Commit Graph

6854 Commits

Author SHA1 Message Date
Matteo Bruni 5af656ea85 wined3d: Allow texture updates in some cases even when mip levels don't match. 2015-04-30 20:07:08 +09:00
Matteo Bruni 15720f09de wined3d: Report ATI1N and ATI2N volume textures as not supported. 2015-04-30 19:58:01 +09:00
Matteo Bruni ca46914d07 wined3d: Use string_buffer_sprintf() in shader_glsl_generate_ffp_fragment_shader(). 2015-04-29 17:02:30 +09:00
Matteo Bruni 12e59c5278 wined3d: Use string_buffer_sprintf() in handle_ps3_input(). 2015-04-29 17:02:27 +09:00
Henri Verbeet da24b51139 wined3d: Don't try to apply format fixups for SM4+ shaders. 2015-04-29 12:24:36 +09:00
Matteo Bruni 28343db208 wined3d: Don't use the builtin FFP uniforms for the lights.
While at it, use D3D-like uniforms for the light parameters and
(consequently) implement range and proper D3D spotlights support.
2015-04-28 20:02:23 +09:00
Matteo Bruni e226e7593a wined3d: Use struct wined3d_vec4 to store the light position and direction. 2015-04-28 20:02:21 +09:00
Matteo Bruni 540130bfa9 wined3d: Store the directional light direction in the lightDirn field.
It's only an implementation detail that the direction needs to be passed
to the fixed function GL pipeline as GL_POSITION.
2015-04-28 20:02:18 +09:00
Matteo Bruni b5affa6d3c wined3d: Set spotlight direction .w component to 0.0f.
It's a direction so we don't want to get translations applied to it.
The variable is only used internally.
2015-04-28 20:02:12 +09:00
Henri Verbeet f09288cfc4 wined3d: Cleanup the sampler map in shader_cleanup() (Valgrind). 2015-04-28 15:34:12 +09:00
Henri Verbeet 4b86f13ade wined3d: Also free the input signature in shader_cleanup() (Valgrind). 2015-04-27 18:05:24 +09:00
Henri Verbeet 79f4ca9ec4 wined3d: Release the context before potentially destroying the swapchain in wined3d_device_uninit_3d() (Valgrind). 2015-04-27 18:05:22 +09:00
Stefan Dösinger 0152b0dad3 wined3d: Move the ARB_texture_rectangle check to init_format_texture_info. 2015-04-27 15:07:48 +09:00
Stefan Dösinger 0d6d64b358 wined3d: Move the ARB_texture_cube_map check to init_format_texture_info. 2015-04-27 15:07:46 +09:00
Stefan Dösinger 7109bebd02 wined3d: Move volume DXTn handling to apply_format_fixups. 2015-04-27 15:07:42 +09:00
Matteo Bruni 978fe23218 wined3d: Don't use the builtin FFP uniforms for the material. 2015-04-27 15:07:11 +09:00
Matteo Bruni 6984ca7f46 wined3d: Don't use the builtin FFP uniforms for texture transformation matrices. 2015-04-27 15:07:06 +09:00
Matteo Bruni 84ca0203bf wined3d: Introduce a scratch string buffers framework. 2015-04-27 15:07:03 +09:00
Matteo Bruni 54b4df6731 wined3d: Reduce initial wined3d_string_buffer buffer size to 32.
Also try to avoid unnecessary HeapReAlloc() + vsnprintf() loops when we
know the required size of the buffer.
2015-04-27 15:06:58 +09:00
Matteo Bruni 64463b81df wined3d: Rename struct wined3d_shader_buffer to wined3d_string_buffer.
Also rename the shader_buffer_(clear|init|free) functions.
2015-04-27 15:06:55 +09:00
Stefan Dösinger 072e1a3fb2 wined3d: Move the EXT_texture3D check to init_format_texture_info. 2015-04-24 19:08:45 +09:00
Stefan Dösinger 9def5ff409 wined3d: Query info for each resource type from ARB_internalformat_query2. 2015-04-24 19:08:41 +09:00
Stefan Dösinger e4e1e7d8d3 wined3d: Read flags of the right resource type in check_device_format. 2015-04-24 19:08:39 +09:00
Stefan Dösinger 3c0ed9ce0a wined3d: Introduce resource-type specific format flags. 2015-04-24 19:08:35 +09:00
Matteo Bruni 53ff2a9d22 wined3d: Drop the ARB_SHADER_OBJECTS extension flag.
The flag is currently unused and also unnecessary since both
ARB_vertex_shader and ARB_fragment_shader specs require
ARB_shader_objects support.
2015-04-24 19:08:15 +09:00
Matteo Bruni 7928ffaca5 wined3d: Drop glPrioritizeTextures() call.
It's not supported on core profiles and I doubt it matters anyway.
For the records, the default value is 1 so this was actually lowering
the priority for DEFAULT pool textures.
2015-04-24 19:08:10 +09:00
Matteo Bruni d6db6c7295 wined3d: Fix specular lighting for non-local viewer.
The viewer is in the (0.0, 0.0, -1.0) direction in the D3D coordinate
system.
2015-04-24 19:08:01 +09:00
Matteo Bruni b963c73abb wined3d: Introduce D3D7+ normal matrix computation. 2015-04-24 19:07:52 +09:00
Henri Verbeet cfd280fd66 wined3d: Get rid of the tracing code in shader_vaddline(). 2015-04-24 14:29:39 +09:00
Henri Verbeet dd2398297c wined3d: Simplify shader_arb_dump_program_source(). 2015-04-24 14:29:32 +09:00
Stefan Dösinger 4fbaab2020 wined3d: Shadow format flags in wined3d_rendertarget_view. 2015-04-23 20:43:20 +09:00
Francois Gouget 6f6dfe91d6 wined3d: Make glsl_vertex_pipe_view() static. 2015-04-23 20:43:19 +09:00
Stefan Dösinger 9076612e2d wined3d: Shadow format flags in the resource. 2015-04-22 23:24:41 +09:00
Henri Verbeet 6e4ad78ff4 wined3d: Slightly simplify get_info_log_line(). 2015-04-21 23:44:59 +09:00
Henri Verbeet de1450788b wined3d: Completely initialize "correction_params" in shader_glsl_load_constants() (Valgrind).
Leaving the last two elements uninitialized is mostly harmless since the
shader doesn't actually use them, but the driver might try to do some kind of
analysis on them.
2015-04-21 22:22:00 +09:00
Henri Verbeet c7780791ea wined3d: Introduce a function to compile ARB vertex/fragment programs. 2015-04-21 22:21:56 +09:00
Henri Verbeet 8063d4cfcc wined3d: Initialize "type.padding" in arbfp_blit_set() (Valgrind). 2015-04-21 22:21:52 +09:00
Henri Verbeet 8b6cddbe25 wined3d: Get rid of context_invalidate_active_texture().
Calling wined3d_texture_bind() + context_invalidate_active_texture() is
equivalent to just calling wined3d_texture_bind_and_dirtify().
2015-04-16 20:44:43 +09:00
Henri Verbeet dcaaf915f8 wined3d: Use wined3d_texture_bind_and_dirtify() in wined3d_texture_upload_data(). 2015-04-16 20:44:41 +09:00
Henri Verbeet 5c9da580a8 wined3d: Use wined3d_texture_bind_and_dirtify() in device_update_volume().
I missed this in 7c4d512fee. Generally speaking,
the only places where plain wined3d_texture_bind() calls are appropriate are
places where you're binding the texture to a specific stage for a subsequent
draw. I.e., places where context_active_texture() is called first.
2015-04-16 20:44:37 +09:00
Henri Verbeet 52478e3809 wined3d: Bind the texture before calling wined3d_volume_upload_data() in wined3d_volume_load_location(). 2015-04-16 20:44:31 +09:00
Henri Verbeet aad0ab8101 wined3d: Properly handle WINED3DSIH_DP2 in the GLSL shader backend. 2015-04-15 22:21:59 +09:00
Henri Verbeet a37099e132 wined3d: Bind sampler objects to the correct texture stage.
On current hardware this generally only makes a difference for vertex
textures. This fixes a regression introduced by commit
c6232e1d11.
2015-04-15 22:21:58 +09:00
Henri Verbeet dc53f6c2e6 wined3d: Use the display format if WINED3DFMT_UNKNOWN is passed as backbuffer format for windowed mode resets. 2015-04-15 22:21:58 +09:00
Stefan Dösinger 27209c69a9 wined3d: Call arbfp_blit_surface and ffp_blit_blit_surface through the blit interfaces. 2015-04-15 22:21:58 +09:00
Stefan Dösinger 6b455e74a0 wined3d: Move fixed function draw blits out of surface_blt_special. 2015-04-15 22:21:58 +09:00
Stefan Dösinger f84d741cb3 wined3d: Implement color keying in the ARB fixed function pipeline. 2015-04-15 22:21:58 +09:00
Stefan Dösinger 483d9550c4 wined3d: Use finer grained colorkey state invalidation. 2015-04-15 22:21:58 +09:00
Stefan Dösinger 382fa588a9 wined3d: Handle color key dirtification in wined3d_cs_exec_set_texture. 2015-04-15 22:21:57 +09:00
Joachim Priesner 8fff427bc0 wined3d: Load ModelView matrix for glLightfv calls.
Analogous to the light() function in state.c, the correct ModelView
matrix has to be loaded when glLightfv is called.
2015-04-13 16:41:48 +09:00
Stefan Dösinger c5c7137212 wined3d: Simplify alpha test and color keying in GLSL. 2015-04-10 21:44:13 +09:00
Stefan Dösinger 5c7707dc77 wined3d: Move alpha test states to the fragment pipeline.
This will allow some color keying cleanups. For Core Contexts we'll have
to emulate alpha testing in shaders anyway.
2015-04-10 21:44:01 +09:00
Stefan Dösinger f4b6874491 wined3d: Match blitter and fragment processing color keying capabilities.
This is necessary if e.g. the nvts or ffp fragment processing pipeline
is selected for debugging purposes on a GPU that otherwise supports the
ARB program blitter.
2015-04-10 21:43:51 +09:00
Stefan Dösinger 5d51c97d07 wined3d: Implement color keying in the glsl fragment pipeline. 2015-04-10 21:43:31 +09:00
Stefan Dösinger 2d56694445 wined3d: Implement color keying in arbfp_blit. 2015-04-10 21:43:12 +09:00
Stefan Dösinger 439076d591 wined3d: Allow ARB blits from converted surfaces. 2015-04-10 21:42:47 +09:00
Stefan Dösinger 82db5954c4 wined3d: Set color keys through the command stream. 2015-04-10 21:42:41 +09:00
Maxime Lombard 086d2af629 wined3d: Add support for Nvidia GTX 970M. 2015-04-10 21:42:27 +09:00
Sebastian Lackner 14219b0c3b wined3d: Fix a typo in vertexshader_init.
Should fix the graphical corruptions recently introduced by
002713de6d.
2015-04-08 23:14:24 +09:00
Sebastian Lackner 3a14df3b9a wined3d: Fix typo in init_output_registers. 2015-04-08 16:22:41 +09:00
Stefan Dösinger b413a4e202 wined3d: Add more formats to wined3d_format_convert_color_to_float. 2015-04-07 23:10:33 +09:00
Stefan Dösinger fa0a9232e0 wined3d: Move surface_convert_color_to_float to utils.c. 2015-04-07 23:10:30 +09:00
Stefan Dösinger 8a101bc1f5 wined3d: Add a function for wined3d_gl_resource_type to texture target conversion. 2015-04-07 23:10:20 +09:00
Stefan Dösinger f260c17b34 wined3d: Use a shader for unconverted blits. 2015-04-07 23:10:14 +09:00
Stefan Dösinger e8b9f8134d wined3d: Define a constant for the blit texture size parameter. 2015-04-03 00:33:29 +09:00
Stefan Dösinger ad50f872ae wined3d: Pass a struct arbfp_blit_type to the blit shader generation functions. 2015-04-03 00:33:28 +09:00
Stefan Dösinger 6cf421399b wined3d: Use bitfields in struct arbfp_blit_type. 2015-04-03 00:33:28 +09:00
Stefan Dösinger da7abd29b4 wined3d: Pass a wined3d_ffp_texture_type enum to blit shader functions. 2015-04-03 00:33:28 +09:00
Stefan Dösinger 844c4efb47 wined3d: Give tex_type and its values a better name. 2015-04-03 00:33:28 +09:00
Henri Verbeet 94b0e895db wined3d: Use GLSL 1.30 for SM4 shaders when available.
This is required for bitwise operators in particular if no other extension
provides them.
2015-03-31 18:49:28 +09:00
Henri Verbeet d0d8a7827b wined3d: Take WINED3D_PIXEL_CENTER_INTEGER into account when calculating vpos. 2015-03-31 18:49:28 +09:00
Henri Verbeet 94967c28b9 wined3d: Add support for half-integer pixel centers.
Like in OpenGL and Direct3D 10+.
2015-03-30 19:10:29 +09:00
Matteo Bruni 05757794a0 wined3d: Don't use the builtin FFP uniform for the projection matrix. 2015-03-27 20:40:38 +09:00
Matteo Bruni 7a8ac888de wined3d: Don't use the builtin FFP uniform for the normal matrix. 2015-03-27 20:40:38 +09:00
Stefan Dösinger be4c7a0a84 wined3d: Implement per stage constants in atifs. 2015-03-27 20:40:37 +09:00
Stefan Dösinger 3c2d0b983a wined3d: Avoid constant collision in atifs. 2015-03-24 20:06:18 +09:00
Stefan Dösinger 239e8cad7c wined3d: Add per-context private data for fragment pipelines. 2015-03-24 20:06:15 +09:00
Stefan Dösinger 1b0c063632 wined3d: Check for conversion changes in the atifs fragment pipeline.
Mapping colorop to pixelshader is necessary because misc_state_template
defines a pixel shader handler. We have to use the same representative
in all pipeline parts.

Wined3d_cs_exec_set_texture dirtifies the pixel shader state when the
fixup of a texture changes. Atifs no longer needs a pixel shader handler
on its own since vertex shader updates aren't delayed any more when the
pixel shader state is dirty.
2015-03-24 20:06:05 +09:00
Stefan Dösinger 92fee8c04f wined3d: Improve color fixups in atifs shaders.
The abilities of this hardware is too limited to support generic sign /
swizzle fixups. A generic handler would consume 4 of the 8 available
color instruction slots and 2 alpha instruction slots.

The bump mapping handler code has its own way of handling the color
fixups. It merges the fixup into the perturbation calculation without
requiring extra shader instructions. In theory this is possible for the
majority of d3d texture ops as well, but I don't think this is worth the
effort. I expect that this code will only be used for the ddraw signed
format test in practice.
2015-03-24 20:05:46 +09:00
Henri Verbeet 010ff106dd d3d10core: Implement d3d10_device_DrawInstanced(). 2015-03-24 17:41:17 +09:00
Henri Verbeet a33d3ad41b wined3d: Add support for SV_InstanceID. 2015-03-24 17:41:12 +09:00
Henri Verbeet f9fafb3686 wined3d: Use the "sysval_semantic" field instead of "semantic_name" to recognize SV_POSITION. 2015-03-24 17:41:09 +09:00
Henri Verbeet 1b08196c5a wined3d: Implement d3d10 style instance data step rates. 2015-03-24 17:41:06 +09:00
Matteo Bruni 74cda79ac3 wined3d: Introduce a get_texture_matrix() function. 2015-03-23 22:59:20 +09:00
Matteo Bruni 2d270f31c6 wined3d: Introduce a get_projection_matrix() function.
Notice that I'm using floats instead of doubles in the new function,
mostly to be able to use struct wined3d_matrix and multiply_matrix().
At a rough estimate the precision should still be good enough.
2015-03-23 22:59:19 +09:00
Matteo Bruni 65c8c40b18 wined3d: Use a separate STATE_VIEWPORT state handler in the GLSL pipeline. 2015-03-23 22:59:18 +09:00
Henri Verbeet 88f230b56e d3d10core: Also pass unused input layout elements to wined3d.
While these won't be used by the shader, they potentially affect the
calculated offset for WINED3D_APPEND_ALIGNED_ELEMENT elements.
2015-03-23 22:59:12 +09:00
Henri Verbeet cbe717b8f3 wined3d: Take the input slot into account when handling WINED3D_APPEND_ALIGNED_ELEMENT. 2015-03-23 22:59:11 +09:00
Henri Verbeet f3765e9f77 wined3d: Merge some common shader initialization code into shader_init(). 2015-03-23 22:59:10 +09:00
Henri Verbeet 002713de6d wined3d: Store shader input signatures as a wined3d_shader_signature structure. 2015-03-23 22:59:08 +09:00
Henri Verbeet 2e5ad1b6e3 wined3d: Store shader output signatures as a wined3d_shader_signature structure.
Instead of a fixed array of wined3d_shader_signature_element structures.
Shader model 4 shaders can have different semantics in a single
register, e.g.  v1.xy TEXCOORD0 and v1.zw TEXCOORD1, so having a single
wined3d_shader_signature_element structure per register isn't
necessarily sufficient.
2015-03-23 22:59:07 +09:00
Henri Verbeet ec78d50193 wined3d: Fix a TRACE in wined3d_device_draw_indexed_primitive_instanced(). 2015-03-20 21:32:50 +09:00
Henri Verbeet ba396e4212 wined3d: Simplify the wined3d_matrix structure. 2015-03-20 21:32:46 +09:00
Francois Gouget f505e6fb4a Assorted spelling fixes. 2015-03-19 21:54:14 +09:00
Matteo Bruni 9811d85141 wined3d: Don't use the builtin FFP uniform for the modelview matrix. 2015-03-19 20:56:59 +09:00
Matteo Bruni 425dc69fef wined3d: Use a separate STATE_TRANSFORM(WINED3D_TS_VIEW) state handler in the GLSL pipeline. 2015-03-19 20:56:56 +09:00
Matteo Bruni 99f3e835ac wined3d: Use a separate STATE_VDECL state handler in the GLSL pipeline.
It's mostly a copy of vertexdeclaration() from state.c, with a few
differences due to the new function being private to the GLSL backend
(e.g. d3d_info.vs_clipping is known to be TRUE) and the fragment fog
update part being split out.
2015-03-19 20:56:50 +09:00
Matteo Bruni 50861156e2 wined3d: Introduce a get_modelview_matrix() function. 2015-03-19 20:56:45 +09:00
Matteo Bruni fe4a226bfa wined3d: Introduce a get_identity_matrix() function. 2015-03-19 20:56:42 +09:00
Stefan Dösinger df829de88d ddraw: Handle DDBLT_ROP in ddraw. 2015-03-18 21:03:22 +09:00
Matteo Bruni 38e4cb29e7 wined3d: Depend on the vertex shader state instead of the vertex declaration state where appropriate. 2015-03-18 21:02:55 +09:00
Matteo Bruni d8c5e417c2 wined3d: Force stream info update on vertex shader change. 2015-03-18 21:02:41 +09:00
Stefan Dösinger 406cfefc2f wined3d: Initialize WINED3DTA_TEMP. 2015-03-11 22:09:42 +09:00
Matteo Bruni f298d30b39 wined3d: Fix a typo in a trace in context_create(). 2015-03-11 22:08:34 +09:00
Stefan Dösinger d4db09d0e9 wined3d: Support WINED3DFMT_R5G5_SNORM_L6_UNORM with EXT_texture_snorm.
From: Stefan Dösinger <stefandoesinger@gmx.at>
2015-03-10 21:43:34 +09:00
Stefan Dösinger 6df52ca7e6 wined3d: Add support for GL_EXT_texture_snorm. 2015-03-10 21:43:32 +09:00
Stefan Dösinger 6f2f73a456 wined3d: Improve the unsigned emulation of WINED3DFMT_R5G5_SNORM_L6_UNORM. 2015-03-10 21:43:11 +09:00
Stefan Dösinger ce836bf651 wined3d: Properly up-scale WINED3DFMT_R5G5_SNORM_L6_UNORM. 2015-03-10 21:43:07 +09:00
Bernhard Übelacker 44ddcac6c3 wined3d: Recognize Nvidia GeForce 8100 with Nouveau driver (bug). 2015-03-10 21:42:50 +09:00
Matteo Bruni db80aba5ad wined3d: Drop redundant check for instanced rendering from drawStridedFast.
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 8ed9c2a11b wined3d: Add a couple checkGLcall() in surface_prepare_rb(). 2015-03-02 13:47:56 +09:00
Matteo Bruni 2f804307bd wined3d: Drop a few unnecessary &x[0]. 2015-03-02 13:47:52 +09:00
Matteo Bruni 7f618695c6 wined3d: Remove an obsolete comment.
Wined3d doesn't actually require the GLX extension for multisampling
at this point (while it does require FBOs).
2015-03-02 13:47:46 +09:00
Matteo Bruni 67d2b52c27 wined3d: Remove ARB_/EXT_TEXTURE_ENV_ADD. 2015-02-26 20:08:57 +09:00
Matteo Bruni aca8ab91eb wined3d: Use the core version of the INCR_WRAP and DECR_WRAP tokens. 2015-02-25 20:35:28 +09:00
Matteo Bruni 78ae4f66d7 wined3d: Set GL_UNPACK_ALIGNMENT to 1.
Alignment should be taken care by the surface pitch and
GL_UNPACK_ROW_LENGTH alone just fine, as long as the pitch is a
multiple of the pixel size. Client APIs respect that,
internally we need to do the same and the changes to
surface_load_texture and wined3d_volume_upload_data are there
for this reason (e.g. WINED3DFMT_R16G16_SNORM is emulated with
GL_RGB16 when NV_texture_shader isn't supported).
2015-02-20 22:53:09 +09:00
Matteo Bruni 7c4d512fee wined3d: Make sure the correct texture is bound in device_update_volume. 2015-02-19 17:52:03 +09:00
Matteo Bruni b47695bf3a wined3d: Reject unsupported pitches in wined3d_surface_update_desc(). 2015-02-19 17:51:47 +09:00
Matteo Bruni d56c168da1 wined3d: Set the surface pitch for user-memory surfaces. 2015-02-19 17:51:36 +09:00
Henri Verbeet 3fa8f4ece3 wined3d: Apply modifiers after floatBitsToInt()/floatBitsToUint() in shader_glsl_add_src_param(). 2015-02-18 23:21:49 +09:00
Stefan Dösinger 52ab9e382e wined3d: Read WINED3D_TEXTURE_COLOR_KEY and gl_color_key to find format conversions.
The idea is to make it clear that wined3d_texture_load is responsible
for checking the color key for changes. Once we can do color keying in
the shader we also have one place where we can disable the surface
conversion.
2015-02-18 22:02:39 +09:00
Stefan Dösinger e53d22b0c0 wined3d: Manage color key changes in the texture.
This fixes a regression with color keyed mipmaps that was introduced by
ee8a5b7dd1. surface_load for level n+1
would call texture_force_reload, thus removing level n from the GL
texture.
2015-02-18 22:02:33 +09:00
Henri Verbeet 849149d5d3 wined3d: Add support for appending vertex declaration elements. 2015-02-13 18:53:17 +09:00
Stefan Dösinger 9b3ab8a6f4 wined3d: Set z = 0.0 via the projection matrix instead of depth clamping.
This works on cards that don't implement ARB_depth_clamp like r500
cards. Note that texturing is influenced by position.w, not position.z.
2015-02-12 22:20:05 +09:00
Henri Verbeet 471e626052 wined3d: Fix the .spec. 2015-02-12 22:12:11 +09:00
Henri Verbeet e4cb3b5081 wined3d: Recognize the SM4 or opcode. 2015-02-11 23:05:17 +09:00
Henri Verbeet 3225fea30c wined3d: Recognize the SM4 ne opcode. 2015-02-11 23:05:13 +09:00
Henri Verbeet 8506da62e0 wined3d: Implement WINED3DSIH_SQRT in the GLSL shader backend. 2015-02-11 23:05:08 +09:00
Henri Verbeet 1dfea3a4ba wined3d: Do not validate format restrictions for buffers.
Buffers don't have a format as such, and are created with either
WINED3DFMT_UNKNOWN or WINED3DFMT_VERTEXDATA.
2015-02-11 23:05:04 +09:00
Henri Verbeet 5045ca639d wined3d: Add some warnings when resource_init() fails due to format restrictions. 2015-02-11 23:04:59 +09:00
Matteo Bruni ac3df5e1f1 wined3d: Use the proper pitch in read_from_framebuffer().
This function is only used in the non-default "backbuffer" ORM.
2015-02-11 22:21:36 +09:00
Matteo Bruni 20e61b396e wined3d: Use unsigned short for the bitfields in struct color_fixup_desc. 2015-02-11 22:21:28 +09:00
Matteo Bruni b875a4a44a wined3d: Use GL_CLAMP_TO_EDGE instead of GL_CLAMP.
GL_CLAMP was removed from core profile and probably GL_CLAMP_TO_EDGE was
intended to be used here anyway.
2015-02-10 16:21:55 +09:00
Matteo Bruni f4da723151 wined3d: Call glReadBuffer() through the appropriate function pointer. 2015-02-10 16:21:41 +09:00
Matteo Bruni 1612dc4dc9 wined3d: Refuse pixel shaders declaring POSITION0 inputs. 2015-02-09 22:05:43 +09:00
Matteo Bruni 74b4516bfa wined3d: Only consider POSITION0 PS inputs as vpos. 2015-02-09 22:05:41 +09:00
Matteo Bruni 96b48191c0 wined3d: Only copy POSITION0 output semantics into gl_Position. 2015-02-09 22:05:35 +09:00
Matteo Bruni 1aa5015467 wined3d: Directly use the core version of glTex[Sub]Image3D. 2015-02-09 22:05:32 +09:00
Stefan Dösinger da5041eb4b wined3d: Check the d3d buffer to find converted attributes.
This fixes some tests with ARB shaders that were broken since
1360af6adc. When buffer_internal_preload
is called by context_update_stream_info, si->elements[i].data is not yet
set.
2015-02-06 22:20:26 +09:00
Stefan Dösinger e178b7ec9a wined3d: Don't use TXP for rectangle P8 textures.
This was probably taken from the YUV shaders, incorrectly and in reverse
logic. It did happen to work though because fragment.texcoord[0].w is 1.0.
2015-02-04 23:15:03 +09:00
Stefan Dösinger 3d49060fdf wined3d: Fix the color keyed P8 alpha ref value. 2015-02-04 23:14:59 +09:00
Matteo Bruni 9defaa53a1 wined3d: Use the core version of the asynchronous queries functions. 2015-02-02 22:39:05 +09:00
Stefan Dösinger 3ef1d6bcd9 wined3d: Pass WM_SYSCOMMAND(SC_RESTORE) to DefWindowProc. 2015-01-28 11:06:48 +01:00
Andrew Eikum 7b45103c4a wined3d: Fix spec file entry for wined3d_texture_create. 2015-01-23 17:28:40 +01:00
Matteo Bruni d360a51f3c wined3d: Use the core version of the shader object functions. 2015-01-23 12:02:37 +01:00
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 270431c220 wined3d: Don't normalize R8G8B8A8_UINT attributes. 2015-01-22 13:37:55 +01:00
Matteo Bruni 8ddb7e32f8 wined3d: Add separate stencil state setup via GL 2.0+ core functions. 2015-01-22 13:37:53 +01:00
Matteo Bruni 915e0ef0cf wined3d: Always use the core version of the glPointParameteri function.
The state function depends on GL 2.0+ so it's unnecessary to
check for NV_POINT_SPRITE.
2015-01-20 16:09:01 +01:00