Commit Graph

2027 Commits

Author SHA1 Message Date
Henri Verbeet 99033b1453 wined3d: Get rid of getDepthStencilBits().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-04 14:41:39 +09:00
Henri Verbeet e0ab314b62 wined3d: Get rid of getColorBits().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-04 14:41:38 +09:00
Józef Kucia 7b9d06b494 wined3d: Introduce wined3d_resource_unmap().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-04 14:41:37 +09:00
Józef Kucia 535b3fe029 wined3d: Introduce wined3d_resource_map().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-04 14:41:37 +09:00
Stefan Dösinger 1ca9dfc8ee wined3d: Prepare GL resources before calling context_apply_fbo_state.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-29 21:20:24 +09:00
Matteo Bruni b2e1b5968c wined3d: Allow FBO blits for depth formats with swizzle fixups.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-22 17:32:07 +09:00
Andrey Gusev 9d7cc07687 wined3d: Recognize Radeon HD 3850 AGP.
Signed-off-by: Andrey Gusev <andrey.goosev@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-21 01:04:31 +09:00
Stefan Dösinger 973de3f59c wined3d: Pass a context to surface_load_location.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-16 19:56:42 +09:00
Stefan Dösinger 14f024048b wined3d: Pass a context to surface_load_fb_texture.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-16 19:56:39 +09:00
Stefan Dösinger b28511f73b wined3d: Pass a context to read_from_framebuffer.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-15 23:14:51 +09:00
Matteo Bruni f4d9f8c212 wined3d: Fully initialize partially written varyings in SM3 shaders.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-13 22:23:59 +09:00
Riccardo Bortolato 8dd86823fd d3d9: Make use of wined3d_texture_unmap in d3d9_volume_UnlockBox.
Also removed wined3d_volume_unmap from wined3d public api.

Signed-off-by: Riccardo Bortolato <rikyz619@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-08 20:59:46 +09:00
Riccardo Bortolato b9cc2859fe d3d9: Make use of wined3d_texture_map in d3d9_volume_LockBox.
Also removed wined3d_volume_map from wined3d public api.

Signed-off-by: Riccardo Bortolato <rikyz619@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-08 20:59:32 +09:00
Matteo Bruni 09eda02b68 wined3d: Output all the texture coordinates in the FFP replacement VS when there are enough varyings.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
2015-10-07 21:28:54 +09:00
Matteo Bruni 08b21528ed wined3d: Avoid reading uninitialized texcoord varyings in pixel shaders.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
2015-10-07 21:28:54 +09:00
Matteo Bruni f511787423 wined3d: Avoid reading uninitialized texcoord varyings in FFP replacement fragment shaders.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
2015-10-07 21:28:53 +09:00
Matteo Bruni 93db8e97da wined3d: Store supported varyings count in d3d_limits.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
2015-10-07 21:28:53 +09:00
Riccardo Bortolato eac95d30b6 wined3d: Introduce new wined3d_texture_(un)map functions.
Initial usage in d3d11.
Also removed wined3d_volume_from_resource.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
2015-10-07 21:28:52 +09:00
Matteo Bruni 47bf62962a wined3d: Initialize unwritten texcoord varyings in the FFP replacement vertex shader.
Only when the GPU supports enough varyings.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
2015-10-06 19:23:07 +09:00
Stefan Dösinger ebd6bf7f7a wined3d: Remove old surface flipping hacks.
They're non-functional these days anyway.
2015-09-08 21:59:16 +09:00
Henri Verbeet 2773b27bb1 wined3d: Use unsigned mask constants in shifts. 2015-08-26 23:53:22 +09:00
Stefan Dösinger 1a965811f6 wined3d: Add a slop for color keying. 2015-08-24 20:42:20 +09:00
Henri Verbeet fca2d19423 dxgi: Implement dxgi_swapchain_ResizeBuffers(). 2015-08-07 23:44:19 +09:00
Henri Verbeet 2735947d76 wined3d: Introduce a separate function to resize swapchain buffers. 2015-08-07 23:44:14 +09:00
Stefan Dösinger 34d8b987c4 wined3d: Try to detect the polygon offset scale value.
FEAR draws the same geometry twice, the second time using zfunc=equal.
In both cases it sets a huge depth bias of -0.5, presumably to get
better precision for the fragile Z comparison. The GL polygon offset we
set ends up being so large that it pulls the geometry into the negative
Z range. It isn't clipped (or no longer, older NV drivers probably had a
separate bug there), but the Z value gets clamped to 0.0 in the first
draw and doesn't match the incoming Z in the second draw.
2015-07-30 23:50:57 +02:00
Matteo Bruni f2989a2522 wined3d: Only install emulation wrappers when required. 2015-07-28 13:41:48 +02:00
Matteo Bruni 930d3e6269 wined3d: Allow to apply extension emulation wrappers independently. 2015-07-28 13:41:47 +02:00
Matteo Bruni 53d1527945 wined3d: Avoid glBegin() / glEnd() in check_fbo_compat() when possible. 2015-07-28 13:41:46 +02:00
Matteo Bruni a1e718ccab wined3d: Add a setting for the maximum OpenGL version to use. 2015-07-09 17:18:22 +09:00
Józef Kucia 1f680c52fe wined3d: Implement vertex blending in glsl_vertex_pipe. 2015-07-03 16:51:34 +09:00
Matteo Bruni 170dca7741 wined3d: Handle per-vertex point size in the GLSL FFP replacement. 2015-06-17 20:01:19 +09:00
Matteo Bruni 4189d29776 wined3d: Avoid the builtin GLSL vertex attributes. 2015-06-12 21:23:12 +09:00
Stefan Dösinger dc7cb59c3a wined3d: Keep track of renderbuffer capabilities. 2015-06-08 18:51:30 +09:00
Stefan Dösinger c8d1a70804 wined3d: Set the gl resource type in resource_init. 2015-06-08 18:51:24 +09:00
Matteo Bruni 614e52e897 wined3d: Don't use the builtin FFP uniforms for fog parameters. 2015-06-05 16:53:20 +09:00
Matteo Bruni b02a166cc8 wined3d: Introduce a get_fog_start_end() function. 2015-06-05 16:53:16 +09:00
Matteo Bruni 92fbe333d0 wined3d: Handle point sprites with PS 3.0. 2015-06-05 16:52:29 +09:00
Matteo Bruni e8cb3bdba5 wined3d: Always enable GL_PROGRAM_POINT_SIZE in the GLSL backend.
Core contexts don't support clamping the point size to GL_POINT_SIZE_MIN
/ GL_POINT_SIZE_MAX.  Incidentally this mostly fixes per-vertex point
sizes for vertex shader version 1 and 2.
2015-06-03 19:52:14 +09:00
Matteo Bruni 90af08c3b1 wined3d: Avoid the builtin uniforms for point size when using the fixed function vertex pipeline. 2015-05-29 16:44:24 +09:00
Matteo Bruni 953a45303c wined3d: Introduce a get_pointsize() function. 2015-05-29 16:44:18 +09:00
Matteo Bruni 36520c3e9d wined3d: Introduce a get_pointsize_minmax() function. 2015-05-29 16:44:13 +09:00
Stefan Dösinger 90d8896826 wined3d: Allow specifying a different depth stencil location.
This is for drivers that do not support depth stencil textures, but
happily support depth stencil renderbuffers.
2015-05-25 21:43:18 +09:00
Matteo Bruni 83254963da wined3d: Add missing entries for Nvidia GPUs. 2015-05-21 20:52:01 +09:00
Matteo Bruni 0c05f9f8fd wined3d: Rename *emission* as *emissive*.
Emission is the OpenGL name, emissive the D3D one. Prefer the latter.
2015-05-05 18:50:56 +09:00
Matteo Bruni f7e0927622 wined3d: Don't use the same va_list multiple times in shader_vaddline(). 2015-04-30 20:07:17 +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 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