Henri Verbeet
c48adfe201
wined3d: Use "gl_filter" in the non-FBO path of swapchain_blit() as well.
2010-03-17 10:05:59 +01:00
Stefan Dösinger
cc6d17ba7c
wined3d: Check the alignment of mapped buffer pointers.
...
Windows returns 32 byte aligned pointers when locking vertex and index
buffers, and some applications(Half Life 2, Alpha Prime, possibly others)
rely on this. Check the alignment and fall back to double buffered
buffers with HeapAlloced and aligned pointers if the alignment doesn't
fit.
2010-03-16 17:03:13 +01:00
Stefan Dösinger
6c53871d30
wined3d: Implement unfenced updates of double buffered buffers.
2010-03-16 17:02:50 +01:00
Stefan Dösinger
1691a6d7d0
wined3d: Use glMapBuffer for 1:1 uploads in PreLoad.
...
This is needed to take advantage of asynchronous uploads with double buffered buffers
2010-03-16 17:02:43 +01:00
Stefan Dösinger
04752991b1
wined3d: Don't DISCARD or NOOVERWRITE non-dynamic buffers.
...
Shaiya locks a non-dynamic buffer with the DISCARD flag and expects
the contents to be retained. The SDK says DISCARD requires dynamic
resources, and Windows 7 returns an error in this situation, crashing
Shaiya. This patch sticks to the Windows XP behavior and allows the
lock, but ignores the DISCARD flag to retain the buffer contents.
2010-03-16 17:02:34 +01:00
Alexandre Julliard
bef5645eb1
makefiles: Remove the no longer needed explicit separators for dependencies.
2010-03-16 13:28:19 +01:00
Ričardas Barkauskas
a7aa4a87e2
wined3d: Fix ATI2N pitch and offset calculations.
2010-03-16 13:03:30 +01:00
Henri Verbeet
78166b0b23
wined3d: Implement SetDestWindowOverride() by simply making the context current on a different window.
2010-03-16 11:45:15 +01:00
Henri Verbeet
cd9a8b74b9
wined3d: Store the device window in the swapchain.
...
The swapchain's current window might be changed by SetDestWindowOverride().
2010-03-16 11:45:11 +01:00
Henri Verbeet
aa819fe888
wined3d: Simplify a comparison in IWineD3DDeviceImpl_Reset().
2010-03-16 11:45:06 +01:00
Henri Verbeet
d6bbe90b85
wined3d: The swapchain should always have a window handle.
2010-03-16 11:45:01 +01:00
Henri Verbeet
0ae49c35fb
wined3d: Use the context's window handle in IWineD3DSurfaceImpl_BltOverride().
2010-03-16 11:44:55 +01:00
Henri Verbeet
7b0b16fafe
wined3d: Use the context's window handle in stretch_rect_fbo().
2010-03-16 11:44:50 +01:00
Henri Verbeet
18ec2525a4
wined3d: Store the swapchain instead of the surface in the context.
2010-03-16 11:44:44 +01:00
Henri Verbeet
b281f23efe
wined3d: Add a separate function to set the pixel format in context_create().
2010-03-16 11:44:38 +01:00
Henri Verbeet
4133a0a4ff
wined3d: Use "gl_info" in some more places in context_create().
2010-03-16 11:44:32 +01:00
Henri Verbeet
4b671f4d54
wined3d: Move device context array functions to device.c.
2010-03-15 15:55:57 +01:00
Henri Verbeet
6ed7906852
wined3d: Don't partially initialize contexts in AddContextToArray().
...
Just add a context to the device's context array.
2010-03-15 15:55:51 +01:00
Henri Verbeet
8a107bc63a
wined3d: Kill pbuffer offscreen rendering support.
...
Our pbuffer support is broken, nobody cares.
2010-03-15 15:55:38 +01:00
Roderick Colenbrander
604caf0caa
wined3d: Remove oversize texture support.
2010-03-15 14:23:15 +01:00
Roderick Colenbrander
74bf524a99
wined3d: Use surface_get_blt_info to compute texture coordinates for surface_blt_to_drawable.
2010-03-15 14:22:57 +01:00
Roderick Colenbrander
360384277b
wined3d: Extend surface_get_depth_blt_info with texture coordinate code from surface_blt_to_drawable.
2010-03-15 14:22:44 +01:00
Paul Andrew Panon
482fbe91e2
wined3d: Update to add Mesa ATI card detection code.
2010-03-05 12:46:46 +01:00
Kusanagi Kouichi
f4bce098ea
wined3d: Fix a failure of card vendor detection.
2010-03-05 12:39:30 +01:00
Stefan Dösinger
bd0641d37f
wined3d: Add wined3d_event_query_create and destroy.
...
This also moves the event query faking code back to the external
interface and removes the temporary WINED3D_EVENT_QUERY_UNSUPPORTED
return value since wined3d_event_query_create properly fails if no
event query GL extension is supported.
2010-03-05 12:39:23 +01:00
Stefan Dösinger
6863af3ebb
wined3d: Introduce wined3d_event_query_issue.
2010-03-05 12:39:15 +01:00
Stefan Dösinger
a0d1a55650
wined3d: Create a wined3d internal event query interface.
...
The newly created wined3d_event_query_test will be available for
wined3d-internal use, primarily for synchronizing buffer updates when
using GL_APPLE_flush_buffer_range.
The wined3d_event_query interface will contain most of the functionality:
* Selecting the proper GL extension
* Context handling
* Thread handling
The IWineD3DEventQuery COM interface will use the internal interface
and implement event query faking on top of it (to enable games that
require event queries able to run on drivers that don't implement the
GL extension).
2010-03-05 12:39:07 +01:00
Henri Verbeet
ba519be60f
wined3d: Split TEXT shader comments into separate lines.
...
Based on a patch by Christian Costa.
2010-03-04 17:29:16 +01:00
Paul Andrew Panon
74a059d21b
wined3d: Add Mesa ATI card detection code.
2010-03-03 16:13:23 +01:00
Paul Andrew Panon
85b07b9d38
wined3d: Add a card detection table and refactor wined3d_guess_card.
2010-03-03 16:13:09 +01:00
Paul Andrew Panon
1735b4ee92
wined3d: Adjust the quirks to use the new GL_VENDOR codes.
2010-03-03 16:06:40 +01:00
Paul Andrew Panon
7a9734dc68
wined3d: Add a real GL vendor detection.
2010-03-03 16:06:28 +01:00
Paul Andrew Panon
31573b21b9
wined3d: Rename GL_VENDOR to HW_VENDOR.
2010-03-03 16:06:07 +01:00
Roderick Colenbrander
c0ef7a1a93
wined3d: Move the 8-bit palette shader code over to the blit_shader backend.
2010-03-03 12:53:51 +01:00
Roderick Colenbrander
922ad80f42
wined3d: Rename yuv to complex in order to prepare for 8-bit palette fixups using the same code.
2010-03-03 12:53:41 +01:00
Roderick Colenbrander
ccea415c77
wined3d: Fix multisampling on cards without 32-bit RGB fbconfigs.
2010-03-02 11:11:49 +01:00
Henri Verbeet
de006dbcf9
wined3d: Escape shader comments.
2010-02-23 12:06:58 +01:00
Henri Verbeet
eefb45f333
wined3d: Properly report shader comment sizes.
2010-02-23 12:06:54 +01:00
Stefan Dösinger
5c4d3fb5a2
wined3d: Control SFLAG_CONVERTED in surface_prepare_texture.
...
This makes sure that the flag is set correctly when
surface_allocate_surface is called and client storage is disabled
properly for converted surfaces.
2010-02-17 16:50:38 +01:00
Henri Verbeet
f97565191c
wined3d: Drop buffer objects from the stream info as well when PreLoad drops them.
2010-02-16 10:47:56 +01:00
Henri Verbeet
974f888dfa
wined3d: Move the gl info structure to wined3d_private.h.
2010-02-16 10:47:50 +01:00
Henri Verbeet
1a880cb1f9
wined3d: Remove some unused extensions.
2010-02-16 10:47:40 +01:00
Stefan Dösinger
24e2308670
wined3d: Don't use GL_MAP_FLUSH_EXPLICIT_BIT without GL_MAP_WRITE_BIT.
2010-02-09 11:33:44 +01:00
Stefan Dösinger
8625f0cdbf
wined3d: Don't record dirty areas in a readonly lock.
2010-02-09 11:33:34 +01:00
Henri Verbeet
ba8e6f713b
wined3d: Use the HDC from the acquired context to call SwapBuffer().
...
These should be the same, but this way the relation is clearer.
2010-02-05 10:06:21 +01:00
Henri Verbeet
d0afc7567b
wined3d: Call SetDestWindowOverride() before acquiring a context.
2010-02-05 10:06:17 +01:00
Henri Verbeet
3df59ef0d5
wined3d: Get rid of the now redundant max_ffp_texture_stages device field.
2010-02-05 10:06:12 +01:00
Henri Verbeet
4c7bcb883b
wined3d: Set the texture stage limit based on the fragment pipe caps.
2010-02-05 10:06:08 +01:00
Henri Verbeet
b59dd0e4e8
wined3d: Add the general combiner limit to wined3d_gl_info.
2010-02-05 10:06:03 +01:00
Henri Verbeet
576ea95803
wined3d: Remove the unused device type parameter from the shader backend's get_caps() function.
2010-02-04 13:39:27 +01:00