This fixes the translations for a few instructions in GLSL and allows
Cubemap sampling in pixel shaders < 2.0. It makes some of the
lighting on textures in Half Life 2 look better, including some of the
water effects. It's not perfect yet, but much closer now.
reference on the stub object so that the first proxy can be released.
Implement external refcount sharing between a proxy and the marshaled proxy.
Extend the marshaling of a proxy test to show that an external reference
is always kept on the stub object.
from IDispatch rather than just dual interfaces.
This is hinted at, although not explicitly stated on MSDN, but was
verified by tests with native oleaut32.
Make wined3d use register combiners for texture stage operations. In
order to do that the texture unit index needs to be separated from the
texture stage index. For cards that don't support the
NV_register_combiners extension nothing should change.
On nVidia cards the value of GL_MAX_TEXTURE_UNITS is generally not
larger than 4. In Direct3D that would correspond to
MaxSimultaneousTextures in the caps, rather than MaxTextureBlendStages
(which can be much larger) to which it currently corresponds in
wined3d. Using register combiners we can get around that limitation
and get up to GL_MAX_GENERAL_COMBINERS_NV (typically 8) texture
stages. This patch adds code for doing the texture operations with
register combiners instead of ARB_texture_env_combine or
NV_texture_env_combine4, but doesn't make use of that code yet. That's
what the next patch will do.
The code for uploading / binding textures for use with pixel shaders
is slightly different from the one for uploading / binding textures
for use with the fixed function pipeline. It would be possible to keep
the code in a single function with a couple of conditionals, but in
combination with the changes needed for register combiners that would
become quite messy.
GL_LIMITS(textures) is currently used for both the number of texture
stages and the maximum number of simultaneous textures. In the current
code that's the same, but in a later patch that will be separated,
since a texture stage doesn't have to reference an actual
texture. Also, shaders can access a larger number of samplers than the
number of texture units the fixed function pipeline can access.
Show a confirmation dialog in SHFileOperationW for the FO_DELETE
operation when called without FOF_NOCONFIRMATION or with
FOF_WANTNUKEWARNING. That way the user's files won't be deleted
without a warning.
when requesting info on a module by address, always print the module
ELF/PE pair (if this applies) (and not only the embedded PE), which
can be confusing.
- now internally storing module info as a 64bit module structure
(the interest in not in the 64 bit side of things, but because
it allows storing lots of usefull information)
- fixed SymGetModuleInfo64W which wasn't returning the
LoadedPdbName field
- now filling for MSC files with the extended information
(instead of guessing it)
- reused the extended module info to store wine ELF module
information (link for map link, stabs vs dwarf symbol info)
- Implement D3DSIO_DP2ADD, D3DSIO_TEXKILL, D3DSIO_TEXM3X3PAD
- Partially implement D3DSIO_TEXBEM, D3DSIO_TEXM3X3VSPEC (as much as
they are implemented in ARB_fragment_program at least).
- Stop copying the SHADER_PARSE_STATE struct in each ARB shader
routine - use a pointer instead.