Commit Graph

2886 Commits

Author SHA1 Message Date
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
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 e61aa24aa3 wined3d: Use the ARB fog option in ARB_fragment_program shaders.
This is the "replacement" for the fog coord optimization removed in
the previous patch.
2009-01-12 13:02:19 +01:00
Stefan Dösinger 7c21147dcd wined3d: Remove the pixelshader fogstart/fogend optimization. 2009-01-12 13:01:49 +01:00
Rico Schüller 5e79b0608d wined3d: Add a checkGLcall() after glReadBuffer. 2009-01-10 18:04:28 +01:00
Allan Tong 29dd286d79 wined3d: Add code to cleanup device multistate_funcs. 2009-01-10 17:43:11 +01:00
Stefan Dösinger a69c86d3f5 ddrawex: Add a test for the permanent DC function. 2009-01-09 16:26:06 +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 9d523ebd8f wined3d: Remove a silly check in drawStridedInstanced(). 2009-01-09 14:06:14 +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 d9e58e6591 wined3d: Failing HeapAlloc() should be an ERR. 2009-01-09 14:06:13 +01:00
Henri Verbeet e028e3f7bd wined3d: Use GL_ALIASED_POINT_SIZE_RANGE to retrieve the max point size. 2009-01-09 14:06:13 +01:00
Henri Verbeet 45a61d1ac4 wined3d: Enable GL_HALF_FLOAT_NV when NV_HALF_FLOAT is supported.
This makes more sense than the other way around.
2009-01-08 13:21:56 +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 6791e6b752 wined3d: Simplify handling of swizzled attributes.
This should also be a little bit faster.
2009-01-08 13:21:43 +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 1a1f5ec69d wined3d: Cleanup drawStridedFast().
Remove some uncessary code and use more descriptive parameter names. Note that
max_vertex_idx isn't the same as "minIndex + calculatedNumberOfindices - 1"
but rather "minIndex + numberOfVertices - 1". calculatedNumberOfindices just
specifies the number of vertices that's drawn, while numberOfVertices
specifies the range of vertices that's drawn.
2009-01-08 13:21:23 +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 46eabd5b16 wined3d: Don't delete queries from the wrong context. 2009-01-07 12:22:02 +01:00
Henri Verbeet 0e8ed9bebb wined3d: Simplify IWineD3DOcclusionQueryImpl_GetData(). 2009-01-07 12:21:58 +01:00
Henri Verbeet ab275ab487 wined3d: Make calling a query from the wrong context a FIXME.
We want to know if this happens a lot. If the query is always called
from a different context than the one that created it, occlusion
culling would effectively be disabled, which could have a significant
performance impact, depending on the type of objects being culled.
2009-01-07 12:21:49 +01:00
Henri Verbeet 691894d1ab wined3d: Also apply the last sampler state.
In practice we don't implement WINED3DSAMP_DMAPOFFSET anyway, so this
is unlikely to make much of a difference.
2009-01-07 12:21:37 +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
Stefan Dösinger 616ea53226 ddraw: Add a test for IDirectDrawSurface::GetDC. 2009-01-03 15:14:38 +01:00
Vincent Pelletier 23dcf61e61 wined3d: Make WARN about oversized texture output surface and texture sizes. 2009-01-03 14:55:31 +01:00
Henri Verbeet 9a889f6b0b wined3d: Convert textures to a bitmap in struct SAVEDSTATES. 2009-01-03 14:55:31 +01:00
Henri Verbeet 39909f2a06 wined3d: Handle WINED3DFVF_XYZW in get_flexible_vertex_size().
Spotted by Chris Robinson.
2009-01-03 14:55:31 +01:00
Henri Verbeet 3c14b3936f wined3d: Don't bother with the GLSL info log if nobody's looking. 2009-01-03 14:55:30 +01:00
Henri Verbeet 2e0212e998 wined3d: Fix the line number for some fglrx spam.
We added a #version line a while ago, so the line number for the
warning changed.
2009-01-03 14:55:30 +01:00
Allan Tong fdd512deeb wined3d: Add mapping for MOV instructions in shader_hw_map2gl. 2009-01-02 11:53:35 +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 73e042496c wined3d: Fix a few format specifiers in IWineD3DStateBlockImpl_Capture(). 2009-01-02 11:51:54 +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 3920d42f71 wined3d: Convert some BOOLs to bitfields in struct SAVEDSTATES. 2008-12-31 12:26:57 +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 813c7ed202 wined3d: Remove an unused field from the device. 2008-12-31 12:26:02 +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 6f5af4047f wined3d: Get rid of the glname field in struct SHADER_OPCODE.
It's only used for shader_hw_map2gl() and vshader_hw_rsq_rcp(), and we
can handle those the same way we handle the GLSL equivalents.
2008-12-30 11:36:35 +01:00
Henri Verbeet 29b826b39e wined3d: D3DRS_POINTSIZE_MIN is initially 0.0f for d3d8. 2008-12-29 12:16:52 +01:00
Henri Verbeet de494ffe3c wined3d: The initial value for D3DRS_POINTSIZE_MAX depends on the pointsize limit. 2008-12-29 12:16:42 +01:00
Francois Gouget 2166afceb7 Assorted spelling fixes. 2008-12-29 11:36:49 +01:00
Vincent Pelletier 143bd931b6 wined3d: Detect intel 945 GM. 2008-12-29 11:35:36 +01:00
Nick Burns 9dea6f7de5 wined3d: Fix glReadPixels call from read_from_framebuffer. 2008-12-26 13:42:17 +01:00
Andrew Talbot f9762d6082 wined3d: Remove superfluous semicolons. 2008-12-24 19:59:14 +01:00
Maarten Lankhorst 4eca43e702 winex11.drv/wined3d: Fix tsx11 calling convention. 2008-12-23 12:51:44 +01:00
Nick Burns c52fd346ef wined3d: Fix a couple of typos in wined3d_gl.h 2008-12-22 14:14:52 +01:00
Rico Schüller b061f64228 wined3d: Fix compilation for Windows build. 2008-12-22 10:29:14 +01:00
Henri Verbeet 02e4c33611 wined3d: Consistently use .xyzw for vector components. 2008-12-20 11:11:55 +01:00
Henri Verbeet 33f344882c wined3d: Remove a useless FIXME. 2008-12-20 11:11:49 +01:00
Henri Verbeet 4a19d893e5 wined3d: Only apply shader constants that changed.
This improves performance a bit for applications that use a lot of
shaders with a lot of constants.
2008-12-20 11:11:45 +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
Roderick Colenbrander 086d949877 wined3d: Add GL_RG16F / GL_RG32F support using ARB_texture_rg. 2008-12-19 17:49:20 +01:00
Roderick Colenbrander 331fe08b54 wined3d: Add R32F using ARB_texture_rg. 2008-12-19 17:49:08 +01:00
Roderick Colenbrander 8cb84458d3 wined3d: Add R16F using ARB_texture_rg. 2008-12-19 17:49:02 +01:00
Roderick Colenbrander 7238bce79d wined3d: Add GL_ARB_texture_rg / GL_EXT_texture_swizzle support. These extensions are needed for more efficient R32F/RG32F support. 2008-12-19 17:48:55 +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 7d92b54a97 wined3d: Use the ps_compile_args struct in glsl. 2008-12-19 17:17:04 +01:00
Stefan Dösinger 20189eb4f8 wined3d: Make use of ps_compile_args in arb shader. 2008-12-19 17:16:56 +01:00
Stefan Dösinger 30d542c3dd wined3d: Make use of the ps_compile_args structure in glsl_shader.
Only a first step, many more occasions need fixing. This is an easy
one though.
2008-12-19 17:16:50 +01:00
Stefan Dösinger 61e581abb4 wined3d: Pass the ps_compile_args structures to the shader generation code. 2008-12-19 17:16:39 +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
Francois Gouget cf7c8a2425 wined3d: Fix double const. 2008-12-17 15:28:39 +01:00
Henri Verbeet 73823ef5f6 wined3d: Remove the shader_cleanup() method from the shader backend. 2008-12-17 14:02:24 +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 704f9ea5d1 wined3d: Get rid of IWineD3DPixelShaderImpl_GenerateShader. 2008-12-16 14:36:25 +01:00
Stefan Dösinger 2aa7a7fe16 wined3d: Avoid loading opengl32.dll.
This confuses applications like Steam, which hook d3d9 and opengl
functions. It sees that the application uses opengl32, but it doesn't
realize that d3d9 is wrapped to opengl. Thus it starts messing around
with wined3d's wgl context. It usually tries to draw geometry with the
context, but cannot deal with some of the obscure extensions we have
activated.
2008-12-16 14:36:17 +01:00
Stefan Dösinger 4bc5e760b6 wined3d: Initialize max_combined_samplers properly.
Otherwise it will be 0 if GL_ARB_multitexture is not available.
2008-12-16 14:36:02 +01:00
Stefan Dösinger 5315b7992d wined3d: Correct a stage number. 2008-12-16 14:34:20 +01:00
Stefan Dösinger 31da3c0578 wined3d: Emulate GL_EXT_fog_coord. 2008-12-16 14:34:11 +01:00
Stefan Dösinger d707f018df wined3d: Remove some needless initializations.
They're not needed, they are handled by the state management anyway.
2008-12-16 14:32:43 +01:00
Stefan Dösinger 4b268c79d7 wined3d: Some GL_EXT_fog_coord prototype fixes. 2008-12-16 14:32:29 +01:00
Stefan Dösinger 0dc0444c14 wined3d: Reinstall the G16R16F format surface load fixup.
We cannot remove this because we still have to load the surface as
RGB. The shader may take care of setting the blue channel to 1.0 now,
but we still get the red and green channels loaded incorrectly if we
don't insert a blue channel before loading.
2008-12-16 14:32:11 +01:00
Stefan Dösinger 6ec741e766 wined3d: Set up the shaders when delaying fixed func applying. 2008-12-16 14:31:39 +01:00