Henri Verbeet
0776060439
wined3d: Send scissor rect updates through the command stream.
2013-09-30 20:34:52 +02:00
Henri Verbeet
8a7744b06e
wined3d: Call state_init_default() from state_init() when the appropriate flag is set.
2013-09-30 20:34:52 +02:00
Henri Verbeet
bc0f990b44
wined3d: Send viewport updates through the command stream.
2013-09-30 20:34:52 +02:00
Marcus Meissner
0c9ce583bc
wined3d: Fixed sizeof() to HeapAlloc (Coverity).
2013-09-30 11:37:46 +02:00
Henri Verbeet
baf285d46a
wined3d: Send draw operation through the command stream.
2013-09-27 10:33:36 +02:00
Henri Verbeet
708b938f64
wined3d: Send clear operations through the command stream.
2013-09-27 10:33:34 +02:00
Henri Verbeet
602c82bce8
wined3d: Send present operations through a command stream.
...
The eventual goal is to have a multithreaded implementation of wined3d_cs_ops
and offload some processing to a different thread.
2013-09-27 10:33:15 +02:00
Henri Verbeet
4a9da034ab
wined3d: Explicitly pass gl_info to state_init_default().
2013-09-26 10:45:52 +02:00
Henri Verbeet
abbc595fc1
wined3d: Initialize the fb state pointer in state_init().
2013-09-26 10:45:50 +02:00
Henri Verbeet
6793fa7157
wined3d: Initialize the default state in device_init().
2013-09-26 10:45:47 +02:00
Henri Verbeet
8866d733e4
wined3d: Introduce a function to initialize swapchain specific device state.
2013-09-25 11:49:08 +02:00
Henri Verbeet
991e47e3c9
wined3d: Allow WINED3DFMT_R8G8B8A8_UNORM render targets.
2013-09-25 11:49:01 +02:00
Francois Gouget
cccba76091
wined3d: Make device_invalidate_shader_constants() static.
2013-09-24 19:08:35 +02:00
Henri Verbeet
9516ce33d8
wined3d: Get rid of clearing the texture bindings in state_init_default().
...
This is arbitrary, we don't do it for any of the other resource bindings
either, and the wined3d_state structure is assumed to be zero-initialized.
2013-09-24 12:57:27 +02:00
Henri Verbeet
ea4c3d5d5d
wined3d: Get rid of the broken render target check for surface_blt_special().
...
This used to work out in practice because swapchain surfaces were always
considered render targets, but that's no longer true. We can just remove the
check, because surface_blt_special() already contains a proper check itself
anyway.
2013-09-24 12:57:24 +02:00
Henri Verbeet
8eb73cd0e9
wined3d: Add fallback depth format info for when ARB_depth_texture is not available.
...
These use the generic GL_DEPTH_COMPONENT internal format, and can't be used
for texturing.
2013-09-24 12:57:21 +02:00
Henri Verbeet
bff80b8bab
wined3d: Copy some missing fields to the new swapchain desc in wined3d_device_reset().
...
The ones that matter are enable_auto_depth_stencil and
auto_depth_stencil_format. auto_restore_display_mode should never change in
practice.
2013-09-23 20:37:29 +02:00
Henri Verbeet
864b25e582
wined3d: Introduce a separate function for updating the viewport and scissor rects.
2013-09-23 20:37:05 +02:00
Stefan Dösinger
556e3e0c76
wined3d: Use GL_APPLE_client_storage for volumes if available.
2013-09-23 20:32:36 +02:00
Stefan Dösinger
5e89689bcd
wined3d: Make format conversion functions work on volumes.
2013-09-23 20:32:32 +02:00
Stefan Dösinger
bb172d2a38
wined3d: Add support for converted volumes.
2013-09-23 20:32:31 +02:00
Stefan Dösinger
24fbe9f2ec
wined3d: Pass the destination pitch to format conversion functions.
...
The relation between src and dst pitches is not correct if the source
pitch is padded to match pitch alignment requirements.
2013-09-20 17:04:04 +02:00
Henri Verbeet
0eae0858ae
wined3d: Set the default scissor rect from the swapchain desc in state_init_default().
...
We always have a swapchain here, even if there are no back buffers.
2013-09-20 11:27:43 +02:00
Henri Verbeet
49c6b87a32
wined3d: Only print a warning about render target usage in wined3d_device_set_render_target().
2013-09-20 11:27:40 +02:00
Stefan Dösinger
d15042837a
wined3d: Pass a correct access flag to glMapBufferARB.
2013-09-19 19:49:49 +02:00
Stefan Dösinger
e9b4f154dd
wined3d: Don't use volume->resource.allocatedMemory.
...
Depending on the location flags, the buffer or heap_memory should be
used.
2013-09-19 19:49:43 +02:00
Henri Verbeet
5bd3bfff99
wined3d: Avoid LPVOID.
2013-09-19 19:49:01 +02:00
Henri Verbeet
e9fbb6b0fd
wined3d: Avoid LPCSTR.
2013-09-19 19:49:00 +02:00
Stefan Dösinger
2680f33015
wined3d: Check box dimensions in volume_map.
2013-09-18 15:47:00 +02:00
Stefan Dösinger
ac37f7a2ac
wined3d: Implement locking of block-based volume textures.
2013-09-18 15:46:56 +02:00
Stefan Dösinger
83b404879c
wined3d: Mapping a mapped volume is an error.
2013-09-18 15:46:49 +02:00
Stefan Dösinger
bbfca4863c
wined3d: Store the instance count in the context structure.
2013-09-16 13:06:03 +02:00
Stefan Dösinger
59e0b841c7
wined3d: Move device_preload_textures into context.c.
2013-09-16 13:06:01 +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
f29c24f2de
wined3d: Pass the context to surface_internal_preload.
2013-09-16 13:05:55 +02:00
Stefan Dösinger
fe44be5fde
wined3d: Pass the context to the internal texture_preload function.
2013-09-16 13:05:52 +02:00
Henri Verbeet
d1e44ff775
wined3d: Pass a resource to wined3d_resource_free_sysmem().
2013-09-16 12:51:13 +02:00
Henri Verbeet
261246ef21
wined3d: Pass a resource to wined3d_resource_allocate_sysmem().
2013-09-16 12:51:13 +02:00
Henri Verbeet
fc85f4f7d6
wined3d: Never set the first render target to the front buffer in wined3d_device_init_3d().
2013-09-13 10:57:00 +02:00
Henri Verbeet
3c023a5db5
wined3d: Just set the first render target to NULL in wined3d_device_reset().
2013-09-13 10:56:52 +02:00
Henri Verbeet
def0558b45
wined3d: Just set the first render target to NULL in wined3d_device_uninit_3d().
2013-09-13 10:56:49 +02:00
Stefan Dösinger
b8eb171b6b
wined3d: Explicitly pass the state information to buffer_internal_preload.
2013-09-12 17:48:20 +02:00
Stefan Dösinger
d8c43aabf7
wined3d: Move the decoded stream info into the context.
2013-09-12 17:48:14 +02:00
Stefan Dösinger
a0b56d9c59
wined3d: Pass stream info and needed fixups to buffer_find_decl.
2013-09-12 17:48:11 +02:00
Henri Verbeet
1a78667862
wined3d: Allow the first render target to be set to NULL.
...
Note that it still isn't necessarily safe to render in this case, because
there are places where we assume the first render target is always non-NULL in
order to determine e.g. framebuffer dimensions. It's now the responsibility of
the caller to ensure that doesn't happen.
2013-09-12 10:59:18 +02:00
Henri Verbeet
1b53cbd8de
wined3d: Make primary_render_target_is_p8() work on a swapchain.
2013-09-12 10:59:11 +02:00
Stefan Dösinger
b4d8b52fa7
wined3d: Pass position_transformed and gl_info to find_ps_compile_args.
2013-09-11 17:09:59 +02:00
Stefan Dösinger
dfeee9077c
wined3d: Pass the swizzle map to find_vs_compile_args.
2013-09-11 17:09:56 +02:00
Henri Verbeet
1453baf64b
wined3d: Properly check if the swapchain format is WINED3DFMT_P8_UINT in primary_render_target_is_p8().
2013-09-11 09:58:52 +02:00
Henri Verbeet
aea8d5c11e
wined3d: Get rid of the render target / overlay check in wined3d_surface_flip().
...
The surface needs to be part of a swapchain to be flipped, but that doesn't
have much to do with WINED3DUSAGE_RENDERTARGET. We can just remove the check
here, because ddraw_surface7_Flip() already has the correct check.
2013-09-11 09:58:50 +02:00
Henri Verbeet
d21c26e4f6
wined3d: Get rid of surface_modify_location().
2013-09-10 11:09:53 +02:00
Henri Verbeet
b62915dabb
wined3d: Replace surface_modify_location(surface, location, FALSE) calls with surface_invalidate_location().
2013-09-10 11:09:51 +02:00
Henri Verbeet
c6ce5486c0
wined3d: Get rid of the special SFLAG_INTEXTURE / SFLAG_INSRGBTEX code in surface_modify_location().
...
It turns out this is already safe for all callers.
2013-09-10 11:09:48 +02:00
Stefan Dösinger
cd203b38a6
wined3d: Pass the context to the main buffer preload function.
2013-09-09 22:10:01 +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
Stefan Dösinger
1cf192172e
wined3d: Only invalidate STATE_INDEXBUFFER for the current context in buffer_create_buffer_object().
2013-09-09 22:10:00 +02:00
Henri Verbeet
e2f4ab4607
wined3d: Rewrite surface_modify_location() on top of surface_validate_location() and surface_invalidate_location().
2013-09-09 22:09:58 +02:00
Henri Verbeet
59e2f52ff8
wined3d: Replace the "dirty" field in struct gl_texture with WINED3D_TEXTURE_ flags.
2013-09-09 22:09:58 +02:00
Henri Verbeet
c44012f0c1
wined3d: Get rid of the "dirty" flag to wined3d_texture_set_dirty().
2013-09-09 22:09:57 +02:00
Stefan Dösinger
df5a0976e9
wined3d: Check the format block size before creating textures.
...
Sizes of textures and stand-alone surfaces must be multiples of the
format's block size for DXTN formats. Since we create a texture for
everything (except in ddraw), this check also takes care of stand-alone
surfaces.
2013-09-06 17:25:08 +02:00
Stefan Dösinger
80638b6d2f
wined3d: Enforce texturing capability format restrictions on resource creation.
2013-09-06 17:25:08 +02:00
Henri Verbeet
7859509f5b
wined3d: Get rid of the SFLAG_INTEXTURE / SFLAG_INSRGBTEX check in surface_set_texture_name().
2013-09-06 12:00:12 +02:00
Henri Verbeet
137590be31
wined3d: Return 1 instead of 0 for max_vertex_blend_matrices in glsl_vertex_pipe_vp_get_caps().
...
It's not necessarily clear to me that one is better than the other here, but
this is what we returned in the old GL fixed function implementation of the
D3D fixed function vertex pipe, and apparently EverQuest depends on this.
This fixes a regression introduced by commit 2014141a25
.
2013-09-06 12:00:09 +02:00
Stefan Dösinger
b73464a413
wined3d: Use the ftoa helper function in the ARB shader backend.
...
This is the ARB equivalent to e0494afa00
.
2013-09-05 17:55:48 +02:00
Stefan Dösinger
37c4f3a88c
wined3d: Don't clamp texture lookups in the ARB fixed function fragment pipe.
2013-09-05 17:55:11 +02:00
Henri Verbeet
ad178a5b55
wined3d: Enforce WINED3DUSAGE_DEPTHSTENCIL format restrictions on resource creation.
2013-09-05 13:18:24 +02:00
Henri Verbeet
b28e9f6482
wined3d: Enforce WINED3DUSAGE_RENDERTARGET format restrictions on resource creation.
2013-09-05 13:18:23 +02:00
Henri Verbeet
6325f3ddd8
wined3d: Don't set WINED3DUSAGE_RENDERTARGET on the front buffer.
...
We never render directly to the front buffer, and in case of e.g. a P8 front
buffer, we would fail surface creation if we were to enforce format
restrictions.
2013-09-04 11:37:01 +02:00
Henri Verbeet
99092c2700
wined3d: Avoid a couple of useless glGetUniformLocationARB() calls.
2013-09-04 11:36:58 +02:00
Henri Verbeet
ff6ce4c669
wined3d: Use clamp() instead of max() for calculating the clamped cosine in the ffp lighting calculations.
...
On typical hardware, the clamp() would be an instruction modifier, while the
max() would need an extra instruction.
2013-09-04 11:36:50 +02:00
Henri Verbeet
0d2d847914
wined3d: Don't clamp texture lookups in the GLSL fixed function fragment pipe.
2013-09-03 16:58:17 +02:00
Henri Verbeet
50e2ee73a4
wined3d: Rename wined3d_fake_gl_ctx to wined3d_caps_gl_ctx.
...
There's nothing particularly fake about the GL context.
2013-09-03 16:58:16 +02:00
Henri Verbeet
36dcb77f6e
wined3d: Get rid of some leftover references to IWineD3D.
2013-09-03 16:58:16 +02:00
Henri Verbeet
0be8e524c6
wined3d: Avoid some forward declarations.
2013-09-02 18:02:42 +02:00
Henri Verbeet
b5e0c5d052
wined3d: Get rid of some leftover comments referring to the GL lock.
2013-09-02 18:02:26 +02:00
Henri Verbeet
2d23913186
wined3d: Move the MAXLOCKCOUNT constant to surface.c.
2013-09-02 18:02:23 +02:00
Henri Verbeet
f7b84fe755
wined3d: Move the DEFAULT_REFRESH_RATE constant to directx.c.
2013-08-30 11:18:49 +02:00
Henri Verbeet
53f747de1b
wined3d: Move the WINED3D_MAX_FBO_ENTRIES constant to context.c.
2013-08-30 11:18:46 +02:00
Henri Verbeet
35a8bf0e1e
wined3d: Move the buffer flags to buffer.c.
2013-08-30 11:18:43 +02:00
Henri Verbeet
805fc64198
wined3d: Get rid of the unused WINED3D_BUFFER_OPTIMIZED flag.
2013-08-29 19:56:17 +02:00
Henri Verbeet
43ecaf29c3
wined3d: Get rid of the DDRAW_PITCH_ALIGNMENT and D3D8_PITCH_ALIGNMENT constants.
2013-08-29 19:56:17 +02:00
Henri Verbeet
605136ab04
wined3d: Get rid of the SHADER_PGMSIZE constant.
2013-08-29 19:56:17 +02:00
Henri Verbeet
ac54753e7c
wined3d: Get rid of RTL_READDRAW.
...
I don't think we ever want to use glDrawPixels().
2013-08-28 11:17:09 +02:00
Henri Verbeet
f5f7a4e457
wined3d: Get rid of GL_EXT_paletted_texture support.
...
No current drivers support this, and it's probably broken. Also note that
since we removed paletted texture support from wined3d, this would only be
used for WINED3DFMT_P8_UINT blits.
2013-08-28 11:17:09 +02:00
Henri Verbeet
00ffc0c24b
wined3d: Get rid of the unused MAX_PALETTES constant.
2013-08-28 11:17:08 +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
fc5f9d4709
wined3d: Make stateblock_init_default_state() work with a wined3d_state structure instead.
2013-08-27 11:50:53 +02:00
Henri Verbeet
cc85c6aff0
wined3d: Introduce a separate function for initializing a wined3d_state structure.
2013-08-27 11:50:53 +02:00
Stefan Dösinger
e69670f76b
wined3d: Disallow MANAGED or SCRATCH pool dynamic volumes.
2013-08-26 19:02:33 +02:00
Stefan Dösinger
1bd6710b6f
wined3d: Check volume formats and sizes in device_update_volume.
2013-08-26 19:02:29 +02:00
Stefan Dösinger
9fbc90b8e3
wined3d: UpdateTexture requires a sysmem source and default destination.
2013-08-26 19:02:23 +02:00
Stefan Dösinger
6bc3cbf1c5
wined3d: Implement sRGB for volumes.
2013-08-26 19:02:16 +02:00
Stefan Dösinger
bd866c0294
wined3d: Implement NOOVERWRITE and DISCARD volume maps.
2013-08-26 19:01:53 +02:00
Stefan Dösinger
8c708486c3
wined3d: Use PBOs for dynamic volumes.
2013-08-26 19:01:39 +02:00
Stefan Dösinger
421b7a17ad
wined3d: Enforce volume mapping restrictions.
2013-08-26 19:01:23 +02:00
Henri Verbeet
aee3c0faeb
wined3d: Introduce a separate function for cleaning up a wined3d_state structure.
2013-08-26 10:50:48 +02:00
Henri Verbeet
4e755d263f
wined3d: Make stateblock_unbind_resources() work with a wined3d_state structure instead.
2013-08-26 10:50:46 +02:00
Henri Verbeet
f02a5f45d4
wined3d: Replace the "updateStateBlock" wined3d_device field with a "update_state" field.
2013-08-26 10:50:43 +02:00
Stefan Dösinger
aa3a43f769
wined3d: Don't lock the dst volume in device_update_volume.
2013-08-23 19:26:43 +02:00
Stefan Dösinger
5ff1237563
wined3d: Free volume sysmem after upload.
2013-08-23 19:26:38 +02:00
Stefan Dösinger
a89f2e6301
wined3d: Move volume sysmem allocation into a separate function.
2013-08-23 19:26:34 +02:00
Gediminas Jakutis
6ca8b274bb
wined3d: Recognize Nvidia GeForce GTX 770.
2013-08-23 18:28:47 +02:00
Henri Verbeet
b4d6f90f20
wined3d: Only update the stateblock's "changed" field if we're recording.
2013-08-23 10:41:36 +02:00
Henri Verbeet
8b8e081d5f
wined3d: Keep track of contained indices in struct constant_heap itself.
2013-08-23 10:41:32 +02:00
Henri Verbeet
74faebd68d
wined3d: Store the current GLSL program per-context.
2013-08-23 10:41:28 +02:00
Stefan Dösinger
52fb1cc245
wined3d: Implement basic volume location management.
2013-08-22 20:16:01 +02:00
Stefan Dösinger
bcb651ca80
wined3d: Remove WINED3D_RESOURCE_ACCESS_SCRATCH.
2013-08-22 20:15:45 +02:00
Stefan Dösinger
07079d1109
wined3d: Remove locked and dirty boxes from volumes.
2013-08-22 20:15:39 +02:00
Stefan Dösinger
518ac4c275
wined3d: Move volume data uploading into a separate function.
2013-08-22 20:15:33 +02:00
Stefan Dösinger
e08e2b2ade
wined3d: Separate volume allocation and loading.
2013-08-22 20:15:27 +02:00
Stefan Dösinger
ac871305f8
wined3d: Store the mipmap level in the volume.
2013-08-22 20:15:18 +02:00
Henri Verbeet
6501f2e215
wined3d: Read from stateBlock instead of updateStateBlock in wined3d_device_get_texture_stage_state().
2013-08-22 10:26:49 +02:00
Henri Verbeet
9b721da9a5
wined3d: Read from stateBlock instead of updateStateBlock in wined3d_device_get_scissor_rect().
2013-08-22 10:26:46 +02:00
Henri Verbeet
7638e550b9
wined3d: Read from stateBlock instead of updateStateBlock in wined3d_device_get_material().
2013-08-22 10:26:42 +02:00
Stefan Dösinger
7e7ee52486
wined3d: Move volume booleans into a flags field.
2013-08-21 19:53:38 +02:00
Stefan Dösinger
6e4e1ad392
wined3d: Properly allocate heap memory for volumes.
2013-08-21 19:53:28 +02:00
Stefan Dösinger
4dd4a6913b
wined3d: Add a function for allocating aligned resource memory.
2013-08-21 19:53:20 +02:00
Stefan Dösinger
9d75a517c2
wined3d: Improve volume size calculation.
2013-08-21 19:53:15 +02:00
Henri Verbeet
a2e1a3d4f1
wined3d: Read from stateBlock instead of updateStateBlock in wined3d_device_get_stream_source_freq().
2013-08-21 12:13:56 +02:00
Henri Verbeet
69e1100c0c
wined3d: Handle NP2 fixup updates in shader_load_constants().
2013-08-21 12:13:56 +02:00
Henri Verbeet
62859daf0b
wined3d: Avoid looking up shaders for shader stages that didn't change.
2013-08-21 12:13:56 +02:00
Henri Verbeet
7e7bd87b2c
wined3d: Store the original display mode in the swapchain.
2013-08-20 11:50:28 +02:00
Stefan Dösinger
a4f009d847
wined3d: Keep GL_UNPACK_CLIENT_STORAGE_APPLE off by default.
...
This is cleaner than the other way around and avoids side effects in
code that wasn't written with client storage in mind. Contrary to the
original intention, it also means fewer client storage toggle calls.
2013-08-19 18:07:45 +02:00
Henri Verbeet
390543dd02
wined3d: Use the "adapter" local variable in swapchain_init().
2013-08-19 12:53:21 +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
Henri Verbeet
c1a7323fac
wined3d: Avoid some redundant state_pscale() calls.
2013-08-19 12:53:21 +02:00
Henri Verbeet
ad147d638c
wined3d: Just update a range of constants in walk_constant_heap().
...
The call overhead from separate calls typically ends up being more expensive
than just updating a few more constants.
2013-08-16 11:55:24 +02:00
Henri Verbeet
37d1e8b79c
wined3d: Try to avoid redundant constant updates.
...
This gives a minor performance improvement. For example, in 3DMark03 Game Test
1 this gives about a 4% improvement, in the Counter Strike: Source stress test
it's about 1%. (NVIDIA GF9600M, Intel T9550, 1024x768).
2013-08-16 11:55:24 +02:00
Henri Verbeet
c1af405054
wined3d: Only set fragment pipe uniforms if they're needed by the shader.
...
In principle the GL driver also checks the location, but it turns out to be
slightly faster to do it ourselves.
2013-08-16 11:55:24 +02:00
Henri Verbeet
cbaa17d3cf
wined3d: Assume the buffer has a buffer object in buffer_add_dirty_area().
2013-08-15 16:24:09 +02:00
Henri Verbeet
4eb39ec5f4
wined3d: Make buffer_add_dirty_area() never fail.
2013-08-15 16:24:07 +02:00
Henri Verbeet
5e64fd7049
wined3d: Don't bother downloading buffer contents on destruction.
2013-08-15 16:24:04 +02:00
Stefan Dösinger
ba61730daa
wined3d: Avoid calculating 1 / (fog_end - fog_start) in the shader.
2013-08-01 20:43:42 +02:00
Rico Schüller
55c190d396
wined3d: Fix typo.
2013-07-24 11:12:45 -05:00
Matteo Bruni
42cfbb825c
wined3d: Add a missing destroy_dummy_textures() call.
2013-07-24 11:09:39 -05:00
Matteo Bruni
e2cf98eb76
wined3d: Implement special fog behavior for orthogonal projection matrices.
2013-07-24 11:09:31 -05:00
Matteo Bruni
c9458882a0
wined3d: Fix handling of cnd instruction with coissue flag.
2013-06-26 18:45:37 +02:00
Stefan Dösinger
248f4b7415
wined3d: Fix the TMP_COLOR optimization with custom fog.
2013-06-21 17:35:07 +02:00
Matteo Bruni
5649746b60
wined3d: Fix NP2 surface repacking in surface_download_data.
2013-06-20 22:14:35 +02:00
Stefan Dösinger
22319c7f9e
wined3d: Work around broken FFP fog with ARB shaders.
2013-06-19 20:09:53 +02:00
Stefan Dösinger
b648b74191
wined3d: Pass fogstart==fogend to GL in fog table mode.
2013-06-19 20:09:53 +02:00
Henri Verbeet
4272d92f93
wined3d: Avoid the position_float4() fixup if the vertex pipe can handle pre-transformed vertices itself.
2013-06-17 13:34:40 +02:00
Karol Herbst
627aebf774
wined3d: Add Nvidia GeForce GTX 770M.
2013-06-14 13:51:37 +02:00
Maxime Lombard
214d6ed0ba
wined3d: Add Nvidia GeForce GTX 670MX.
2013-06-14 13:51:35 +02:00
Henri Verbeet
ffc9f535eb
wined3d: Handle pre-transformed vertices in the GLSL vertex pipe.
...
This also avoids a fallback to drawStridedSlow().
2013-06-14 11:46:31 +02:00
Henri Verbeet
8a7ddfbb53
wined3d: Don't use state_colormat() with the GLSL vertex pipe.
...
None of the code in there should be needed for the GLSL vertex pipe, and the
"untracked materials" counter in particular will trigger an unnecessary
fallback to drawStridedSlow().
2013-06-14 11:46:27 +02:00
Henri Verbeet
4de77fa23f
wined3d: Allow a custom pitch to be specified in wined3d_surface_set_mem().
2013-06-14 11:46:20 +02:00
Henri Verbeet
e0494afa00
wined3d: Introduce a helper function for printing floats in GLSL shaders.
2013-06-11 11:33:15 +02:00
Henri Verbeet
e8905e360f
wined3d: Don't modify the texcoord mask for "projected" cube textures in shader_glsl_tex().
2013-06-07 11:58:22 +02:00
Henri Verbeet
f52d4044eb
wined3d: Fix a typo in shader_glsl_generate_ffp_fragment_shader().
2013-06-07 11:58:20 +02:00
Henri Verbeet
d6bc4fe71a
wined3d: Allow surface flags to be passed to texture creation functions.
2013-06-06 11:47:19 +02:00
Henri Verbeet
91096dd7ad
wined3d: Pass a wined3d_resource_desc structure to wined3d_texture_create_3d().
2013-06-06 11:47:07 +02:00
Francois Gouget
145c417e98
wined3d: Make state_fog_vertexpart() static.
2013-06-06 11:47:02 +02:00
Henri Verbeet
b23739316c
wined3d: Pass a wined3d_resource_desc structure to wined3d_texture_create_cube().
2013-06-05 17:31:39 +02:00
Henri Verbeet
9d4cbd6195
wined3d: Pass a wined3d_resource_desc structure to wined3d_texture_create_2d().
2013-06-05 17:31:39 +02:00
Henri Verbeet
1366e3a5bf
wined3d: Pass a wined3d_resource_desc structure to wined3d_texture_init().
2013-06-05 17:31:39 +02:00
Henri Verbeet
13a38e8d5e
wined3d: Pass a wined3d_resource_desc structure to device_parent_create_swapchain_surface().
2013-06-04 10:14:28 +02:00
Henri Verbeet
a4d2660c9b
wined3d: Pass a wined3d_resource_desc structure to device_parent_create_texture_surface().
2013-06-04 10:14:26 +02:00
Henri Verbeet
1276a3db04
wined3d: Properly set resource dimensions in wined3d_texture_init().
2013-06-04 10:14:24 +02:00
Henri Verbeet
a3f59cf618
wined3d: Allow textures as swapchain surfaces.
2013-06-03 11:30:43 +02:00
Henri Verbeet
48d470f60c
wined3d: Add base format info for some typeless formats.
2013-06-03 11:30:34 +02:00
Henri Verbeet
51bbfa5ced
wined3d: Allow 32 bpc UINT formats in vertex declarations.
2013-06-03 11:30:31 +02:00
Kyle Luna
7f5f166a19
wined3d: Add Mobility Radeon HD 4200.
2013-05-31 18:25:01 +02:00
Henri Verbeet
e4f50de336
wined3d: Get rid of the unused "half" GLSL variable in shader_glsl_ffp_vertex_lighting().
2013-05-31 11:57:40 +02:00
Francois Gouget
49dbf2464f
wined3d: Add a trailing '\n' to a shader_addline() call.
2013-05-30 20:19:33 +02:00
Henri Verbeet
8352d45da5
wined3d: Rename "fogmode" to "wined3d_ffp_ps_fog_mode".
...
This is mostly for consistency with wined3d_ffp_vs_fog_mode.
2013-05-30 10:57:15 +02:00
Henri Verbeet
e4816996c3
ddraw: Handle the "DirectDrawRenderer" registry key in wined3d.
2013-05-30 10:57:08 +02:00
Henri Verbeet
74c5a22daa
wined3d: Only invalidate the current ffp vertex shader if the light type changed.
...
As opposed to any time a light parameter changed.
2013-05-29 12:12:33 +02:00
Henri Verbeet
bdd97858bf
wined3d: Only write gl_ClipVertex if clipping is enabled in shader_glsl_generate_ffp_vertex_shader().
2013-05-29 12:12:32 +02:00
Henri Verbeet
1c2392ddb0
wined3d: Only write gl_PointSize for point primitives in shader_glsl_generate_ffp_vertex_shader().
2013-05-29 12:12:32 +02:00
Henri Verbeet
2014141a25
wined3d: Add support for GLSL based fixed function vertex shaders.
2013-05-29 12:12:32 +02:00
Henri Verbeet
50a3864515
wined3d: Just remove the D3DCMP_NOTEQUAL / D3DCMP_EQUAL FIXME in state_zfunc().
...
As far as I'm aware this just works, I'm not aware of any open issues related
to it.
2013-05-28 14:55:08 +02:00
Henri Verbeet
97b6299eaf
wined3d: Expose WINED3DVTXPCAPS_TEXGEN_SPHEREMAP.
...
Since we already implement it. Tweening will likely never work with fixed
function GL.
2013-05-28 14:55:00 +02:00
Henri Verbeet
b5df8bd4f5
wined3d: Use debug_d3dstate() in compile_state_table() as well.
2013-05-28 14:54:54 +02:00
Henri Verbeet
273dcbf564
wined3d: Get rid of the unused "streams" field from struct wined3d_vertex_declaration.
2013-05-27 19:28:57 +02:00
Henri Verbeet
b35045ba25
wined3d: Don't create FBOs in context_bind_fbo().
...
We can just do this in context_create_fbo_entry() now.
2013-05-27 19:28:52 +02:00
Henri Verbeet
7ca6839c94
wined3d: Also clear context->current_fbo in context_apply_blit_state().
...
The draw buffer handling code depends on this being current. This fixes a bug
exposed by commit 075fa6547c
.
2013-05-27 19:28:47 +02:00
Marcus Meissner
589b48e495
wined3d: Remove now useless NULL check (Coverity).
2013-05-27 19:02:43 +02:00
Stefan Dösinger
10929cbe43
wined3d: Correct an ERR/FIXME.
2013-05-21 19:41:12 +02:00
Stefan Dösinger
9287bb80dc
d3d: d3d9ex does not do video memory accounting for D3DPOOL_DEFAULT resources.
2013-05-20 19:08:28 +02:00
Stefan Dösinger
6621b11ad1
wined3d: Don't pass the device to atifs_free_ffpshader.
2013-05-15 19:04:19 +02:00
Stefan Dösinger
121bd9d201
wined3d: Initialize the gl_info pointer from the context.
2013-05-15 19:04:16 +02:00
Stefan Dösinger
b12ec91c09
wined3d: Don't log the device pointer in shader_arb_select.
2013-05-15 19:04:04 +02:00
Stefan Dösinger
71723ad086
wined3d: Disable the fixed function vertex pipeline when ARB vertex programs are used.
2013-05-14 18:37:13 +02:00
Stefan Dösinger
6fce4d4547
wined3d: Pass the state and private data to shader_select.
2013-05-14 18:37:08 +02:00
Stefan Dösinger
47f385adf0
wined3d: Add a separate function for disabling shaders.
2013-05-14 18:37:04 +02:00
Stefan Dösinger
036a62a245
wined3d: Explicitly pass the state to shader_load_constants.
2013-05-14 18:36:59 +02:00
Stefan Dösinger
5d138799ea
wined3d: Don't access the stateblock from shader_arb_load_constants_internal.
2013-05-14 18:36:53 +02:00
Alexandre Julliard
02d56bd3a2
wined3d: Don't bother to unregister classes at process exit.
2013-05-14 11:33:29 +02:00
Stefan Dösinger
260e1cb0b3
wined3d: Pass the pixel shader input signature to shader_arb_generate_vshader.
2013-05-13 19:57:11 +02:00
Stefan Dösinger
e25b968499
wined3d: Fix a ~0U assignment.
2013-05-13 19:57:09 +02:00
Austin English
c012b1a13c
wined3d: Add NVidia GeForce GT 630.
2013-05-08 12:39:55 +02:00
Matteo Bruni
58dc0346d6
wined3d: Remove some, now unnecessary, glReadBuffer(GL_NONE) calls.
...
This reverts parts of e4efcea223
and
8e12b2e61e
.
2013-04-26 16:28:22 +02:00
Matteo Bruni
bda63dd4a9
wined3d: Set GL_NONE for glReadBuffer / glDrawBuffer on FBO initialization.
2013-04-26 16:28:19 +02:00
Stefan Dösinger
76941eff00
wined3d: Move gl_info->limits.max_texture_stages to d3d_info.
2013-04-25 20:25:10 +02:00
Stefan Dösinger
ac99d53991
wined3d: Move valid_rt_mask to wined3d_d3d_info.
2013-04-25 20:25:10 +02:00
Stefan Dösinger
cb01fb27b1
wined3d: Move max_ffp_textures to wined3d_d3d_info.
2013-04-25 20:25:09 +02:00
Stefan Dösinger
768e8c098c
wined3d: Move shader limits to wined3d_d3d_info.
2013-04-25 20:25:09 +02:00
Stefan Dösinger
f7580726b0
wined3d: Don't pass the device to gen_ffp_frag_op.
2013-04-25 20:25:08 +02:00
Stefan Dösinger
820c12c98f
wined3d: Access gl_info and d3d_info from the context in find_arb_*_compile_args.
2013-04-25 20:25:08 +02:00