Henri Verbeet
5097623dcf
wined3d: Pass a wined3d_state structure to device_preload_texture().
2010-09-30 17:51:16 +02:00
Henri Verbeet
5029331f55
wined3d: Pass a wined3d_state structure to find_arb_ps_compile_args().
2010-09-29 12:22:43 +02:00
Henri Verbeet
e5ef8057ea
wined3d: Pass a wined3d_state structure to find_arb_vs_compile_args().
2010-09-29 12:22:41 +02:00
Henri Verbeet
e12f5ff08a
wined3d: Pass a wined3d_state structure to find_ps_compile_args().
2010-09-29 12:22:39 +02:00
Henri Verbeet
8d5a25bbec
wined3d: Pass a wined3d_state structure to find_vs_compile_args().
2010-09-29 12:22:36 +02:00
Henri Verbeet
a7ded9a67d
wined3d: Pass a wined3d_state structure to use_ps().
2010-09-28 17:33:17 +02:00
Henri Verbeet
9224751a13
wined3d: Pass a wined3d_state structure to use_vs().
2010-09-28 17:33:17 +02:00
Henri Verbeet
e59fdb83a6
wined3d: Simply refuse to create shaders if they're disabled.
...
The functionality is a bit questionable in the first place, but there is some
use in the part that limits the maximum reported shader versions.
2010-09-28 17:33:16 +02:00
Henri Verbeet
d6d345fa8a
wined3d: Remove IWineD3DStateBlock::InitStartupStateBlock() from the public wined3d interface.
2010-09-28 17:33:16 +02:00
Henri Verbeet
39886193fd
wined3d: Set initial stateblock state directly on a wined3d_state structure.
2010-09-27 14:10:45 +02:00
Henri Verbeet
b9f4fdcc51
wined3d: Capture stateblock state from a wined3d_state structure.
2010-09-27 14:10:45 +02:00
Henri Verbeet
9f75633a4f
wined3d: Pass a wined3d_state structure to apply_lights().
2010-09-27 14:10:45 +02:00
Henri Verbeet
8b54093bbc
wined3d: Pass a wined3d_state structure to record_lights().
2010-09-27 14:10:45 +02:00
Henri Verbeet
5013ec83de
wined3d: Consistently use the same stateblock in state_colormat().
...
These should refer to the same stateblock when we're drawing, but it's still
ugly.
2010-09-24 11:34:15 +02:00
Henri Verbeet
7dd4174e05
wined3d: Pass a wined3d_state structure to ffp_clip_emul().
2010-09-24 11:34:15 +02:00
Henri Verbeet
23e286613f
wined3d: Directly pass the texture to texture_activate_dimensions().
2010-09-24 11:34:14 +02:00
Henri Verbeet
67b7a573b9
wined3d: Pass a wined3d_state structure to set_tex_op().
2010-09-24 11:34:14 +02:00
Henri Verbeet
578df29b9f
wined3d: Pass a wined3d_state structure to set_tex_op_nvrc().
2010-09-23 12:06:31 +02:00
Henri Verbeet
478a0aae38
wined3d: Pass a wined3d_state structure to is_invalid_op().
...
Instead of an entire device.
2010-09-23 12:06:27 +02:00
Lauri Kenttä
0d27b6ca70
wined3d: Add check for Intel GM965/GL960 with Mesa driver.
2010-09-22 19:56:52 +02:00
Henri Verbeet
f870cf07e8
wined3d: Move clip status to wined3d_state.
2010-09-22 12:41:22 +02:00
Henri Verbeet
9ce3c61a41
wined3d: Move clip plane state to wined3d_state.
2010-09-22 12:41:18 +02:00
Henri Verbeet
4546a13d98
wined3d: Move light state to wined3d_state.
2010-09-22 12:41:13 +02:00
Henri Verbeet
f4df53c41a
wined3d: Move the primitive type to wined3d_state.
2010-09-22 12:41:06 +02:00
Alexandre Julliard
97c4ab23ab
wined3d: Reduce the size of a huge function that takes ages to compile.
2010-09-21 20:16:15 +02:00
Henri Verbeet
98a91e84bc
wined3d: Move base vertex state to wined3d_state.
2010-09-21 14:17:07 +02:00
Henri Verbeet
902630efb5
wined3d: Move index buffer state to wined3d_state.
2010-09-21 14:17:03 +02:00
Henri Verbeet
153d8d43aa
wined3d: Move stream state to wined3d_state.
2010-09-21 14:16:58 +02:00
Lauri Kenttä
602486bdb4
wined3d: Use the same card selection for both Intel Mesa and binary drivers.
2010-09-20 15:12:32 +02:00
Henri Verbeet
b37ce45d6c
wined3d: Move pixel shader constants to wined3d_state.
2010-09-20 13:48:13 +02:00
Henri Verbeet
33dfb9539c
wined3d: Move the pixel shader to wined3d_state.
2010-09-20 13:48:13 +02:00
Henri Verbeet
8a148cc7c5
wined3d: Move vertex shader constants to wined3d_state.
2010-09-20 13:48:12 +02:00
Henri Verbeet
dd4aea36c9
wined3d: Move the vertex shader to wined3d_state.
2010-09-20 13:48:12 +02:00
Roderick Colenbrander
d73370313e
wined3d: Add Radeon HD3200 to gpu table.
2010-09-20 13:48:12 +02:00
Alexandre Julliard
81b8ee863e
makefiles: Add a standard header for all makefiles to replace the common variable initializations.
2010-09-19 12:36:48 +02:00
Henri Verbeet
e31ea51bab
wined3d: Move the vertex declaration to wined3d_state.
2010-09-18 13:05:54 +02:00
Henri Verbeet
d728d5f0ec
wined3d: Move texture bindings to wined3d_state.
2010-09-18 13:05:49 +02:00
Henri Verbeet
5a3a4ac77a
wined3d: Remove IWineD3DBaseTexture::GetTextureDimensions() from the public wined3d interface.
2010-09-18 13:05:44 +02:00
Henri Verbeet
2e119ecd28
wined3d: Move the texture's target field to the base texture struct.
2010-09-18 13:05:36 +02:00
Ričardas Barkauskas
dc1356484c
wined3d: Add NVDB support.
2010-09-16 10:12:33 -05:00
Henri Verbeet
8fdfc736bf
wined3d: Move sampler states to wined3d_state.
2010-09-16 10:12:24 -05:00
Henri Verbeet
5b3c1a2082
wined3d: Move texture states to wined3d_state.
2010-09-16 10:12:17 -05:00
Henri Verbeet
597da9907a
wined3d: Move transforms to wined3d_state.
2010-09-16 10:12:06 -05:00
Henri Verbeet
5f6ced2767
wined3d: Move the material to wined3d_state.
2010-09-16 10:11:57 -05:00
Henri Verbeet
16d9c91b97
wined3d: Move the viewport to wined3d_state.
2010-09-15 10:33:26 -05:00
Henri Verbeet
937eb7e600
wined3d: Move the scissor rect to wined3d_state.
2010-09-15 10:33:20 -05:00
Henri Verbeet
1ef4f075c1
wined3d: Introduce a separate structure for stateblock states.
...
We'd like to not pass an entire stateblock to things like state handlers and
the shader backend, because those then use the stateblock to get to the
device and through there to all the rest of wined3d. This would also be
required for serialization of wined3d draw and state change commands into a
single GL context. Resource updates would be explicitly excluded from
serialization.
2010-09-15 10:33:14 -05:00
Rico Schüller
e6d52c0c8b
wined3d: Add argument check for Type to Get/SetTextureStageState().
2010-09-14 13:32:00 -05:00
Henri Verbeet
6ce848bee4
wined3d: Introduce a structure for stream state.
2010-09-14 11:43:54 -05:00
Henri Verbeet
0b15963b4e
wined3d: Get rid of redundant comparisons against FALSE.
2010-09-14 11:43:44 -05:00
Henri Verbeet
b68d257710
wined3d: Get rid of redundant comparisons against NULL / 0.
2010-09-14 09:43:33 -05:00
Henri Verbeet
fd7c1cbf05
wined3d: IWineD3DBuffer_GetDesc() should never fail.
2010-09-14 09:43:22 -05:00
Jesse Litton
ad917d366c
wined3d: Recognize GeForce GTX 465.
2010-09-14 09:43:15 -05:00
Roderick Colenbrander
4baf7a52f0
wined3d: Move video memory override to init_driver_info.
2010-09-13 13:28:28 -05:00
Roderick Colenbrander
192e0dc433
wined3d: Store amount of video memory in gpu_description_table.
2010-09-13 13:28:15 -05:00
Roderick Colenbrander
27fb5e2d74
wined3d: Add legacy ATI cards.
2010-09-13 13:27:21 -05:00
Mikko Rasa
b46183a2b4
wined3d: Recognize GeForce GTX 460.
2010-09-09 18:03:18 +02:00
Roderick Colenbrander
a352ad2097
wined3d: Add Intel gpu and driver information.
2010-09-09 13:20:37 +02:00
Roderick Colenbrander
d79bbdca51
wined3d: Add AMD NT6x drivers.
2010-09-09 13:20:36 +02:00
Roderick Colenbrander
ae5d8698f9
wined3d: Add Nvidia NT6x driver information.
2010-09-09 13:20:36 +02:00
Joris Huizer
2fd50cb4b8
wined3d: Fix typo in checkGLcall.
2010-09-09 12:45:30 +02:00
Henri Verbeet
955858e97d
wined3d: IWineD3DVolume_GetDesc() should never fail.
2010-09-08 13:31:49 +02:00
Henri Verbeet
53183b4cf3
wined3d: IWineD3DSurface_GetDesc() should never fail.
2010-09-08 13:31:43 +02:00
Henri Verbeet
f49028d91c
wined3d: GL_DRAW_FRAMEBUFFER depends on either ARB_framebuffer_object or EXT_framebuffer_blit.
2010-09-08 13:31:37 +02:00
Roderick Colenbrander
d7472026a0
wined3d: Return generic info for unhandled devices/drivers.
2010-09-08 13:26:04 +02:00
Henri Verbeet
07b5c4becf
wined3d: Getting the current pixel shader should never fail.
2010-09-07 11:23:31 +02:00
Henri Verbeet
0c54dfe7ba
wined3d: Getting the current vertex shader should never fail.
2010-09-07 11:23:27 +02:00
Henri Verbeet
992cb88f71
wined3d: Rename "pDesc" to "desc".
2010-09-07 11:23:20 +02:00
Henri Verbeet
8a8ad1ccd8
wined3d: Avoid a memcpy() in IWineD3DImpl_FillGLCaps().
...
And associated stack buffer.
2010-09-07 11:18:23 +02:00
Roderick Colenbrander
878dcc6d93
wined3d: Separate driver info from GPU info.
2010-09-06 20:30:25 +02:00
Henri Verbeet
8fbf23f0cc
wined3d: Don't overwrite the offscreen depth/stencil surface with undefined data in surface_load_ds_location().
2010-09-06 16:14:26 +02:00
Henri Verbeet
952dfe30be
wined3d: Translate before scaling for rhw as well in transform_projection().
2010-09-06 16:14:22 +02:00
Henri Verbeet
8e0cb60b09
wined3d: Do not call device_switch_onscreen_ds() while under the GL lock.
2010-09-06 16:14:18 +02:00
Henri Verbeet
6471004a8c
wined3d: Fix a silly typo.
2010-09-06 16:14:11 +02:00
Henri Verbeet
fa3a72c63a
wined3d: Add a handler for WINED3DRS_SRGBWRITEENABLE to the atifs fragment pipe.
2010-09-03 11:05:29 +02:00
Henri Verbeet
e998fffc8f
wined3d: Do not mark invalid blend matrices dirty.
2010-09-03 11:05:24 +02:00
Henri Verbeet
5a7091b8f7
wined3d: Do not preload buffers while under the GL lock in process_vertices_strided().
2010-09-03 11:05:19 +02:00
Henri Verbeet
bc2db78c3a
wined3d: Explicitly document some more consequences of GL locking policy.
...
The basic rule is that you can't call anything that takes the user32 / gdi32
lock while under the GL (winex11) lock. As a consequence, you can't call
anything like context_acquire() or context_destroy() either.
2010-09-03 11:05:10 +02:00
Henri Verbeet
a8841eb1dd
wined3d: Avoid a forward declaration.
2010-09-02 11:51:12 +02:00
Octavian Voicu
f9cdd5097f
wined3d: Add missing ckey, fx, and pal directdraw caps.
2010-09-01 17:07:38 +02:00
Henri Verbeet
6c4c351791
wined3d: Don't require wined3d object parents to be COM objects.
2010-09-01 14:01:02 +02:00
Henri Verbeet
b84d1ce5f7
wined3d: Clippers don't need parents.
2010-09-01 14:00:56 +02:00
Henri Verbeet
7c675b522a
wined3d: Queries don't need parents.
2010-09-01 12:40:08 +02:00
Henri Verbeet
2ef400901d
wined3d: Devices don't need parents.
2010-09-01 12:40:07 +02:00
Henri Verbeet
3a7f08a56f
wined3d: Rename wined3d_format_desc to wined3d_format.
2010-08-31 14:23:47 +02:00
Henri Verbeet
c568916f9e
wined3d: Implicit depth/stencil surfaces don't have a container.
...
They're owned by the device instead of the swapchain.
2010-08-31 14:23:47 +02:00
Henri Verbeet
4005eb2a18
wined3d: Get rid of WINED3DRECT.
2010-08-31 14:23:47 +02:00
Henri Verbeet
1bf25cfe3f
wined3d: Use debug_surflocation() in surface_load_location().
2010-08-31 14:23:46 +02:00
Henri Verbeet
29371bf964
wined3d: Recognize some more Radeon cards.
2010-08-31 14:23:46 +02:00
Henri Verbeet
0a28300c49
wined3d: Use surface_color_fill() in IWineD3DDeviceImpl_ClearRendertargetView().
2010-08-30 11:26:46 +02:00
Henri Verbeet
c689280beb
wined3d: Use surface_color_fill() in IWineD3DDeviceImpl_ColorFill().
2010-08-30 11:26:45 +02:00
Henri Verbeet
ecc67757ab
wined3d: Introduce surface_color_fill().
...
This is also a first attempt at a more structured interface to blitter
operations.
2010-08-30 11:26:45 +02:00
Henri Verbeet
9363ea55ee
wined3d: Simply use context_apply_draw_buffers() in context_apply_clear_state().
2010-08-30 11:26:45 +02:00
Henri Verbeet
08101957ba
wined3d: Explicitly pass render targets to context_apply_draw_buffers().
...
This avoids the special handling for blits.
2010-08-30 11:26:45 +02:00
Henri Verbeet
3b4d9ae112
wined3d: Simplify wined3d_format_convert_from_float().
2010-08-27 11:58:26 +02:00
Henri Verbeet
38137d7ce2
wined3d: Cleanup some 2-space indentation.
2010-08-27 11:58:13 +02:00
Henri Verbeet
b233e7b301
wined3d: Rename the "format" field in wined3d_format_desc to "id".
2010-08-26 12:41:44 +02:00
Henri Verbeet
42b814c7d1
wined3d: Remove the GetContainer() methods from the public wined3d interface.
...
There's nothing left that uses these.
2010-08-26 12:41:39 +02:00
Henri Verbeet
22428d97e1
wined3d: Don't set a NULL container of type WINED3D_CONTAINER_TEXTURE.
...
Any container type other than WINED3D_CONTAINER_NONE implies a valid pointer
of the specified type. This fixes a regression introduced by
368e5eb87a
.
2010-08-26 12:41:34 +02:00
Henri Verbeet
2af746b96e
wined3d: Check the GLSL info log for all shaders.
2010-08-25 11:57:24 +02:00