The idea here is that we can restore the thread's current GL context on
context_release() if it doesn't correspond to the current wined3d context on
context_acquire().
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.
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.
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.
relate to the opengl texture object will only be updated when they are
out of sync, this reduces the number of texture object state changes
during game play in Axis and allies from several hundreds to 0 or 1.
any objects referenced by the internal stateblock are released when
the stateblock is released (we don't reference count while a
stateblock is recording, so recorded stateblocks have no references to
clean up).
the interface but it is more correct way (Microsoft even have a
resource type of volume).
- Moved usage, format, allocatedMemory and size onto the resource
class structure.
- Refactored Preload for classes that inherit BaseTexture, preload now
binds the texture instead of bind texture calling preload, bindTexture
allocated a glTexture if there isn't one.
- Added two new class static members BaseTexture_CleanUp and
Resource_CleanUp that should be called by classes that implement
BaseTexture or Resource.
Added BindTexture, GetTextureDimensions, UnBindTexture.
Proper GetContainer support for surface.
SetContainer added to surface and volume.
SetInPbufferState added to surface (until gl context management is
implemented).
Minor changes:
- BaseTexture no longer 'holds' a reference to IWineD3DDevice to
prevent circular referencing.
- Better managment of referinging for texture.
- Some TODO's for implementing a context manager.
- Better preload implementation.
- Fix compile warning in device.c Set/GetSamplerState.
- Add QueryInterface support for surface.
- Format X8R8G8B8 added to locking.