Henri Verbeet
5ad3bbabda
wined3d: Avoid disabling numbered arrays if we're going to enable them afterwards anyway.
2008-12-08 12:28:31 +01:00
Henri Verbeet
9887d66dad
wined3d: Return early from shader_trace_init() when a NULL pFunction is passed.
...
This is mainly to reduce the size and indentation level of the if-block.
2008-12-08 12:28:27 +01:00
Henri Verbeet
e18629bedd
wined3d: Explicitly pass the shader version to shader_skip_unrecognized().
2008-12-08 12:28:20 +01:00
Henri Verbeet
6e677775ce
wined3d: Explicitly pass the shader version to shader_get_param().
2008-12-08 12:28:17 +01:00
Henri Verbeet
afd5a53bd0
wined3d: Load texture coordinates from the correct streams.
...
This fixes a regression introduced by commit
a2febdd200
.
2008-12-08 12:28:11 +01:00
Henri Verbeet
0c954ef743
wined3d: Explicitly pass the shader version to shader_dump_param() and shader_dump_arr_entry().
2008-12-05 11:59:09 +01:00
Henri Verbeet
71a8a77cf9
wined3d: Explicitly pass the shader version to shader_dump_decl_usage().
2008-12-05 11:59:06 +01:00
Henri Verbeet
a13df0e4ef
wined3d: Explicitly pass the version and instruction table to shader_get_opcode().
2008-12-05 11:59:02 +01:00
Henri Verbeet
af1bc3d9ed
wined3d: Remove a redundant condition in shader_get_opcode().
2008-12-05 11:58:58 +01:00
Henri Verbeet
a2febdd200
wined3d: Slightly improve drawStridedSlow() performance.
...
This moves a couple of checks outside of the main drawing loop, since
they're not going to change anyway.
2008-12-05 11:58:53 +01:00
Henri Verbeet
74acbf9c16
wined3d: Get rid of vcheckGLcall.
...
Everywhere it's used a regular checkGLcall will do just as well.
2008-12-04 12:00:29 +01:00
Stefan Dösinger
e04556bb16
wined3d: Fix D3DFMT_R32F, R16F, G16R16F, ... in the pixel shader.
...
This allows us to drop the load time conversion and the clear
readback hack and replaces it with a color fixup in the fixed
function pipeline replacement.
2008-12-04 12:00:15 +01:00
Henri Verbeet
89139b7589
wined3d: Make shader texture format fixups more generic.
...
Based on a patch by Stefan Dösinger. This is more flexible, and allows
the shader backend implementation to be simpler, since it doesn't have
to know about specific formats. The next patch makes use of this.
2008-12-04 11:59:58 +01:00
Henri Verbeet
9f2fa8ba25
wined3d: Remove sampled_format from IWineD3DBaseShaderClass, it isn't used anywhere.
2008-12-04 11:59:14 +01:00
Henri Verbeet
b451048eb7
wined3d: Move GlPixelFormatDesc to wined3d_private.h where it belongs.
...
Also remove the silly typedef.
2008-12-04 11:59:06 +01:00
Chris Robinson
7806e4d85a
wined3d: Make sure a context is set for query object generation.
2008-12-03 10:59:49 +01:00
Alexandre Julliard
6800d3dbb7
wined3d: Fix some macros definitions to make them proper C statements.
2008-12-03 10:03:45 +01:00
Henri Verbeet
5284fce1ac
wined3d: Disable checkGLcall when WINE_NO_DEBUG_MSGS is specified.
2008-12-03 09:49:14 +01:00
Henri Verbeet
70968e69ac
wined3d: Use a bitmask to store which bool and int constants are set.
...
Note that constants_set was never actually NULL for
shader_glsl_load_constantsB() and shader_glsl_load_constantsI().
2008-12-03 09:49:10 +01:00
Henri Verbeet
0ae60765de
wined3d: Make functions static where possible.
2008-12-03 09:47:35 +01:00
Henri Verbeet
2acf8d7947
wined3d: Rename resource functions to reflect that they're not COM functions.
2008-12-03 09:47:26 +01:00
Henri Verbeet
4d60b6633c
wined3d: Rename basetexture functions to reflect that they're not COM functions.
2008-12-03 09:47:16 +01:00
Alexandre Julliard
9c306e9871
wined3d: Make some functions and variables static.
2008-12-02 15:31:17 +01:00
Andrew Talbot
33e0d1610a
wined3d: Sign-compare warnings fix.
2008-12-02 14:12:39 +01:00
Henri Verbeet
92b93172df
wined3d: Remove some unused code.
2008-12-02 14:04:40 +01:00
Henri Verbeet
89241081f6
wined3d: IWineD3DBaseTexture and IWineD3DResource don't need Vtbl's.
2008-12-02 14:04:27 +01:00
Henri Verbeet
5532c990b6
wined3d: Const correctness fixes.
2008-12-02 14:04:15 +01:00
Henri Verbeet
7c0cb8c0c3
wined3d: Const correctness fixes for state.c.
2008-12-02 14:04:08 +01:00
Henri Verbeet
fec9820e56
wined3d: Handle a few "silent" FIXMEs more consistent with the rest of the code.
...
Also avoids needlessly initializing static variables.
2008-12-02 14:04:00 +01:00
Andrew Talbot
89509eb628
wined3d: Sign-compare warnings fix.
2008-12-01 14:25:52 +01:00
Marcus Meissner
f1271f846b
wined3d: Output the rectangles in the debug message.
2008-12-01 14:01:21 +01:00
Henri Verbeet
6f98f19703
wined3d: Const correctness fixes for drawprim.c.
2008-12-01 12:45:29 +01:00
Henri Verbeet
21b8535902
wined3d: Make the lpData member of WineDirect3DStridedData const.
2008-12-01 12:45:23 +01:00
Henri Verbeet
657a016ac5
wined3d: Fix the glWeightPointerARB prototype.
2008-12-01 12:45:18 +01:00
Henri Verbeet
50ebf26894
wined3d: Const correctness fixes for directx.c.
2008-12-01 12:45:10 +01:00
Henri Verbeet
942f82100a
wined3d: Remove some superfluous casts.
2008-12-01 12:45:01 +01:00
Andrew Talbot
f40afa87c6
wined3d: Sign-compare warnings fix.
2008-11-28 12:57:25 +01:00
Henri Verbeet
5326038aa8
wined3d: Const correctness fixes for surface_base.c.
2008-11-28 12:54:02 +01:00
Henri Verbeet
c7880e8916
wined3d: Make minMipLookup_noFilter and magLookup_noFilter const.
...
Note that minMipLookup and magLookup aren't particularly safe to use,
they're global arrays initialized from IWineD3DImpl_FillGLCaps(). The same
goes for the other global dynamic lookup tables.
2008-11-28 12:53:57 +01:00
Henri Verbeet
449c219eb0
wined3d: Const correctness fixes for device.c.
2008-11-28 12:53:41 +01:00
Henri Verbeet
f2b34c97cc
wined3d: Remove some unnecessary casts in process_vertices_strided().
...
lpData is already a pointer to BYTE. Note that the cast for the normal
data was actually wrong.
2008-11-28 12:53:33 +01:00
Henri Verbeet
31d8b27625
wined3d: Const correctness fixes for ati_fragment_shader.c.
2008-11-28 12:53:27 +01:00
Henri Verbeet
4cea13dec7
wined3d: Const correctness fixes for surface.c.
2008-11-26 12:05:27 +01:00
Henri Verbeet
fecfddfb3a
wined3d: Const correctness fixes for glsl_shader.c.
2008-11-26 12:05:21 +01:00
Henri Verbeet
d8f6e63541
wined3d: Const correctness fixes for arb_program_shader.c.
2008-11-26 12:05:14 +01:00
Henri Verbeet
cfb3bea895
wined3d: Make the SHADER_OPCODE_ARG parameter to shader handlers const.
2008-11-26 12:05:06 +01:00
Henri Verbeet
eb78c2a082
wined3d: Const correctness fixes for utils.c.
2008-11-26 12:04:56 +01:00
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