Henri Verbeet
9c1fbe5095
wined3d: Include the base vertex index in WINED3D_CS_OP_DRAW.
...
Ideally we'd just remove the base vertex index from the wined3d_state
structure, but it's included in d3d8 stateblocks.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-06-22 00:58:55 +09:00
Henri Verbeet
a1bc5b8c97
wined3d: Don't bother with glGetError() if we have ARB_DEBUG_OUTPUT.
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-06-22 00:58:54 +09:00
Józef Kucia
42fcf20221
wined3d: Implement index buffer offset.
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Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-06-03 00:10:49 +09:00
Henri Verbeet
abad305c1a
wined3d: Emit position / attribute 0 last in draw_primitive_immediate_mode().
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Emitting the position / attribute 0 provokes the actual vertex emission, so
needs to happen last. This fixes a regression introduced by commit
f3c155cc56
.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-05-18 01:06:16 +09:00
Stefan Dösinger
aa11dfa8fd
wined3d: Use wined3d_texture_prepare_location() in draw_primitive().
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-04-22 12:22:47 +09:00
Stefan Dösinger
aad6fb4a42
wined3d: Explicitly pass a wined3d_state structure to context_apply_draw_state().
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-04-15 12:32:44 +09:00
Stefan Dösinger
a3401dfaf2
wined3d: Explicitly pass a wined3d_state structure to draw_primitive().
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-04-14 13:13:47 +09:00
Henri Verbeet
d85706381c
wined3d: Merge drawStridedFast() and drawStridedInstanced().
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-04-07 12:57:36 +09:00
Henri Verbeet
f3c155cc56
wined3d: Merge drawStridedSlow() and drawStridedSlowVs().
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-04-07 12:57:34 +09:00
Henri Verbeet
eeac4013cd
wined3d: Use struct wined3d_ffp_attrib_ops for generic attributes as well.
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-04-07 12:57:31 +09:00
Stefan Dösinger
984934f685
wined3d: Introduce wined3d_texture_invalidate_location().
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-31 10:40:07 +09:00
Stefan Dösinger
5e27e6b5d8
wined3d: Store sub-resource locations in the sub-resource structure.
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-29 10:39:31 +09:00
Henri Verbeet
de8e151f6d
wined3d: Don't call surface_load_ds_location() directly.
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-10 11:26:00 +09:00
Henri Verbeet
edb3ea66a0
wined3d: Replace D3DCOLORTOGLFLOAT4 with an inline function.
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-09 18:39:53 +09:00
Henri Verbeet
357e7b759f
wined3d: Use D3DCOLORTOGLFLOAT4 in drawStridedSlow().
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-09 18:39:49 +09:00
Henri Verbeet
9083addc6a
wined3d: Get resource info from the rendertarget view in draw_primitive().
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Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-07 13:22:28 +09:00
Alex Henrie
32d73eab5c
wined3d: Avoid double initialization.
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Signed-off-by: Alex Henrie <alexhenrie24@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-03 20:03:41 +01:00
Stefan Dösinger
1ca9dfc8ee
wined3d: Prepare GL resources before calling context_apply_fbo_state.
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Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-29 21:20:24 +09:00
Stefan Dösinger
973de3f59c
wined3d: Pass a context to surface_load_location.
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Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-16 19:56:42 +09:00
Henri Verbeet
2773b27bb1
wined3d: Use unsigned mask constants in shifts.
2015-08-26 23:53:22 +09:00
Matteo Bruni
4189d29776
wined3d: Avoid the builtin GLSL vertex attributes.
2015-06-12 21:23:12 +09:00
Henri Verbeet
010ff106dd
d3d10core: Implement d3d10_device_DrawInstanced().
2015-03-24 17:41:17 +09:00
Matteo Bruni
db80aba5ad
wined3d: Drop redundant check for instanced rendering from drawStridedFast.
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We need GL_ARB_instanced_arrays to be able to take the fastest path and
that's already checked in draw_primitive. Note that
GL_ARB_instanced_arrays provides glDrawElementsInstanced if
GL_ARB_draw_instanced is not supported so we don't need to explicitly
check for the latter.
2015-03-02 13:48:00 +09:00
Matteo Bruni
e192939652
wined3d: Use the core version of GL vertex attribute functions where possible.
2015-01-23 12:02:33 +01:00
Matteo Bruni
584892b692
wined3d: Properly initialize the last two components of R16G16_SINT attributes.
2015-01-23 12:02:28 +01:00
Matteo Bruni
aff0c389cc
wined3d: Use the core version of glDrawElementsInstanced.
2015-01-20 16:08:58 +01:00
Henri Verbeet
07985a8c38
wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces.
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I don't think the difference between d3d10 depth/stencil and rendertarget
views is large enough to justify a separate type. Unfortunately that does make
the name "wined3d_rendertarget_view" slightly awkward.
2014-08-22 12:53:11 +02:00
Henri Verbeet
b005ad6f90
wined3d: Use rendertarget views for color output instead of surfaces.
2014-08-21 12:24:42 +02:00
Henri Verbeet
415b803720
wined3d: Use the texture draw binding instead of the surface draw binding.
2014-08-20 13:29:50 +02:00
Henri Verbeet
5ef8e97414
wined3d: Move the "draw_binding" field from struct wined3d_surface to struct wined3d_resource.
2014-08-04 14:23:52 +02:00
Stefan Dösinger
b81e560531
wined3d: Migrate surfaces to the new location flags.
2014-01-17 18:10:10 +01:00
Stefan Dösinger
beb64c9998
wined3d: Separate surface locations and flags.
2014-01-17 18:10:08 +01:00
Stefan Dösinger
10a8b2cd7f
wined3d: Remove resource->allocatedMemory.
2014-01-16 21:04:19 +01:00
Stefan Dösinger
047ce3af6e
wined3d: Remove partial surface update support.
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This has only ever worked for render targets, and only through the
glDrawPixels codepath, which was removed long ago.
2013-11-20 16:54:39 +01:00
Stefan Dösinger
292612cf4b
wined3d: GL_ARB_instanced_arrays provides glDrawElementsInstanced.
2013-11-04 17:41:12 +01:00
Stefan Dösinger
84a1e60e48
wined3d: Check for support before calling glDrawElementsInstancedBaseVertex.
2013-11-04 17:41:12 +01:00
Stefan Dösinger
bbfca4863c
wined3d: Store the instance count in the context structure.
2013-09-16 13:06:03 +02:00
Stefan Dösinger
112617f00b
wined3d: Move tex_unit_map and friends into the context.
2013-09-16 13:05:58 +02:00
Stefan Dösinger
fe44be5fde
wined3d: Pass the context to the internal texture_preload function.
2013-09-16 13:05:52 +02:00
Stefan Dösinger
d8c43aabf7
wined3d: Move the decoded stream info into the context.
2013-09-12 17:48:14 +02:00
Henri Verbeet
d21c26e4f6
wined3d: Get rid of surface_modify_location().
2013-09-10 11:09:53 +02:00
Stefan Dösinger
87f931dc64
wined3d: Only invalidate STATE_INDEXBUFFER for the current context in buffer_get_sysmem().
2013-09-09 22:10:00 +02:00
Henri Verbeet
b85c2a74bb
wined3d: Replace the "stateBlock" wined3d_device field with a wined3d_state structure.
2013-08-27 11:50:53 +02:00
Henri Verbeet
b2721d5f9c
wined3d: Store the immediate mode fixed function attribute submission function pointers in struct wined3d_d3d_info.
2013-08-19 12:53:21 +02:00
Stefan Dösinger
76941eff00
wined3d: Move gl_info->limits.max_texture_stages to d3d_info.
2013-04-25 20:25:10 +02:00
Henri Verbeet
c756496326
wined3d: Rename the device "strided_streams" field to "stream_info".
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The "strided" in there is mostly historic, it hasn't really been accurate for
a while now.
2013-04-22 15:26:11 +02:00
Henri Verbeet
c0a84454c4
wined3d: Introduce a separate debug channel for performance warnings.
2013-04-17 11:36:22 +02:00
Stefan Dösinger
822bcfdf74
wined3d: Remove the unused idx_data parameter from draw_primitive.
2013-04-10 16:16:44 +02:00
Stefan Dösinger
1a3f741643
wined3d: Remove draw_primitive_strided.
2013-01-25 11:30:33 +01:00
Stefan Dösinger
149a85c2e7
d3d: Remove high level patch support.
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No Windows driver ever exposed this, and no game uses this. The
only application that used this feature is a DirectX 8 SDK sample.
2013-01-25 11:29:41 +01:00