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
Stefan Dösinger
072e1a3fb2
wined3d: Move the EXT_texture3D check to init_format_texture_info.
2015-04-24 19:08:45 +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
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
Maxime Lombard
086d2af629
wined3d: Add support for Nvidia GTX 970M.
2015-04-10 21:42:27 +09:00
Henri Verbeet
010ff106dd
d3d10core: Implement d3d10_device_DrawInstanced().
2015-03-24 17:41:17 +09:00
Stefan Dösinger
6df52ca7e6
wined3d: Add support for GL_EXT_texture_snorm.
2015-03-10 21:43:32 +09:00
Bernhard Übelacker
44ddcac6c3
wined3d: Recognize Nvidia GeForce 8100 with Nouveau driver (bug).
2015-03-10 21:42:50 +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
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
Matteo Bruni
1aa5015467
wined3d: Directly use the core version of glTex[Sub]Image3D.
2015-02-09 22:05:32 +09:00
Matteo Bruni
9defaa53a1
wined3d: Use the core version of the asynchronous queries functions.
2015-02-02 22:39:05 +09:00
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
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
Matteo Bruni
aff0c389cc
wined3d: Use the core version of glDrawElementsInstanced.
2015-01-20 16:08:58 +01:00
Matteo Bruni
75b96768e5
wined3d: Use the core version of glDrawBuffers.
2015-01-20 16:08:56 +01:00
Matteo Bruni
6bb32e47ff
wined3d: Use the core gl*CompressedTex* functions.
2015-01-20 16:08:54 +01:00
Henri Verbeet
c6232e1d11
wined3d: Create GL sampler objects for wined3d sampler objects.
2015-01-15 17:24:43 +01:00
Henri Verbeet
5231113fc7
wined3d: Replace wined3d_texture_apply_state_changes() with wined3d_texture_apply_sampler_desc().
2015-01-15 17:24:38 +01:00
Matteo Bruni
7e169d43c5
wined3d: Use the core glColorMaski function.
2015-01-15 11:44:22 +01:00
Matteo Bruni
79a0dece8b
wined3d: Use the core version of the gl*Buffer* functions.
2015-01-15 11:44:20 +01:00
Matteo Bruni
3ccb66f472
wined3d: Use the core version of the glBlend* functions.
2015-01-09 11:49:37 +01:00
Matteo Bruni
993075cdb3
wined3d: Prefer the core glActiveTexture function.
2015-01-09 11:49:33 +01:00
Matteo Bruni
c603e47986
wined3d: Inline GL_EXT_FUNCS_GEN in load_gl_funcs.
2015-01-09 11:49:16 +01:00
Stefan Dösinger
a835ae8643
wined3d: Fix mode comparison in wined3d_set_adapter_display_mode.
2014-11-20 22:30:48 +09:00
Stefan Dösinger
f6dde70624
wined3d: Restore the display mode on focus change.
2014-11-19 17:56:44 +09:00
Caron Wills
9f36db8fa5
wined3d: Add NVIDIA GeForce GTX 970 to supported device list.
2014-11-18 22:08:53 +09:00
Jonas Maebe
3a7bf90f66
wined3d: Add NVIDIA Geforce GT 750M to supported device list.
2014-11-14 21:30:36 +09:00
Henri Verbeet
d74fe031f9
wined3d: Calculate the SM4 output mapping in shader_sm4_init().
2014-11-04 16:54:30 +09:00
Stefan Dösinger
c35f0161c0
wined3d: Update AMD drivers.
2014-10-27 19:03:11 +09:00
Stefan Dösinger
a4443a97a7
wined3d: Update Nvidia driver versions.
2014-10-27 19:03:09 +09:00
Francois Gouget
0dd5cb1cef
Assorted spelling fixes.
2014-09-29 10:36:36 +02:00
Thomas Faber
c5b9bdc75a
wined3d: Use correct FXCAPS constant in wined3d_get_device_caps.
2014-09-24 14:05:18 +02:00
Andrei Slăvoiu
9d0f924d1b
wined3d: Pass the capabilities directly to d3d_level_from_gl_info and rename it to d3d_level_from_caps.
2014-09-23 17:17:12 +02:00
Andrei Slăvoiu
24f661674f
wined3d: Adjust the Intel fallbacks to better reflect reality.
2014-09-23 17:17:12 +02:00
Johannes Brandstätter
de3cb3af6f
wined3d: Fix trace output of emulated_textureram.
2014-09-02 15:07:09 +02:00
Andrei Slăvoiu
2c9c968a14
wined3d: Replace vendor specific callbacks with generic code that uses vendor specific arrays.
2014-08-20 14:07:07 +02:00
Henri Verbeet
df59ac1d0c
wined3d: Recognize some more AMD cards.
2014-08-19 14:49:24 +02:00
Henri Verbeet
7cdaece711
wined3d: Store the amount of video memory as a UINT64.
2014-08-18 12:47:13 +02:00
Andrei Slăvoiu
e9b0a0e181
wined3d: Use capabilities from the shader backend or the fragment pipeline to determine the D3D level.
2014-08-07 17:53:56 +02:00
Andrei Slăvoiu
48e25d0d21
wined3d: Make d3d_level_from_gl_info return an enum instead of a plain int.
2014-08-07 17:53:55 +02:00
Henri Verbeet
80bca9bc9c
wined3d: Add constant buffer support to the GLSL shader backend.
2014-08-04 14:23:29 +02:00
Andrei Slăvoiu
01b2b3074d
wined3d: Replace vendor specific callbacks with generic code that uses vendor specific renderer string tables.
2014-07-30 11:15:24 -05:00