Commit Graph

1899 Commits

Author SHA1 Message Date
Stefan Dösinger fa0041954f wined3d: Return a texture from the swapchain resource creation callback. 2015-09-04 20:01:05 +09:00
Stefan Dösinger feb35006f5 wined3d: Remove wined3d_device_get_back_buffer. 2015-09-03 21:11:08 +09:00
Stefan Dösinger f010e5d88a wined3d: Return a texture from wined3d_swapchain_get_back_buffer. 2015-09-03 21:11:07 +09:00
Henri Verbeet 2773b27bb1 wined3d: Use unsigned mask constants in shifts. 2015-08-26 23:53:22 +09:00
Henri Verbeet 62a02a047f d3d10core: Implement d3d10_device_UpdateSubresource(). 2015-08-18 18:28:47 +09:00
Henri Verbeet 2735947d76 wined3d: Introduce a separate function to resize swapchain buffers. 2015-08-07 23:44:14 +09:00
Michael Stefaniuc d700dbbae7 wined3d: Merge two adjacent ifs with identical condition (PVS-Studio). 2015-07-28 13:41:49 +02:00
Henri Verbeet e2c0c611d4 d3d10core: Implement d3d10_device_CopySubresourceRegion(). 2015-07-20 11:50:27 +02:00
Matteo Bruni 92fbe333d0 wined3d: Handle point sprites with PS 3.0. 2015-06-05 16:52:29 +09:00
Matteo Bruni 213f7d9f45 wined3d: Implement WINED3D_LIGHT_PARALLELPOINT support in the GLSL ffp. 2015-05-01 15:45:00 +09:00
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 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 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 9076612e2d wined3d: Shadow format flags in the resource. 2015-04-22 23:24:41 +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 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
Henri Verbeet 010ff106dd d3d10core: Implement d3d10_device_DrawInstanced(). 2015-03-24 17:41:17 +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
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 1aa5015467 wined3d: Directly use the core version of glTex[Sub]Image3D. 2015-02-09 22:05:32 +09:00
Stefan Dösinger 3ef1d6bcd9 wined3d: Pass WM_SYSCOMMAND(SC_RESTORE) to DefWindowProc. 2015-01-28 11:06:48 +01:00
Henri Verbeet 525696fe6c wined3d: Properly cleanup samplers on wined3d_device_reset() / wined3d_device_uninit_3d(). 2015-01-19 14:31:53 +01:00
Henri Verbeet ca06f960ed wined3d: Use the same flags for wined3d_texture_set_color_key() and the "color_key_flags" field it sets.
This fixes a regression introduced by commit a8ab569415.
2015-01-19 14:31:51 +01:00
Henri Verbeet c6232e1d11 wined3d: Create GL sampler objects for wined3d sampler objects. 2015-01-15 17:24:43 +01:00
Matteo Bruni 79a0dece8b wined3d: Use the core version of the gl*Buffer* functions. 2015-01-15 11:44:20 +01:00
Henri Verbeet 30aa55282e wined3d: Specify the initial texture contents with wined3d_texture_create() in wined3d_device_create_cursor_texture(). 2015-01-05 20:15:38 +01:00
Henri Verbeet ea534c9ab4 wined3d: Allow initial texture contents to be specified with wined3d_texture_create(). 2015-01-05 20:15:35 +01:00
Stefan Dösinger 19c860499a wined3d: Filter messages generated by focus handling. 2014-12-08 14:18:43 +01:00
Stefan Dösinger f6dde70624 wined3d: Restore the display mode on focus change. 2014-11-19 17:56:44 +09:00
Stefan Dösinger 45d530461b wined3d: Minimize device windows on focus loss. 2014-11-17 17:36:12 +09:00
Henri Verbeet 4c454fd4ab wined3d: Only prepare the texture in device_update_volume(). 2014-10-08 13:13:37 +02:00
Henri Verbeet 97856bcfee wined3d: Replace wined3d_surface_update_desc() with wined3d_texture_update_desc(). 2014-09-29 10:37:35 +02:00
Henri Verbeet a3daed9604 d3d10core: Implement d3d10_device_GetPredication(). 2014-09-19 10:49:24 +02:00
Henri Verbeet fdf60e51fc d3d10core: Implement d3d10_device_SetPredication(). 2014-09-19 10:49:11 +02:00
Henri Verbeet 2f67b13918 wined3d: Set the initial primitive type to WINED3D_PT_UNDEFINED. 2014-09-18 13:06:34 +02:00
Henri Verbeet 74ab8e8ce9 wined3d: Do not increment the reference count of the returned buffer in wined3d_device_get_stream_source().
None of the other getters increment the reference count either.
2014-09-18 13:06:32 +02:00
Henri Verbeet f06a57f678 d3d10core: Implement d3d10_device_PSGetShaderResources(). 2014-09-17 11:05:08 +02:00
Henri Verbeet 8080212f43 d3d10core: Implement d3d10_device_PSSetShaderResources(). 2014-09-17 11:05:05 +02:00
Henri Verbeet 354a6d4e2c d3d10core: Implement d3d10_device_GSGetShaderResources(). 2014-09-17 11:05:01 +02:00
Henri Verbeet 9c3266fe1d d3d10core: Implement d3d10_device_GSSetShaderResources(). 2014-09-17 11:04:58 +02:00
Henri Verbeet 482e5f589b d3d10core: Implement d3d10_device_VSGetShaderResources(). 2014-09-17 11:04:54 +02:00
Henri Verbeet 1e434b52d0 d3d10core: Implement d3d10_device_VSSetShaderResources(). 2014-09-16 12:24:59 +02:00
Henri Verbeet 736b9e1c1c wined3d: Get rid of wined3d_device_color_fill(). 2014-08-22 12:53:26 +02:00
Henri Verbeet 07985a8c38 wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces.
I don't think the difference between d3d10 depth/stencil and rendertarget
views is large enough to justify a separate type. Unfortunately that does make
the name "wined3d_rendertarget_view" slightly awkward.
2014-08-22 12:53:11 +02:00
Henri Verbeet b005ad6f90 wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +02:00
Henri Verbeet 7ede9788d4 wined3d: Make wined3d_device_clear_rendertarget_view() work with texture resources. 2014-08-21 12:24:31 +02:00
Henri Verbeet d3387cf77b wined3d: Keep a reference to the backbuffer textures instead of the surfaces in the swapchain. 2014-08-20 13:29:53 +02:00