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