightly improves readability.
2008-07-17 11:36:42 +02:00
Stefan Dösinger e27734779c wined3d: Remove some dead code. 2008-07-14 11:46:33 +02:00
Stefan Dösinger 88ae2fe14a wined3d: Give nv* fixed function stuff its own state template. 2008-07-14 11:46:11 +02:00
Stefan Dösinger 38934fe70d wined3d: Move shader constant affecting states to the misc pipeline.
As long as we have the shader constants in misc, it is best to keep
all the code that affects shader constants, like bumpenvmat setting,
in there as well.
2008-07-14 11:44:48 +02:00
Stefan Dösinger 84d39a95e5 wined3d: WINED3DTSS_TEXCOORDINDEX belongs to the vertex pipeline. 2008-07-14 11:44:36 +02:00
Stefan Dösinger 86b033bbb9 wined3d: Give the nvts/nvrc code its own pipeline implementation.
This code creates the structures and the pipeline selection, as well
as the caps filling. It does not yet move the actual code around,
since this will be a bigger task.
2008-07-14 11:44:26 +02:00
Stefan Dösinger 51e64b3fe9 wined3d: Move fixed function texture dimension updates to the fragment pipeline.
This is a further separation of the sampler state, and a preparation
to move the nv texture shader stuff to its own pipeline implementation.
2008-07-14 11:43:41 +02:00
Stefan Dösinger d3c29b7063 wined3d: NP2 coordinate adjustment is a vertex operation.
When a sampler is changed and unconditional NP2 textures are not
supported, the texture matrix may need adjustment. The sampler state
function checks for that, and calls the texture transform setting
function in that case. However, samplers are a misc state, and the
texture transform flags a vertex state.  Thus split up the code and
move the matrix changes to the vertex side.
2008-07-14 11:43:30 +02:00
Stefan Dösinger e7733eacb7 wined3d: Remove the atifs shader backend.
Since atifs is only doing the fragment pipeline replacement right now
there is no need for the shader backend structure any longer. The ffp
private data is stored in new fragment pipeline private data(which
could potentially be set to equal the shader private data if needed).
2008-07-14 11:43:09 +02:00
Stefan Dösinger e4078fb0ba wined3d: Set ffp caps in the ffp backend, not the shader backend. 2008-07-11 14:32:53 +02:00
Stefan Dösinger c48195e417 wined3d: Move shader_fragment_enable to the fragment pipeline implementation.
It isn't related to the shader backend any longer. The nvts_enable in
the ffp code isn't quite right as well, it should be moved away once
there is a dedicated nvts fragment pipeline replacement
2008-07-11 14:32:37 +02:00
Stefan Dösinger f330815da5 wined3d: Samplers -> misc states. 2008-07-11 14:31:53 +02:00
Stefan Dösinger f8824996e9 Wined3d: Move the last states. 2008-07-11 14:31:44 +02:00
Stefan Dösinger 9b15e25411 wined3d: One more psize state. 2008-07-11 14:31:36 +02:00
Stefan Dösinger 721301fb3f wined3d: Point size vertex states. 2008-07-11 14:31:26 +02:00
Stefan Dösinger 031ee3e695 wined3d: A few more junk misc states. 2008-07-10 12:30:56 +02:00
Stefan Dösinger c31dfc7d0d wined3d: A few more vertex states. 2008-07-10 12:30:56 +02:00
Stefan Dösinger 9086ed2d2e wined3d: WINED3DRS_SRGBWRITEENABLE->fragment. 2008-07-10 12:30:56 +02:00
Stefan Dösinger 0b67a84b44 wined3d: Wrapping states -> misc. 2008-07-10 12:30:56 +02:00
Stefan Dösinger dd95fce9fb wined3d: texturefactor-> fragment states. 2008-07-10 12:30:56 +02:00
Stefan Dösinger 6fa9f0e363 wined3d: Stencil states -> misc table. 2008-07-10 12:30:56 +02:00
Stefan Dösinger de1b0a5c04 wined3d: Move a few more odd states to the misc state table. 2008-07-10 12:30:56 +02:00
Stefan Dösinger e988c8bd60 wined3d: WINED3DRS_ZBIAS -> misc states. 2008-07-10 12:30:56 +02:00
Stefan Dösinger 1df66c3893 wined3d: Move the bordercolor to the fragment states. 2008-07-10 12:30:56 +02:00
Stefan Dösinger 340272bc26 wined3d: Move more fog stuff to the vertex states. 2008-07-10 12:30:55 +02:00
Stefan Dösinger ecc7b5fb18 wined3d: Move fog to the vertex states. 2008-07-09 10:49:17 +02:00
Stefan Dösinger cd9690d9d0 wined3d: Move a few more states to the misc states. 2008-07-09 10:48:59 +02:00
Stefan Dösinger a4c85d788a wined3d: WINED3DRS_LASTPIXEL -> misc states. 2008-07-09 10:48:50 +02:00
Stefan Dösinger 58ef02fa69 wined3d: Alpha states -> misc pipeline states. 2008-07-09 10:48:43 +02:00
Stefan Dösinger 5f3b11e9d6 wined3d: Move wrapu to the misc states. 2008-07-09 10:48:33 +02:00
Stefan Dösinger dd90d62356 wined3d: Move a few more states to the misc pipeline. 2008-07-09 10:48:26 +02:00
Stefan Dösinger b4445e8b98 wined3d: Textureperspective->misc states. 2008-07-09 10:48:17 +02:00
Stefan Dösinger cad055ae16 wined3d: Move WINED3DRS_ANTIALIAS to the misc states. 2008-07-09 10:48:08 +02:00
Stefan Dösinger f68ac7465f wined3d: Move pixelshader application to the fragment pipeline. 2008-07-09 10:47:59 +02:00
Stefan Dösinger b24c409cea wined3d: Initialize the state table before filling it. 2008-07-09 10:47:49 +02:00
Stefan Dösinger a2628d0423 wined3d: Move Fixed function pipeline states to the new fragment structure. 2008-07-08 21:08:54 +02:00
Stefan Dösinger 3a2743f25d wined3d: Remove the state table from the shader backend. 2008-07-08 21:08:54 +02:00
Stefan Dösinger c15dfb87e9 wined3d: Create fragment processing state templates and select one.
For now the atifs selection sticks to the old rules, thus it is bound to
the available and selected shader capabilities. We may want to change that
in the future.
2008-07-08 21:08:54 +02:00
Stefan Dösinger bdfaab5a94 wined3d: Move texture transform flag stuff to the vertex pipeline states. 2008-07-08 21:08:54 +02:00
Stefan Dösinger 68948f0c71 wined3d: Move transforms to the vertex code.
Some fragment pipeline implementations may want to register their own
texture transform handlers.
2008-07-08 21:08:54 +02:00
Stefan Dösinger 1f5bce3454 wined3d: indexbuffer -> misc. 2008-07-08 21:08:54 +02:00
Stefan Dösinger b4bee02556 wined3d: Move the viewport to the vertex and misc pipeline states. 2008-07-08 21:08:54 +02:00
Stefan Dösinger 4b831a5d3e wined3d: Move shader constants to the misc states. 2008-07-08 21:08:54 +02:00
Stefan Dösinger 95099404d5 wined3d: Move lights to the vertex pipeline states. 2008-07-08 10:47:20 +02:00
Stefan Dösinger 298c953b25 wined3d: Move the scissor rect to the misc states. 2008-07-08 10:47:12 +02:00
Stefan Dösinger 3668f7508f wined3d: Move clipplanes to vertex states. 2008-07-08 10:47:05 +02:00
Stefan Dösinger eb9d3d2a8f wined3d: Move the frontfacing state to the misc state table. 2008-07-08 10:46:57 +02:00
Stefan Dösinger 956bfca1e2 wined3d: Move material application to the vertex pipeline. 2008-07-08 10:46:50 +02:00
Stefan Dösinger 141f31f05d wined3d: Move stream source and vshader to misc and vertex pipeline tables. 2008-07-08 10:46:42 +02:00
Stefan Dösinger 6675374dda wined3d: Make the stream source application a regular state function. 2008-07-08 10:46:32 +02:00
Stefan Dösinger 68dec9d161 wined3d: Implement the state merger and start to use it. 2008-07-08 10:46:20 +02:00
Stefan Dösinger 98faed8ff5 wined3d: Start the state splitup.
The idea of this patchset is to split the monolithic state set into 3
parts, vertex processing, fragment processing and other states(depth,
stencil, scissor, ...). The states will be provided in templates which
can be (mostly) independently combined, and are merged into a single
state table at device creation time. This way we retain the advantages
of the single state table and having the advantage of separated
pipeline implementations which can be combined without any manually
written glue code.
2008-07-08 10:45:56 +02:00
Francois Gouget 633ee950a1 Assorted spelling fixes. 2008-05-07 12:07:11 +02:00
Stefan Dösinger dc07ddb531 wined3d: Fix the GL_ATI_separate_stencil codepath.
glStencilFuncSeparateATI does not take a face argument, instead it
sets the front and back facing functions at once. This means the
renderstate_stencil_twosided helper function is somewhat pointless for
this extension.
2008-04-24 22:09:36 +02:00
Stefan Dösinger 9ee7e42de8 wined3d: Call activate_dimensions from the atifs code. 2008-04-24 11:54:28 +02:00
Austin English 6e59cd2c34 Spelling fixes. 2008-04-22 12:20:12 +02:00
Stefan Dösinger 3e5899b38d d3d9: Some Windows drivers set undefined attributes to 0.0. 2008-04-09 11:55:22 +02:00
Stefan Dösinger b1d8af7926 wined3d: Update copyright lines. 2008-04-02 20:22:42 +02:00
Stefan Dösinger bd68237096 wined3d: Implement TSSARGTEMP with register combiners. 2008-04-02 20:07:40 +02:00
Roderick Colenbrander 76014205de wined3d: Fix a postpixelshader_blending bug. 2008-03-31 12:14:33 +02:00
Roderick Colenbrander 4eaa424c79 wined3d: Initial post pixelshader blending support. [attempt 2].
For each pixel format we store a flag in the table whether it supports
post pixelshader blending. Before applying blending or during a
context switch we verify that blending is turned off for the
format. In case of R32F this gave a 5-6x performance boost (without
filtering and software conversion).
2008-03-28 15:50:24 +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 84258723f9 wined3d: Make the state table a property of the shader backend. 2008-03-25 19:35:32 +01:00
Philip Nilsson 1110f17581 wined3d: Initialize maxAttribs in case it isn't changed by glGetIntegerv. 2008-03-24 13:26:20 +01:00
Stefan Dösinger d20768c120 wined3d: Support shininess > 128 if opengl does. 2008-03-05 19:23:06 +01:00
Stefan Dösinger 167a271434 wined3d: Support more than one texbem instruction per shader. 2008-03-05 19:22:44 +01:00
James Hawkins c2a627c6e8 janitorial: Remove links to any microsoft site. 2008-03-01 12:17:07 +01:00
Roderick Colenbrander c2d978410f wined3d: Add separate alpha blend support. 2008-02-18 14:19:57 +01:00
Stefan Dösinger c2d97b2329 wined3d: Add a test for fixed function bump mapping. 2008-02-18 13:34:25 +01:00
Andrew Talbot b3a58a2486 wined3d: Remove unneeded casts. 2008-01-24 11:41:36 +01:00
Francois Gouget d0794c4aeb Assorted spelling fixes. 2008-01-23 21:16:22 +01:00
Alexander Dorofeyev 536f98000d wined3d: Change colorkey fixup for stage 0 alphaop / alphaarg. 2008-01-22 11:19:05 +01:00
Austin English 3471f841a1 wined3d: Spelling fixes. 2008-01-18 12:53:33 +01:00
Roderick Colenbrander 916b56391d wined3d: Fix glBlendColorEXT for use on RivaTNT. 2008-01-14 13:10:28 +01:00
Stefan Dösinger fd711c57df wined3d: Combine two glScalef calls into one. 2007-12-27 13:44:18 +01:00
Stefan Dösinger 44b8915371 wined3d: Get rid of the invymat.
glScalef(1.0, -1.0, 1.0) does the same as the glMultMatrix with the
invymat matrix, and it is more optimal.
2007-12-27 13:44:13 +01:00
Alexander Dorofeyev 27c98fd628 wined3d: Also update alpha test when stage texture is NULL. 2007-12-27 13:43:49 +01:00
Stefan Dösinger 47a8a6bd44 wined3d: Implement and test vertex fixups with per stream offsets. 2007-12-21 13:44:16 +01:00
Stefan Dösinger b5f925cae0 wined3d: Implement half float vertex buffer conversion. 2007-12-21 13:13:56 +01:00
Stefan Dösinger 2d90449500 wined3d: Fixed function vertex attribute types are flexible. 2007-12-20 10:49:42 +01:00
Stefan Dösinger a3c2fb9e64 wined3d: Store if half float conversion is needed in the decl. 2007-12-20 10:48:16 +01:00
Rico Schüller b7dfe3afb6 wined3d: Fix some typos. 2007-12-20 10:47:06 +01:00
Stefan Dösinger 7a1d35e513 wined3d: Emulate half float vertices if GL_NV_half_float is not there. 2007-12-19 12:19:27 +01:00
Francois Gouget 5f7a9cea38 Assorted spelling fixes. 2007-12-07 16:35:32 +01:00
Stefan Dösinger f700cbe74b wined3d: Add an alpha blending test. 2007-12-07 16:26:43 +01:00
Gerald Pfeifer 81f32c7a38 wined3d: Fix error handling in transform_texture(). 2007-12-04 18:41:45 +01:00
Stefan Dösinger fcb49934d0 wined3d: Retrieve the height properly when setting the viewport. 2007-12-04 14:32:39 +01:00
Stefan Dösinger 8689fe32c6 wined3d: Use the proper drawable size when setting the scissor rect. 2007-12-04 14:32:39 +01:00
Stefan Dösinger 3fd0916654 wined3d: Make the code aware of GL_ARB_texture_rectangle. 2007-11-29 13:36:37 +01:00
Stefan Dösinger 3f32847494 wined3d: Do not try to disable unsupported texture units. 2007-11-28 13:40:28 +01:00
Stefan Dösinger 0353d031bc wined3d: Add some missing checkGLcall calls. 2007-11-28 13:40:28 +01:00
Stefan Dösinger f2c19fbc0b wined3d: Correctly handle the y offset with offscreen rendering.
This fixes a regression introduced with the MAD patch.
2007-11-27 16:02:34 +01:00
Stefan Dösinger 26f7eae9cf wined3d: Non power of two texture fixes. 2007-11-14 11:59:21 +01:00
Stefan Dösinger 0334c1760f wined3d: Apply matrices when switching from transformed vertices to shaders. 2007-11-14 11:59:09 +01:00
Stefan Dösinger 58a761a88b wined3d: Read the framebuffer size from the surface, not the window. 2007-11-14 11:58:47 +01:00
Stefan Dösinger e4f8a2da2b wined3d: Depth stencil fixes. 2007-11-14 11:58:36 +01:00
Stefan Dösinger 5ffea6e591 wined3d: Honor the driver's min point size. 2007-11-08 12:05:19 +01:00
Stefan Dösinger ee32ac575b wined3d: A point size fix. 2007-10-26 15:17:01 +02:00
Stefan Dösinger 9694cb2df3 wined3d: Ignore texture transforms when a shader is used, not set. 2007-10-22 15:59:00 +02:00
Chris Robinson c4cc337d7a wined3d: Prevent some console spamming. 2007-10-09 12:34:55 +02:00
Roderick Colenbrander c2bf124a90 wined3d: Use EXT-versions of glBlend*. 2007-10-09 12:34:49 +02:00
Stefan Dösinger 6313e0ffff wined3d: SRGB write correction emulation. 2007-09-24 13:30:30 +02:00
Stefan Dösinger 05cef43308 wined3d: Keep the selected stencil setup face set to GL_FRONT. 2007-09-20 15:52:47 +02:00
Stefan Dösinger 145d56847b wined3d: Disable two sided stencil if it is supported, but not enabled. 2007-09-19 11:40:28 +02:00
Stefan Dösinger ad3fe8562b wined3d: Enable the stencil test if two sided stencil is used. 2007-09-19 11:40:19 +02:00
Stefan Dösinger e62a4b0352 wined3d: Fix a copypaste error. 2007-09-19 11:40:10 +02:00
Stefan Dösinger 703ec4cbc4 wined3d: Set the stencil mask for both faces. 2007-09-19 11:40:02 +02:00
Stefan Dösinger 5a63b79a66 wined3d: Untie culling and offscreen rendering. 2007-09-19 11:39:55 +02:00
Stefan Dösinger c5410a6f22 wined3d: Use GL_NV_depth_clamp to implement clipping disable. 2007-09-17 12:08:40 +02:00
Stefan Dösinger 9e340f0fdb wined3d: Add a fixme for D3DCMP_NOTEQUAL and D3DCMP_EQUAL. 2007-09-17 12:08:28 +02:00
Stefan Dösinger 5ab9d85c39 wined3d: Implement texbeml. 2007-09-12 12:10:03 +02:00
Stefan Dösinger a305af0b30 wined3d: Fix the z range. 2007-09-11 13:47:36 +02:00
Stefan Dösinger 8c9c084004 wined3d: Use 0/0/0 as normal if no normal is supplied. 2007-08-30 11:57:18 +02:00
Stefan Dösinger 322b55e29a wined3d: Fix the half pixel correction. 2007-08-28 11:55:27 +02:00
Stefan Dösinger fe0f0eb48a wined3d: Some texture transform fixes. 2007-08-27 18:28:43 +02:00
Stefan Dösinger a8e21d0692 wined3d: Texture transforms are disabled when drawing rhw vertices. 2007-08-27 18:28:38 +02:00
Stefan Dösinger 98bc83be7c wined3d: Fall back to drawStridedSlow if fog coords are used. 2007-08-23 13:33:22 +02:00
Stefan Dösinger 0dade7207f wined3d: Implement range based fog and advertize it correctly. 2007-08-21 13:35:57 +02:00
Stefan Dösinger 04d62b4322 wined3d: fogstart == fogend means full fog. 2007-08-21 13:35:48 +02:00
Stefan Dösinger 306fcfeee7 wined3d: FIX D3DBLEND_BOTHSRCALPHA and BLEND_BOTHINVSRCALPHA. 2007-08-20 22:32:02 +02:00
Stefan Dösinger 06cc0fa95f wined3d: GL_SRC_ALPHA_SATURATE is supported as src blend param only. 2007-08-17 12:01:38 +02:00
Stefan Dösinger e7cbb340dc wined3d: Remove stateblock::set.*. 2007-08-13 11:36:43 +02:00
Stefan Dösinger 8de07265a6 wined3d: Downgrade an ERR. 2007-08-03 12:30:12 +02:00
Roderick Colenbrander 2c12c17ab6 wined3d: Compile against standard GL headers. 2007-07-31 21:36:56 +02:00
Stefan Dösinger d2016ff892 wined3d: Store the gl format table in the gl info structure. 2007-07-30 12:49:50 +02:00