Commit Graph

2857 Commits

Author SHA1 Message Date
Henri Verbeet f552c90c30 wined3d: Make some functions static. 2008-11-25 13:37:55 +01:00
Henri Verbeet f0a816e8cb wined3d: Slightly reduce the scope of fragment_palette_conversion. 2008-11-25 13:37:50 +01:00
Henri Verbeet 49b55f677e wined3d: Don't call IWineD3DSurfaceImpl_GetData() from surface_gdi.c. 2008-11-25 13:37:45 +01:00
Henri Verbeet b4f0b5bdd0 wined3d: Const correctness fixes. 2008-11-25 13:37:39 +01:00
Henri Verbeet a6917b143d wined3d: Use IDL to generate wined3d.h. 2008-11-25 13:37:22 +01:00
Stefan Dösinger 2f98fce9cf wined3d: Put the ps compile parameters into the glsl program hashmap.
This avoids the double search for a pixel shader. The pixel shader
compilation parameter structure is recorded in the GLSL program
hashmap, together with the WineD3D pixel shader.
2008-11-25 13:07:23 +01:00
Stefan Dösinger 33482a732e wined3d: Enable blue = 1.0 fixup for D3DFMT_V8U8.
The dx7 sdk demos need this.
2008-11-25 13:07:14 +01:00
Stefan Dösinger 0bf32b12f5 wined3d: Add the ability to duplicate GL pixel shaders.
Some stateblock parameters have to be compiled into the GL pixel
shader code, like lines for pixelformat fixups. This leads to problems
when applications switch those settings, requiring a recompilation of
the shader. This patch enables wined3d to have multiple GL shaders for
a D3D shader(pixel shaders only so far) to handle this more
efficiently.
2008-11-25 13:07:03 +01:00
Stefan Dösinger aed9305c78 wined3d: Store shader IDs in the vs and ps impl structures. 2008-11-25 13:06:45 +01:00
Stefan Dösinger dd8905543b wined3d: Pass some stateblock values around directly.
This was suggested by Ivan quite a while ago, and we need it to better
handle conflicting texture format corrections and similar stateblock
value changes which until now required a recompilation of the entire
shader
2008-11-25 13:06:35 +01:00
Stefan Dösinger ff767f4984 wined3d: Make the shader backend call CompileShader.
A number of considerations contribute to this:

1) The shader backend knows best which shader(s) it needs. GLSL needs
both, arb only one
2) The shader backend may pass some parameters to the compilation
code(e.g. which pixel format fixup to use)
3) The structures used in (2) are different in vs and ps, so a
baseshader::Compile won't work
4) The structures in (2) are wined3d-private structures, so
having a public method in the vtable won't work(its a bad idea
anyway).
2008-11-25 13:06:23 +01:00
Francois Gouget c0e271c4de wined3d: Remove WINAPI on static functions where not needed. 2008-11-25 11:49:57 +01:00
Roderick Colenbrander 273357264a wined3d: Add registry key for overriding the pci vendor id. 2008-11-24 14:52:32 +01:00
Roderick Colenbrander 52d59718c7 wined3d: Add registry key for overriding pci device id. 2008-11-24 14:52:25 +01:00
Vincent Pelletier f442bafb8a wined3d: Add detection for NVIDIA's GTX 280. 2008-11-24 14:41:58 +01:00
Christian Costa 632d34651f wined3d: Implement CONVERT_CK_RGB24 in d3dfmt_convert_surface. 2008-11-24 14:18:41 +01:00
Andrew Talbot fdba8b8593 wined3d: Sign-compare warnings fix. 2008-11-21 11:29:12 +01:00
Henri Verbeet ba78f072e2 wined3d: Remove some unused code. 2008-11-20 14:25:11 +01:00
Henri Verbeet 8899f3412b wined3d: wined3d_gl.h should be internal to wined3d. 2008-11-20 14:24:56 +01:00
Stefan Dösinger 5c79a9f437 wined3d: Rename the fragment ffp desc structures.
This reflects the fact that they describe the fragment pipeline.
The vertex pipeline will use its own structures.
2008-11-20 12:17:45 +01:00
Stefan Dösinger cd011661e6 d3d9: Test psize_min vs psize_max vs psize behavior.
Add a test that checks what happens if D3DRS_POINTSIZE, D3DRS_POINTSIZE_MIN
and POINTSIZE_MAX have conflicting values. D3DRS_POINTSIZE_MAX trumps
D3DRS_POINTSIZE_MIN, and both MIN and MAX clamp the D3DRS_POINTSIZE value if it is
outside of their range.
2008-11-20 12:17:18 +01:00
Stefan Dösinger 234e995bdc wined3d: Make sure the arbfp pipeline replacement constants are loaded.
The code here skipped constant loading when a pixel shader was in use,
and only reloaded them on ffp use if the shader implementation used
ARB too. This way a e.g. texfactor change could get lost if GLSL
shaders are used, and the texfactor changed while a pixel shader was
in use.
2008-11-20 12:16:57 +01:00
Henri Verbeet 495fcc72a6 wined3d: Avoid using a stack buffer in a few places in shader_hw_map2gl(). 2008-11-19 14:22:49 +01:00
Henri Verbeet 9b118cc345 wined3d: Give mov & mova their own handler. 2008-11-19 14:22:41 +01:00
Henri Verbeet bd427f58a0 wined3d: Make it more obvious the pshader path in shader_hw_map2gl() doesn't handle opcodes without parameters. 2008-11-19 14:22:34 +01:00
Henri Verbeet 29f2fefc2b wined3d: Fix the cube map coordinates in surface_blt_to_drawable().
I don't see how this can ever have worked properly.
2008-11-19 14:22:29 +01:00
Roderick Colenbrander f571ecd23c wined3d: Add two missing D3D8/D3D9 capabilities. 2008-11-10 12:57:30 +01:00
Stefan Dösinger 620a423b22 wined3d: Kill the GL_ATI_envmap_bumpmap code.
GL_ATI_envmap_bumpmap provides two things: Signed V8U8 pixel formats,
and bump mapping. The extension is only supported on fglrx, and this
driver also supports GL_ARB_fragment_program.  Thus the bump mapping
code is never used on any driver out there.  Furthermore, if it is
used, it tends to crash the driver

The signed pixel format is used, as it can be used by pixel shaders or
the ARBfp replacement. However, the format is broken in fglrx, and
negative values are clamped to 0.0. This results in test
failures. WineD3D has an alternative codepath using scale+bias to
enable V8U8 using a standard signed RGB which works correctly on
fglrx.
2008-11-04 11:41:14 +01:00
Stefan Dösinger a8497a5545 wined3d: Fix the num blend values -> type match. 2008-11-04 11:40:37 +01:00
Michael Stefaniuc efeab9d200 wined3d: Use the integer variant of zero instead of casting "0.0". 2008-11-04 11:26:05 +01:00
Stefan Dösinger 93af8d3631 d3d: Do not restore the display mode in ddraw. 2008-11-03 13:34:13 +01:00
Stefan Dösinger 8b38533f69 wined3d: Restore the fragment replacement prog after depth_blt.
The current code properly enabled/disabled GL_ARB_fragment_program
after a depth blit, but it did not restore the bound fragment program
properly. This leads to problems if a depth blit was done between two
draws without any change of the fragment processing settings.
2008-11-03 13:34:13 +01:00
Henri Verbeet b11dd54258 wined3d: Remove another redundant NULL check (LLVM/Clang). 2008-11-03 11:49:46 +01:00
Henri Verbeet dfde4c91e0 wined3d: vertexshader should never be NULL in generate_param_reorder_function() (LLVM/Clang). 2008-11-03 11:49:41 +01:00
Henri Verbeet 373a43442d wined3d: Remove a FIXME that doesn't apply anymore. 2008-11-03 11:49:20 +01:00
Henri Verbeet 6e1b7333e6 wined3d: Print an error when drawStridedSlowVs() is called with 0 idxSize and non-NULL idxData (LLVM/Clang). 2008-10-31 12:58:43 +01:00
Henri Verbeet c090471a49 wined3d: Properly break in get_argreg() (LLVM/Clang). 2008-10-31 12:58:37 +01:00
Henri Verbeet 795c4a77aa wined3d: Handle projected cube textures. 2008-10-29 11:52:11 +01:00
Henri Verbeet d262752aea wined3d: Handle lack of NPOT support for depth blts. 2008-10-29 11:52:06 +01:00
Henri Verbeet 80818bfc8d wined3d: Support some more depth blt texture types in surface_depth_blt(). 2008-10-29 11:52:01 +01:00
Henri Verbeet 17ab7f6b83 wined3d: Support some more depth blt texture types for arb programs. 2008-10-29 11:51:54 +01:00
Tobias Jakobi f4e0dec42e wined3d: Fix typo in baseshader.c. 2008-10-28 13:26:01 +01:00
Henri Verbeet c52a55d724 wined3d: Fix some indentation. 2008-10-28 12:46:51 +01:00
Henri Verbeet 092b51e82a wined3d: Rename CreateAdditionalSwapChain to CreateSwapChain. 2008-10-28 12:46:46 +01:00
Henri Verbeet b33ddbde6a wined3d: Support some more texture types for GLSL depth blts. 2008-10-28 12:33:36 +01:00
Henri Verbeet 437b342424 wined3d: Pass explicit texcoords to depth blt. 2008-10-28 12:33:27 +01:00
Henri Verbeet 57401fcab2 wined3d: Pass the texture type to the shader depth blt function. 2008-10-28 12:33:18 +01:00
Henri Verbeet 4034a29f19 wined3d: Move depth_blt to surface.c. 2008-10-28 12:33:13 +01:00
Francois Gouget 69553c2514 wined3d: Fix the WineDirect3DCreate() export. 2008-10-27 12:37:27 +01:00
Henri Verbeet 7142754820 wined3d: Remove the SDKVersion parameter to WineDirect3DCreate(). 2008-10-24 14:24:59 +02:00
Tobias Jakobi e79d89ff40 wined3d: Fix some typos. 2008-10-21 11:53:40 +02:00
Henri Verbeet bf187ed1e0 wined3d: Set the sampler only once in shader_glsl_select_depth_blt().
It (obviously) never changes.
2008-10-20 12:23:26 +02:00
Henri Verbeet 2188aa87d6 wined3d: Add support for EXT_framebuffer_multisample. 2008-10-20 12:23:16 +02:00
Roderick Colenbrander 728e61e78b wined3d: Remove ENTER_GL/LEAVE_GL from VolumeTexture_PreLoad because it doesn't make any GL calls. 2008-10-20 11:39:01 +02:00
Roderick Colenbrander 3e3141da34 wined3d: Protect gl calls in Volume_LoadTexture with ENTER_GL/LEAVE_GL. 2008-10-20 11:38:54 +02:00
Roderick Colenbrander 47372928b8 wined3d: Fix recursive ENTER_GL in UpdateSurface. 2008-10-20 11:38:43 +02:00
Roderick Colenbrander e848aed2b8 wined3d: ActivateContext caused a lot of recursive ENTER_GL calls while it is especially dangerous in here as this function can indirectly trigger GDI calls. 2008-10-20 11:38:36 +02:00
Roderick Colenbrander b98a7b5082 wined3d: Fix recursive ENTER_GL in LoadLocation. 2008-10-20 11:38:19 +02:00
Roderick Colenbrander e5ed8edb89 wined3d: Fix a recursive ENTER_GL in read_from_framebuffer. 2008-10-20 11:38:11 +02:00
Roderick Colenbrander d4b4810ebe wined3d: Prevent a recursive ENTER_GL before calling blitter->free_private. 2008-10-20 11:38:02 +02:00
Roderick Colenbrander 3a1aeef7c7 wined3d: Add ENTER_GL/LEAVE_GL to gen_yuv_shader. 2008-10-20 11:37:54 +02:00
Roderick Colenbrander 5163a360e0 wined3d: arbfp_blit_unset should call ENTER_GL/LEAVE_GL instead of the caller. 2008-10-20 11:37:46 +02:00
Roderick Colenbrander 8a002b09c1 wined3d: arbfp_set_shader_blit should handle ENTER_GL/LEAVE_GL instead of the caller. 2008-10-20 11:37:38 +02:00
Vitaliy Margolen a2b2a4cf79 wined3d: Add one more FBO error status code. 2008-10-18 19:35:20 +02:00
Alexandre Julliard 6cfef95ce7 wined3d: Convert source files to utf-8. 2008-10-18 19:21:20 +02:00
Henri Verbeet 723f3656e5 wined3d: Modifying GL_TEXTURE_MIN_FILTER modifies both the MINFILTER and MIPFILTER sampler states. 2008-10-16 12:35:51 +02:00
Henri Verbeet bd5abfb1e4 wined3d: Remove a redundant local variable in apply_draw_buffer(). 2008-10-16 12:35:40 +02:00
Henri Verbeet 231e2c60b5 wined3d: The container is always non-NULL if GetContainer() succeeds. 2008-10-16 12:35:34 +02:00
Henri Verbeet f5fbfe47d7 wined3d: Handle offscreen rendering a bit nicer in surface_blt_to_drawable(). 2008-10-16 12:35:09 +02:00
Henri Verbeet e22bda24c6 wined3d: Simplify texture target handling in surface_blt_to_drawable(). 2008-10-15 15:22:11 +02:00
Henri Verbeet c777f962a2 wined3d: We only need to enable texturing for a target if we're going to draw with it (without a shader).
Also, these enables cause problems if they're done while the context
is setup for blitting.
2008-10-15 15:22:06 +02:00
Henri Verbeet 2889b42a3f wined3d: Cleanup properly if creating the context array fails in CreateAdditionalSwapChain(). 2008-10-15 15:21:41 +02:00
Henri Verbeet 2bb7aa7252 wined3d: Don't crash in CreateAdditionalSwapChain() if the context array wasn't allocated yet. 2008-10-15 15:21:35 +02:00
Francois Gouget 0f38a60dd3 Assorted spelling fixes. 2008-10-10 14:14:05 +02:00
Henri Verbeet a98b19cef5 wined3d: Pass the correct RECT to LoadLocation() in LockRect(). 2008-10-10 12:27:21 +02:00
Henri Verbeet cb472a3be7 wined3d: Declare diffuseColor and specularColor inside their respective blocks (LLVM/Clang). 2008-10-10 12:27:17 +02:00
Henri Verbeet 3643d59d5b wined3d: Make sure some variables are always initialized. 2008-10-09 12:14:26 +02:00
Henri Verbeet 9aaccfe77f wined3d: Correct some swizzles and write masks in arb_program_shader. 2008-10-09 12:14:21 +02:00
Henri Verbeet af6636c21c wined3d: Don't do GL calls without a context. 2008-10-09 12:14:15 +02:00
Henri Verbeet 3b2ac77e12 wined3d: Set the correct pow2Matrix for cube textures when NPOT textures are supported. 2008-10-09 12:14:08 +02:00
Henri Verbeet 8985b7a755 wined3d: Get rid of some redundant assignments (LLVM/Clang). 2008-10-09 12:14:01 +02:00
Henri Verbeet 937ceda47f wined3d: Remove a redundant initialization of cfgs in CheckDepthStencilCapability (LLVM/Clang). 2008-10-09 12:13:53 +02:00
Henri Verbeet e9daf92ae6 wined3d: Assign the correct "levels" variable (LLVM/Clang). 2008-10-09 12:13:43 +02:00
Kjell Rune Skaaraas ed96dd72e3 wined3d: Implement IWineD3DResourceImpl_GetPriority and IWineD3DResourceImpl_SetPriority for resource management. 2008-10-08 14:17:03 +02:00
Henri Verbeet 31d6dbfd74 wined3d: Cleanup CreateAdditionalSwapChain error handling a bit (LLVM/Clang). 2008-10-08 12:16:54 +02:00
Henri Verbeet 0420f17b1f wined3d: Remove a redundant initialization of cfgs in WineD3D_ChoosePixelFormat. 2008-10-08 12:16:48 +02:00
Henri Verbeet d8c40f7641 wined3d: Print an error when drawStridedSlow() is called with 0 idxSize and non-NULL idxData (CID 509). 2008-10-08 12:16:35 +02:00
Henri Verbeet c5fbf98ed2 wined3d: Enable lights on the correct swapchain. 2008-10-06 13:06:44 +02:00
Henri Verbeet 3a7fcec4d7 wined3d: Handle texture coordinates the same way we handle other vertex attributes. 2008-09-25 11:53:10 +02:00
Henri Verbeet 2c1e4602a3 wined3d: If a stage isn't mapped to a texture unit, we can't set default coordinates either. 2008-09-25 11:53:03 +02:00
Henri Verbeet c6cd7a7717 wined3d: Properly handle the offset for compressed surfaces in IWineD3DDeviceImpl_UpdateSurface(). 2008-09-25 11:52:56 +02:00
Henri Verbeet 0ee57cf142 wined3d: Set the texture name at surface creation.
This prevents the target from changing during the first PreLoad() call
on a surface, which would be inconvenient when attaching a surface to
a FBO for example.
2008-09-25 11:52:50 +02:00
Henri Verbeet eaf2474003 wined3d: Split SetGlTextureDesc() up.
This creates a function for setting the texture name and one for
setting the texture target. The idea is that the texture target should
get set right after the surface is created, and won't change, while
generating a texture name can wait.
2008-09-25 11:52:42 +02:00
Henri Verbeet 254349fb4d wined3d: Remove the "Wine 1.0 safety path". 2008-09-24 12:53:29 +02:00
Henri Verbeet 5ba40c3d58 wined3d: Make some more GLSL functions private to the backend. 2008-09-24 12:53:23 +02:00
Henri Verbeet a0940051eb wined3d: Make some more ARB program functions private to the backend. 2008-09-24 12:53:16 +02:00
Henri Verbeet daef052daa wined3d: atifs_shader_backend doesn't exist anymore. 2008-09-24 12:53:10 +02:00
Henri Verbeet 2e76954097 wined3d: Move part of the shader instruction table to the backend. 2008-09-24 12:53:05 +02:00
Henri Verbeet e2bc8dfe3b wined3d: Use shader_glsl_log() in some more places. 2008-09-23 12:25:32 +02:00
Henri Verbeet ca28930113 wined3d: Merge pshader_hw_map2gl() and vshader_hw_map2gl().
This isn't the prettiest way to merge those functions, but it's a start.
2008-09-23 12:25:27 +02:00
Henri Verbeet 9d192c6251 wined3d: Skip copying the depth stencil if it's discarded.
This gives a small performance improvement for applications that are
smart enough to set the D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL flag, or
to create depth stencils with Discard set to TRUE.
2008-09-23 12:25:18 +02:00
Henri Verbeet d95ae08ad4 wined3d: Get rid of the wantsDepthStencilBuffer in IWineD3DSwapChainImpl. 2008-09-23 12:25:04 +02:00
Roderick Colenbrander 0362ee3d16 wined3d: UpdateSurface should take into account the offset from the source rectangle. 2008-09-22 13:19:57 +02:00
Roderick Colenbrander c13b3f6179 wined3d: Re-add a comment which got lost. 2008-09-22 12:20:42 +02:00
Henri Verbeet f84680e66c wined3d: Don't try to draw with unsupported attribute data types. 2008-09-22 12:20:34 +02:00
Henri Verbeet 3862347bce wined3d: Fix a memory leak. 2008-09-22 12:20:28 +02:00
Henri Verbeet 76de76e508 wined3d: Destroy FBO entries in the context. 2008-09-22 12:20:24 +02:00
Henri Verbeet 459673da1a wined3d: Make sure update_minfilter and update_magfilter are initialized. 2008-09-22 12:20:18 +02:00
Stefan Dösinger 2e6717ab79 wined3d: Initialize standalone surface parameters. 2008-09-22 12:20:13 +02:00
Allan Tong 43f2ec33bf wined3d: Fix Geforce9 detection. 2008-09-19 12:09:57 +02:00
Henri Verbeet 45820046e8 wined3d: Create a FBO for each combination of render targets and depth stencil.
The main reason for this change is crappy performance for reconfiguring FBOs.
2008-09-19 11:30:00 +02:00
Henri Verbeet 3a8ab00fe1 wined3d: Get rid of context_set_depth_stencil_fbo().
Integrate clearing the depth stencil attachment in context_attach_depth_stencil_fbo().
2008-09-19 11:29:48 +02:00
Henri Verbeet 8f2ed870f1 wined3d: Get rid of context_set_render_target_fbo().
Integrate clearing the attachment in context_attach_surface_fbo().
2008-09-19 11:29:39 +02:00
Henri Verbeet 734b31e00b wined3d: Handle drawbuffers in context_apply_fbo_state() instead of context_set_render_target_fbo(). 2008-09-19 11:29:27 +02:00
Henri Verbeet 9533a5cbbf wined3d: Split off a function for applying an attachment's filter states. 2008-09-19 11:29:18 +02:00
Henri Verbeet a269236649 wined3d: Move FBO handling functions to context.c. 2008-09-19 11:29:13 +02:00
Henri Verbeet 9e3b9f8b41 wined3d: Add a checkGLcall() at the end of loadTexCoords().
To prevent GL errors in loadTexCoords from showing up in different state handlers
2008-09-17 20:50:04 +02:00
Henri Verbeet 9e955d3a28 wined3d: Make the debug channels more consistent. 2008-09-17 20:49:57 +02:00
Henri Verbeet 728932f2eb wined3d: Don't needlessly bind the texture in PreLoad(). 2008-09-17 20:49:47 +02:00
Henri Verbeet 17330c03de wined3d: Don't assume the texture is bound in IWineD3DVolumeImpl_LoadTexture(). 2008-09-17 20:49:42 +02:00
Henri Verbeet 99981f2604 wined3d: Remove some assumptions that PreLoad() will always bind the texture. 2008-09-17 20:49:38 +02:00
Henri Verbeet 53a7951230 wined3d: Clarify a comment. 2008-09-17 20:49:33 +02:00
Henri Verbeet 147ec1a1a4 wined3d: Use the internal format for renderbuffer storage.
Note that using GL_DEPTH_COMPONENT instead of eg. GL_DEPTH_COMPONENT24
will work, but will create a renderbuffer with the format of the
onscreen depth buffer.
2008-09-16 22:34:03 +02:00
Henri Verbeet ad658c22b8 wined3d: IWineD3DCubeTextureImpl implements IID_IWineD3DCubeTexture, not IID_IWineD3DTexture. 2008-09-16 22:33:54 +02:00
Henri Verbeet 047e42da08 wined3d: Improve a TRACE. 2008-09-16 22:33:46 +02:00
Henri Verbeet ee49230cd2 Make some ARB program structs and functions private to the backend. 2008-09-16 22:33:42 +02:00
Henri Verbeet c2178eb64f wined3d: Make some GLSL structs and functions private to the backend. 2008-09-16 22:33:35 +02:00
Roderick Colenbrander e3e113383e wined3d: Degrade an ERR to a TRACE. 2008-09-15 11:29:20 +02:00
Tobias Jakobi 36cf25b598 wined3d: Fix long int warnings. 2008-09-12 13:33:00 +02:00
Tobias Jakobi 6e1194f06e wined3d: Fix SHOW_FRAME_MAKEUP debug dump code. 2008-09-12 13:30:02 +02:00
Stefan Dösinger ae7572217d wined3d: Some ARB code fixes. 2008-09-11 11:43:34 +02:00
Stefan Dösinger 035729ab97 wined3d: Don't disable arbfp if the pipeline replacement is in. 2008-09-11 11:43:30 +02:00
Henri Verbeet d51ea01159 wined3d: Reset the auto depth stencil. 2008-09-10 12:05:31 +02:00
Henri Verbeet 4987ffff1f wined3d: Correct a comment. 2008-09-10 12:03:48 +02:00
Henri Verbeet 27b8f719ca wined3d: Fix the half pixel offset.
Turns out the original fix was correct for fixed function, but for the
wrong reason. The shader path was already correct. This fixes a
regresssion introduced by 932e95c111.
2008-09-10 12:03:42 +02:00
Henri Verbeet 932e95c111 wined3d: Translate one pixel down after flipping for offscreen rendering. 2008-09-08 14:09:29 +02:00
Jeff Zaroyko 6a14bcc824 wined3d: Add missing HeapFree. 2008-09-08 12:31:43 +02:00
Francois Gouget e1797b530d wined3d: Remove spaces before '\n' in Wine traces. 2008-09-05 13:39:08 +02:00
Stefan Dösinger fe64fe5ef8 wined3d: Fix uploading higher transform matrices. 2008-09-05 11:23:30 +02:00
Stefan Dösinger 271f56c9f1 wined3d: Close a pshader on-off switching loophole. 2008-09-05 11:23:19 +02:00
Stefan Dösinger c36e033856 wined3d: Fix the pixelformat selection logic. 2008-09-05 11:23:09 +02:00
Stefan Dösinger 421b6558c1 wined3d: Pack the ffp_desc structure better. 2008-09-05 11:22:55 +02:00
Henri Verbeet 81effcf30d wined3d: Set the viewport to the texture size in depth_blt(). 2008-09-05 10:50:55 +02:00
Stefan Dösinger da1030f36c wined3d: Compressed surface sizes are multiples of 4.
Since those surfaces are stored in blocks, the 4 pixel step doesn't only apply to surfaces < 4, but
also to surfaces bigger than that, with a non-multiple-of-4 size.
2008-09-04 12:44:00 +02:00
Alexander Dorofeyev 78312704d9 wined3d: Remove obsolete code & ModifyLocation TODO.
This fbo logic appears to have already been implemented in ModifyLocation.
2008-09-04 12:29:57 +02:00
Alexander Dorofeyev 1bcd6e4508 wined3d: Get rid of gl buffer variable in BltOverride.
Uses This == dstSwapchain->frontBuffer instead as suggested by Henri Verbeet.
2008-09-04 12:29:50 +02:00
Alexander Dorofeyev 7c38816819 wined3d: Remove glDrawBuffer calls in BltOverride.
Handled in ActivateContext, must be remains of pre-context management code.
2008-09-04 12:29:42 +02:00
Alexander Dorofeyev 5c7f2906ee wined3d: Make the condition to enter p8 conversion shader path more strict.
This prevents shader path from being entered for an offscreen surface
when there is p8 render target and fixes failures in ddraw visual test
(with opengl rendering and RTL_READDRAW mode) and visual glitches in
Red Alert.
2008-09-04 12:29:35 +02:00
Rico Schüller 525e30e6b7 wined3d/d3d9: Set the initial scissorrect to the dimesions of the backbuffer from the first swapchain of the device. 2008-09-04 12:26:59 +02:00
Henri Verbeet 615f75faec wined3d: IWineD3DSurface_PreLoad() doesn't do an implicit glBindTexture() anymore.
This was exposed by moving texture id generation from Preload() to BindTexture().
2008-09-04 11:15:33 +02:00
Henri Verbeet 632102cd14 wined3d: Correct a TRACE and remove an incorrect comment. 2008-09-04 11:15:24 +02:00
Henri Verbeet 4b354e8e62 wined3d: Fix a variable name inside a VTRACE. 2008-09-04 11:15:17 +02:00
Henri Verbeet 5fd7a59e70 wined3d: Use the correct representative for texture transform states. 2008-09-04 11:15:09 +02:00
Henri Verbeet d37c6fc0a9 wined3d: Depth stencil tracking depends on the value of This->render_offscreen. 2008-09-04 11:15:01 +02:00
Henri Verbeet 4b6887b8e3 wined3d: Be more careful when deleting FBOs.
Clear all attachments before deleting FBOs. It should be valid to
delete FBOs that still have attachments, but for some reason the
nvidia drivers don't like it. The resulting memory corruption can be
pretty nasty, and this workaround seems clean enough.
2008-09-04 11:14:53 +02:00
Alexander Dorofeyev e13d0efb01 wined3d: Remove glFlush in RealizePalette.
glFlush was added to surface_blt_to_drawable some time ago, which is a
more general fix and makes this one superfluous.
2008-09-03 13:14:52 +02:00
Alexander Dorofeyev 379f400990 wined3d: Add glFlush when clearing the front buffer in ClearSurface. 2008-09-03 13:14:52 +02:00
Stefan Dösinger ab74030ec5 wined3d: Optimize the projected bump map handling. 2008-09-02 14:56:57 +02:00
Stefan Dösinger d5f05c59c7 ddraw: Beware of the surface type when checking for format support. 2008-09-02 14:56:26 +02:00
Stefan Dösinger d60ece20b5 wined3d: Implement secondary color in the arbfp ffp pipeline. 2008-09-02 14:56:15 +02:00
Stefan Dösinger 8b1727ae62 wined3d: Report incorrect filtering settings in ValidateDevice. 2008-09-02 14:56:06 +02:00
Stefan Dösinger 422eebd2c3 wined3d: BLENDTEXTUREALPHAPM reads the texture. 2008-09-02 14:55:57 +02:00
Stefan Dösinger 3b48660f43 wined3d: Implement YV12 support for emulated overlays.
This is the prefered format of many codecs, and for some codecs this
is the only supported output format. As usual I try to handle all the
conversion in the GPU and keep the CPU involvement minimal to gain the
full performance of PBO transfers.
2008-09-02 14:55:50 +02:00
Francois Gouget 9c63e186c6 wined3d: Add a '\n' to Wine traces. 2008-09-02 13:59:11 +02:00
Francois Gouget 4823b2c7bf Assorted spelling fixes. 2008-09-02 13:58:21 +02:00
Henri Verbeet b4f43e372e wined3d: Remove useless hash_table_t typedef. 2008-08-29 12:26:55 +02:00
Stefan Dösinger af8d268a39 wined3d: Handle projected textures properly in arbfp and atifs.
GL_ARB_fragment_program and GL_ATI_fragment_shader can disable
projected textures properly, and they can also handle
D3DTTFF_PROJECTED | D3DTTFF_COUNT3 properly.
2008-08-28 11:24:49 +02:00
Stefan Dösinger ec4955630e wined3d: Silence some format spam. 2008-08-28 11:24:49 +02:00
Stefan Dösinger acc893c5cf wined3d: Handle projected+bump mapped textures in atifs. 2008-08-28 11:24:49 +02:00
Stefan Dösinger 4635315655 wined3d: Replace a #if 0 with if(0). 2008-08-28 11:24:49 +02:00
Stefan Dösinger a580325a47 wined3d: Remove some more junk code. 2008-08-28 11:24:49 +02:00
Stefan Dösinger 750973cec5 wined3d: Remove BaseTexture::UnBindTexture. 2008-08-28 11:24:49 +02:00
Stefan Dösinger 005e5e868e wined3d: Replace an #if 0 with if(0). 2008-08-28 11:24:49 +02:00
Stefan Dösinger 462ddaa254 wined3d: Make the texture stage mapping nvrc independent. 2008-08-27 13:21:24 +02:00
Stefan Dösinger 0e2713a1e1 wined3d: Remove unneeded code.
The fixed function backend disables the extension. Also messing
with the final combiner shouldn't be needed if nvrc is disabled.
2008-08-27 13:21:24 +02:00
Stefan Dösinger a674ae71ae wined3d: Remove dead code. 2008-08-27 13:21:24 +02:00
Stefan Dösinger 43fe6b0bcf wined3d: Remove some junk. 2008-08-27 13:21:24 +02:00
Stefan Dösinger dda59e361c wined3d: Update the arbfp shader on a texturetransformflags change. 2008-08-27 13:21:24 +02:00
Stefan Dösinger 8f20b882bb wined3d: Handle texture transforms in the TEXTURETRANSFORMFLAGS state.
This is a nop by itself, but it makes it easier for fragment pipelines
to read WINED3DTSS_TEXTURETRANSFORMFLAGS.
2008-08-27 13:21:24 +02:00
Stefan Dösinger 8dcc6b66dc wined3d: Clean up the texbeml parameter forward.
There's no point in separating scale and luminance since they're
uploaded at the same time. We still want to separate the stages
though.
2008-08-27 13:21:24 +02:00
Stefan Dösinger b294e43206 wined3d: D3DTOP_DOTPRODUCT3 colorop overrides the alphaop.
Note that the fix is only implemented in the arbfp and atifs fragment
pipeline. Unfortunately nvrc doesn't support dot3 as alpha operation.
2008-08-27 13:21:24 +02:00
Stefan Dösinger 97b57931d0 wined3d: Advertise a few line caps. 2008-08-27 13:21:24 +02:00
Stefan Dösinger 6bbcc5050b wined3d: Disable D3DFMT_R3G3B2. 2008-08-27 13:21:23 +02:00
Stefan Dösinger 9b94c0abb9 wined3d: Make the alphaop == colorop matching a bit smarter. 2008-08-26 12:07:41 +02:00
Stefan Dösinger 4767be8cde wined3d: The final luminance factor is clamped. 2008-08-26 12:07:41 +02:00
Stefan Dösinger f8ead75566 wined3d: Declare the texture factor when D3DTOP_BLENDFACTORALPHA is used. 2008-08-26 12:07:41 +02:00
Stefan Dösinger 9a6bc683e1 wined3d: Use the correct texture limit.
We have to use the texture limit of the fragment pipeline in use here,
not the fixed function GL texture limit.
2008-08-26 12:07:41 +02:00
Stefan Dösinger 8fc2cfe432 wined3d: Fix projected bump mapping. 2008-08-26 12:07:41 +02:00
Stefan Dösinger 6c6a6a2e61 wined3d: Implement D3DTA_ALPHAREPLICATE in arbfp and atifs.
Also adds a simple test for this. In the fixed function and nvrc/nvts
code this already works properly.
2008-08-26 12:07:41 +02:00
Stefan Dösinger 6c12b81552 wined3d: Implement D3DTOP_BUMPENVMAPLUMINANCE. 2008-08-26 12:07:41 +02:00
Stefan Dösinger e8b9f167d6 wined3d: Fix the texcoord size mask.
There is room for 8 texture coordinates, not just 4.
2008-08-26 12:07:41 +02:00
Stefan Dösinger e110f2c680 wined3d: Don't retry less strict formats if a match was found. 2008-08-25 12:26:26 +02:00
Stefan Dösinger 61a900fdfc wined3d: Fix the drawStridedSlow callback function calling convention.
Since some of those function pointers are direct GL functions the function
prototype needs the WINE_GLAPI calling convention. This makes prevents
drawStridedSlow from crashing with USE_WIN32_OPENGL.
2008-08-25 12:26:17 +02:00
Stefan Dösinger ec633bf789 wined3d: Disable D3DFMT_A2W10V10U10. 2008-08-25 12:25:33 +02:00
Stefan Dösinger 1043a04673 wined3d: Disable D3DFMT_A4L4. 2008-08-25 12:25:23 +02:00
Stefan Dösinger f39e122477 wined3d: Add fixed function sRGB write correction. 2008-08-25 12:25:13 +02:00
Stefan Dösinger 6c87a66355 wined3d: Get a GL context before creating a PBO. 2008-08-25 12:24:43 +02:00
Stefan Dösinger ba58adaaf6 wined3d: Remove a few texture initializations.
This is done by LoadLocation now.
2008-08-25 12:24:33 +02:00
Stefan Dösinger f0f32912a6 wined3d: Make sure the pixel shader is compiled.
If we're heading out of the pixelshader handler early, and a pixel
shader is in use, the pixel shader may not be compiled. The vertex
shader handler then checks if the pixel shader is dirty, and calls the
shader backend to apply the shader if it isn't.  Thus, in the case of
GLSL, the shader code could attempt to link an uncompiled shader into
the program. This isn't much of a problem because when the fog is
applied, the pixel shader is compiled and the program re-linked.
2008-08-25 12:24:24 +02:00
Stefan Dösinger 5b77a2f90b wined3d: Override the default filter of conditional np2 textures. 2008-08-25 12:24:06 +02:00
Chris Robinson 9f82368908 wined3d: Use the proper internal type for some formats. 2008-08-25 12:23:00 +02:00
Henri Verbeet 6fbbcd19e7 wined3d: Move a TRACE up a few lines. 2008-08-25 11:39:16 +02:00
Henri Verbeet e3507a725f wined3d: glDeleteFramebuffersEXT() needs a context. 2008-08-25 11:39:10 +02:00
Chris Robinson eca8577d53 wined3d: Use 8 bits-per-component for the PBO test internal format.
GL_RGBA doesn't gaurantee an internal storage depth, which can cause the test 
to fail if it's stored with less than 8 bits of precision. Some nVidia 
drivers would actually store with 4 bits of precision.
2008-08-25 11:29:38 +02:00
David Adam bb67a925d6 ddraw: Only ddraw checks wether one can give a null pointer to SetMaterial. 2008-08-22 11:32:09 +02:00
Roderick Colenbrander fd0e60180a wined3d: Fix window rewrite regression. 2008-08-22 10:39:23 +02:00
H. Verbeet b917bdaa52 wined3d: Remove useless hash_table_entry_t typedef.
It doesn't add much.
2008-08-22 10:39:08 +02:00
H. Verbeet 05931f4a5a wined3d: Track FBOs per-context.
Although sharing FBOs across contexts is allowed by EXT_framebuffer_object
(issue 76), it causes issues with nVidia drivers. Considering the GL 3 spec
explicitly disallows sharing of FBOs accross contexts (Appendix D), this
patch is probably the right thing to do.
2008-08-22 10:38:59 +02:00
H. Verbeet 2f99bcdde2 wined3d: Move depth stencil location handling code up a couple of lines.
This is just for clarity, so that render targets and the depth stencil are
handled in the same place.
2008-08-22 10:38:30 +02:00
Alexander Dorofeyev 67631163ff wined3d: Fix copy paste error in IWineGDISurfaceImpl_RealizePalette.
It has to update the whole surface, so NULL must be passed to 
x11_copy_to_screen. Fixes a regression in Red Alert.
2008-08-21 13:35:35 +02:00
Alexander Dorofeyev 03ae71dad9 wined3d: Set D3DPTEXTURECAPS_TRANSPARENCY.
It indicates support of colorkey transparency on textures, so set it because 
wined3d supports it. Fixes transparency problems in Forsaken.
2008-08-21 13:35:30 +02:00
Alexander Dorofeyev 1da8a032af wined3d: Disable TEXTURE_RECTANGLE in SetupForBlit. 2008-08-21 13:35:23 +02:00
Stefan Dösinger c38b2fe09e wined3d: Filter out more spam. 2008-08-21 13:34:23 +02:00
Stefan Dösinger c425bbccab wined3d: Set the texture wrap default with the NP2 emulation properly. 2008-08-21 13:33:42 +02:00
Stefan Dösinger 46109da87d wined3d: Don't skip applying texdims with shaders.
There's no need to do that with the nvts and opengl ffp fixed function
fragment pipeline, it's perfectly well defined in GL which one takes
effect. This removes a few more troubles when switching between
shaders and arbfp.
2008-08-21 13:33:30 +02:00
Stefan Dösinger ec94c2ea99 wined3d: Don't enable texture dimensions with shaders.
ARB and GLSL don't need that. If a shader backend like atifs or nvts
need it in the future, the shader backend should deal with that rather
than the ffp pipeline.
2008-08-21 13:33:20 +02:00
Stefan Dösinger 77204574d1 wined3d: Prefer aux buffer matches over alpha matches.
Half Life 2 uses D3DFMT_X8R8G8B8 for the back buffer, but macos
supports aux buffers only on D3DFMT_A8R8G8B8. I think having aux
buffers is more important right now than having a precise alpha
match.
2008-08-21 13:33:09 +02:00
Stefan Dösinger bbf313e76a d3d9: Test for fixed function value clamping. 2008-08-21 13:27:58 +02:00
Stefan Dösinger bab367e1a0 wined3d: Update the overlay when the destination was drawn to. 2008-08-21 13:27:47 +02:00
H. Verbeet 040c33de5a wined3d: Don't allocate This->draw_buffers in the error path for Init3D(). 2008-08-21 11:36:29 +02:00
H. Verbeet c33e03cca3 wined3d: Don't free backends if they're not created yet.
This would crash if CreateAdditionalSwapChain() failed.
2008-08-21 11:36:18 +02:00
Stefan Dösinger 8fe6bf0bad wined3d: Fix the unused arg marker. 2008-08-20 12:34:44 +02:00
Stefan Dösinger 5d75939b09 wined3d: Keep track of the last used device. 2008-08-20 12:33:25 +02:00
Stefan Dösinger 1f4cf3513d wined3d: Implement YUV emulation with GL_ARB_fragment_program. 2008-08-20 12:26:14 +02:00
Stefan Dösinger bfe7067973 wined3d: Ask the ffp/shader/blit implementation about format support.
If a format is not supported natively by opengl, a shader may be able
to convert it. Up to now, CheckDeviceFormat had magic knowldge which
GL extensions lead to which supported format. This patch adds
functions that allow CheckDeviceFormat to ask the actual
implementation for its capabilities.
2008-08-20 12:26:02 +02:00
Stefan Dösinger 438b6bd4c3 wined3d: Test formats for surface support. 2008-08-20 12:25:46 +02:00
Stefan Dösinger fc6b977486 wined3d: Start a framework for color conversion shaders in blits. 2008-08-20 12:25:26 +02:00
Stefan Dösinger 6a24b28b75 wined3d: Support YUV formats with GL_APPLE_ycbcr_422. 2008-08-20 12:25:00 +02:00
Roderick Colenbrander 4421e3ebe5 wined3d: Fix BltOverride regression. 2008-08-20 11:45:41 +02:00
H. Verbeet f71fdecdc7 wined3d: Move creating a texture id from PreLoad to BindTexture.
This is consistent with BindTexture in basetexture/texture/etc. and has the
added benefit that it makes LoadLocation work properly.
2008-08-20 10:26:19 +02:00
Stefan Dösinger 3d49e8cd5e wined3d: Add a swapchain method to set the dest override.
DDraw can draw to the front buffer only, thus there's never a Present
call which could pass this window. Due to that a drawing-independent
method is needed.
2008-08-19 12:25:20 +02:00
Stefan Dösinger 25c07dc86c wined3d: Remove the ddraw_window device member. 2008-08-19 12:25:05 +02:00
Stefan Dösinger 376944ebe4 wined3d: Remove the device-global fullscreen flag. 2008-08-19 12:24:57 +02:00
Stefan Dösinger 34b37fe241 d3d: Remove IWineD3DDevice::SetHwnd. 2008-08-19 12:22:05 +02:00
Stefan Dösinger 7f2b8f9bba wined3d: Support redirecting the primary context. 2008-08-19 12:21:49 +02:00
Stefan Dösinger e178ddd9e1 wined3d: Use a swapchain for GDI surfaces.
This is a long-needed cleanup aimed at removing the ddraw_primary,
ddraw_window, ddraw_width and ddraw_height members from
IWineD3DDeviceImpl, which just do not belong there.  Destination
window and screen handling is supposed to be done by swapchains.
2008-08-19 12:21:32 +02:00
Stefan Dösinger e5de2fc82c wined3d: Move some swapchain code into a base class. 2008-08-19 12:20:47 +02:00
Stefan Dösinger dff3a42233 wined3d: Track overlay surfaces in the overlayed surface. 2008-08-05 14:09:37 +02:00
Stefan Dösinger b0c4673779 wined3d: Update the surface locations in Present. 2008-08-05 14:09:37 +02:00
Stefan Dösinger 851dd7339e wined3d: Implement overlay flipping. 2008-08-05 14:09:36 +02:00
Stefan Dösinger fad3f9ba98 wined3d: Basic overlay emulation with opengl. 2008-08-05 14:09:36 +02:00
Stefan Dösinger e795d842ec wined3d: Implement overlay position tracking. 2008-08-05 14:09:36 +02:00
Stefan Dösinger a7d5b1e9a5 wined3d: Move the pshader fog update to the vertex pipeline. 2008-08-05 14:09:36 +02:00
Stefan Dösinger eb0264e2b3 wined3d: Remove a glFlush. 2008-08-05 14:09:36 +02:00
Stefan Dösinger 44d419ad8e wined3d: Call glFlush outside the GL lock. 2008-08-05 14:09:36 +02:00
H. Verbeet 2d6d879562 wined3d: Handle CTXUSAGE_BLIT with offscreen targets and FBO ORM.
This is mostly for correctness, in practice we should always be able
to avoid using CTXUSAGE_BLIT for offscreen targets when FBO ORM is
used.
2008-08-05 14:09:34 +02:00
H. Verbeet b685b84e66 wined3d: Apply FBO state in ActivateContext().
Fixes some GL errors due to calling glDrawBuffer(GL_BACK) when an FBO
is still active.
2008-08-05 14:09:34 +02:00
H. Verbeet 9a9414dfe2 wined3d: Mark STATE_SCISSORRECT dirty in color_fill_fbo().
As pointed out by Alexander Dorofeyev.
2008-08-05 14:09:34 +02:00
Tobias Jakobi 2583975ec7 wined3d: Remove arb_tex_npot for NV FX series in fixup_extensions. 2008-08-04 14:05:01 +02:00
H. Verbeet d28a310f92 wined3d: Use CTXUSAGE_RESOURCELOAD for ActivateContext() in color_fill_fbo().
CTXUSAGE_CLEAR will apply the FBO state in a later patch.
2008-08-04 13:52:16 +02:00