Commit Graph

4044 Commits

Author SHA1 Message Date
Michael Stefaniuc 6997c8d70c wined3d: Remove superfluous cast of zero. 2010-03-29 11:49:58 +02:00
Henri Verbeet eb064db083 wined3d: Add support for partial updates of compressed surfaces to IWineD3DDeviceImpl_UpdateSurface(). 2010-03-26 10:29:39 +01:00
Henri Verbeet 941c7da08e wined3d: Don't warn about independent color write masks when the masks are all the same. 2010-03-26 10:29:34 +01:00
Henri Verbeet 4651dd86bf wined3d: Implement independent color write masks. 2010-03-26 10:29:29 +01:00
Henri Verbeet 13a57c81f0 wined3d: Add support for EXT_draw_buffers2. 2010-03-26 10:29:23 +01:00
Henri Verbeet d5ff1e640c wined3d: glColorMask() changes the write mask for all render targets. 2010-03-26 10:29:17 +01:00
Henri Verbeet 8cf63f0aee wined3d: Add GL locking to match_fbo_tex_update(). 2010-03-26 10:29:13 +01:00
Stefan Dösinger f74de3ab65 wined3d: Don't advertise float formats as supported by WGL. 2010-03-26 10:28:52 +01:00
Stefan Dösinger 7b43cb1877 wined3d: Don't check WGL depth stencil limitations with FBOs. 2010-03-26 10:28:48 +01:00
Henri Verbeet 9866125e23 wined3d: Just mark the color write mask dirty in IWineD3DDeviceImpl_ClearSurface(). 2010-03-25 10:01:59 +01:00
Henri Verbeet 9eb5ba435e wined3d: Use the same order of operations for depth clears as for stencil clears. 2010-03-25 10:01:54 +01:00
Henri Verbeet 2e7e118899 wined3d: Just mark the stencil write mask dirty in IWineD3DDeviceImpl_ClearSurface(). 2010-03-25 10:01:49 +01:00
Henri Verbeet 1c4e9e6a0e wined3d: Disable two-sided stencil when doing stencil clears. 2010-03-25 10:01:44 +01:00
Stefan Dösinger 1181762f99 wined3d: Implement manual buffer fencing. 2010-03-23 12:31:15 +01:00
Stefan Dösinger fd13a6ae23 wined3d: Partially implement unserialized buffers with the apple extension. 2010-03-23 12:30:18 +01:00
Stefan Dösinger 5d94fe2095 wined3d: Add a function for deleting the GL buffer. 2010-03-23 12:29:33 +01:00
Roderick Colenbrander 8f604afa96 wined3d: Remove WGL RGBA float support because it doesn't make sense without pbuffers. 2010-03-22 11:41:03 +01:00
Roderick Colenbrander 28a2c7ab29 wined3d: Use the format table instead of WGL-checks in CheckDepthStencilMatch when FBOs are used. 2010-03-22 11:40:52 +01:00
Roderick Colenbrander 5ffb088975 wined3d: Fix depth blit regression. 2010-03-22 11:40:40 +01:00
Francois Gouget 3428b94a8d Assorted spelling and case fixes. 2010-03-22 10:49:13 +01:00
Henri Verbeet 122129f94a wined3d: Add COMPLEX_FIXUP_NONE as value 0 to the complex_fixup enum.
To prevent get_complex_fixup() from returning COMPLEX_FIXUP_YUY2 for simple
fixups.
2010-03-19 14:31:59 +01:00
Henri Verbeet 12608b0a0d wined3d: Unify "gl_formats_template" naming with the other format info tables. 2010-03-19 14:31:51 +01:00
Henri Verbeet 3aaa6ee6e7 wined3d: Rename GlPixelFormatDesc to wined3d_format_desc. 2010-03-19 14:31:47 +01:00
Henri Verbeet 4cd69b8a09 wined3d: Simplify the generated GLSL for NRM. 2010-03-19 14:31:40 +01:00
Roderick Colenbrander fb8812db89 wined3d: Get rid of d3dfmt_get_conv in RealizePalette. 2010-03-19 13:15:26 +01:00
Roderick Colenbrander 27a96e477a wined3d: Start moving paletted texture support to the blit_shader. 2010-03-19 13:15:21 +01:00
Roderick Colenbrander fd99ab78c2 wined3d: Use draw_textured_quad in BltOverride. 2010-03-19 13:15:06 +01:00
Roderick Colenbrander 4bd627cc7f wined3d: Add a helper function for drawing a textured quad. 2010-03-19 13:15:03 +01:00
Henri Verbeet 7c930589bc wined3d: Avoid some common invalid context accesses.
Unfortunately there are plenty of other places left. Perhaps we should
consider creating our own window when the context becomes invalid and making
the context current on that instead.
2010-03-18 10:25:09 +01:00
Henri Verbeet 135f364110 wined3d: Kill VTRACE. 2010-03-18 10:25:02 +01:00
Henri Verbeet f2bcd32bff wined3d: Replace some VTRACEs with proper TRACEs. 2010-03-18 10:24:51 +01:00
Henri Verbeet e5673ddbc3 wined3d: Add a quirk to rebind FBOs when one of their attached textures is updated.
Updating a texture while it is attached to the currently bound FBO is
something GL implementations tend to get wrong. NVIDIA fails at
glTexSubImage2D(), fglrx and Mesa with glTexImage2D(). I'm afraid to try what
happens on OS X. Fortunately we never use glTexImage2D() while a texture is
attached to an FBO, so we only need to care about glTexSubImage2D().
2010-03-18 10:24:41 +01:00
Henri Verbeet bd4fb33a52 wined3d: Unify GLINFO_LOCATION in surface.c. 2010-03-18 10:24:33 +01:00
Henri Verbeet 914c8cb8ea ddraw: Acquire/release the focus window from the correct location. 2010-03-18 10:24:15 +01:00
Henri Verbeet 0838d0ab64 wined3d: Make the focus window also the foreground window. 2010-03-18 10:24:05 +01:00
Stefan Dösinger d790530df3 wined3d: Make resources 16 byte aligned. 2010-03-17 13:36:39 +01:00
Stefan Dösinger b621fac215 wined3d: Merge two if conditions in buffer.c. 2010-03-17 13:36:17 +01:00
Sandijs Ribaks e385748258 wined3d: Add surface conversion function from WINED3DFMT_YUY2 to WINED3DFMT_B8G8R8X8_UNORM. 2010-03-17 10:59:18 +01:00
Henri Verbeet 4e48ae2629 ddraw: Implement IDirectDrawImpl_GetSurfaceFromDC().
This is a pretty naive implementation, should that become a performance
problem it's easy enough to speed up with a search tree of some kind.
2010-03-17 10:06:25 +01:00
Henri Verbeet 7b52c2fbed wined3d: Cleanup IWineD3DDeviceImpl_SetFrontBackBuffers(). 2010-03-17 10:06:21 +01:00
Henri Verbeet e9dbd5bff8 wined3d: Don't change the draw buffer in IWineD3DDeviceImpl_SetFrontBackBuffers().
This should be handled by the context's draw buffer management.
2010-03-17 10:06:18 +01:00
Henri Verbeet 509b038cf5 wined3d: Simplify the IWineD3DDeviceImpl_ClearSurface() surface loading code. 2010-03-17 10:06:15 +01:00
Henri Verbeet 2b86950c3b wined3d: Simplify context_apply_attachment_filter_states() flow a bit. 2010-03-17 10:06:12 +01:00
Henri Verbeet ec10c1ed8d wined3d: Add missing checkGLcall's to buffer_Map(). 2010-03-17 10:06:09 +01:00
Henri Verbeet 570f865bad wined3d: Don't use framebuffer blit for backbuffer formats with fixups in swapchain_blit(). 2010-03-17 10:06:06 +01:00
Henri Verbeet 60e98cc3ad wined3d: Don't use filtering on textures that need complex fixups in swapchain_blit().
For example, interpolating palette indices doesn't have the desired result.
Should we really want filtering for these cases we could implement it inside
the relevant shaders, after the fixup, but I doubt it's worth the effort.
2010-03-17 10:06:03 +01:00
Henri Verbeet c48adfe201 wined3d: Use "gl_filter" in the non-FBO path of swapchain_blit() as well. 2010-03-17 10:05:59 +01:00
Stefan Dösinger cc6d17ba7c wined3d: Check the alignment of mapped buffer pointers.
Windows returns 32 byte aligned pointers when locking vertex and index
buffers, and some applications(Half Life 2, Alpha Prime, possibly others)
rely on this. Check the alignment and fall back to double buffered
buffers with HeapAlloced and aligned pointers if the alignment doesn't
fit.
2010-03-16 17:03:13 +01:00
Stefan Dösinger 6c53871d30 wined3d: Implement unfenced updates of double buffered buffers. 2010-03-16 17:02:50 +01:00
Stefan Dösinger 1691a6d7d0 wined3d: Use glMapBuffer for 1:1 uploads in PreLoad.
This is needed to take advantage of asynchronous uploads with double buffered buffers
2010-03-16 17:02:43 +01:00