Commit Graph

773 Commits

Author SHA1 Message Date
Józef Kucia 7acf39c430 wined3d: Rename wined3d_cull enum values.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-07-28 21:38:07 +09:00
Józef Kucia 3861b4bb37 wined3d: Introduce rasterizer state object.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-07-28 21:38:05 +09:00
Andrey Gusev cf69c12c54 wined3d: Fix a typo in state_zwriteenable() function name.
Signed-off-by: Andrey Gusev <andrey.goosev@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-07-27 22:21:14 +09:00
Józef Kucia 8b493d769e wined3d: Introduce R10G10B10X2 vertex formats for D3D8/9.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-07-27 22:21:12 +09:00
Matteo Bruni 8d6ea0ea02 wined3d: Update vertex shader when the swizzle map changes.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-07-20 22:49:53 +09:00
Andrey Gusev 83f72793f0 wined3d: Fix a typo in comment.
Signed-off-by: Andrey Gusev <andrey.goosev@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-07-06 22:41:49 +09:00
Józef Kucia a0269a4ab1 wined3d: Use single function for STATE_CONSTANT_BUFFER.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-06-22 22:16:34 +09:00
Józef Kucia f6bd191385 wined3d: Introduce wined3d_gl_limits_get_uniform_block_range().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-06-22 22:16:34 +09:00
Matteo Bruni 1755be42f5 wined3d: Cleanup state_clipping() a bit.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-06-03 00:10:48 +09:00
Józef Kucia 4dfd79d336 wined3d: Use pure integer vertex attributes for SM4+ shaders.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-06-01 22:12:27 +09:00
Henri Verbeet 8ae3a9b624 wined3d: Introduce a helper function to allocate arrays.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-05-24 16:19:01 +09:00
Matteo Bruni f5dc7a43b0 wined3d: Fixup vertex position in geometry shaders.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-05-23 14:07:41 +09:00
Henri Verbeet f3c155cc56 wined3d: Merge drawStridedSlow() and drawStridedSlowVs().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-04-07 12:57:34 +09:00
Józef Kucia a5b810b0b3 wined3d: Print "state_id" for undefined states.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-04-05 00:06:42 +09:00
Matteo Bruni 73f50876ac wined3d: Don't try to set line stippling on core profile contexts.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-29 19:32:04 +09:00
Józef Kucia 53f4cc1a9e wined3d: Allow draw calls without color attachments.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-22 23:51:32 +09:00
Józef Kucia c099f3a060 wined3d: Introduce debug_color().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-15 22:45:42 +09:00
Miklós Máté e29aaca018 wined3d: Warn only once about unsupported wrap state.
Signed-off-by: Miklós Máté <mtmkls@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-15 10:49:33 +09:00
Henri Verbeet edb3ea66a0 wined3d: Replace D3DCOLORTOGLFLOAT4 with an inline function.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-09 18:39:53 +09:00
Paul Gofman 749d5a577b wined3d: Bind default sampler object when setting sampler state with no texture.
When sampler state was applied and no stage texture was present in
state, no glBindSampler was issued for the stage after dummy texture was
bound, and previously bound sampler was still active. This could result
in undefined behaviour, especially if previously bound sampler was a
shadow sample (this caused warnings from Nvidia driver).

Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-24 10:31:57 +09:00
Henri Verbeet 553149a049 wined3d: Ignore wined3d_sampler_desc.srgb_decode if WINED3D_SRGB_READ_WRITE_CONTROL is not set.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-12 23:07:28 +09:00
Józef Kucia 1769ea38e6 wined3d: Add support for separate sRGB formats.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-09 00:37:25 +09:00
Gerald Pfeifer f5a8580589 wined3d: Fix incorrect indentation of several break statements in in set_tex_op.
Signed-off-by: Gerald Pfeifer <gerald@pfeifer.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-12 16:03:36 +09:00
Alex Henrie 32d73eab5c wined3d: Avoid double initialization.
Signed-off-by: Alex Henrie <alexhenrie24@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-03 20:03:41 +01:00
Matteo Bruni 0985606be4 wined3d: Flat shading emulation for core contexts.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-13 22:54:23 +09:00
Matteo Bruni c5b2d3f10c wined3d: Handle WINED3D_SHADE_PHONG the same as WINED3D_SHADE_GOURAUD.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-13 22:54:01 +09:00
Henri Verbeet 2773b27bb1 wined3d: Use unsigned mask constants in shifts. 2015-08-26 23:53:22 +09:00
Stefan Dösinger 34d8b987c4 wined3d: Try to detect the polygon offset scale value.
FEAR draws the same geometry twice, the second time using zfunc=equal.
In both cases it sets a huge depth bias of -0.5, presumably to get
better precision for the fragile Z comparison. The GL polygon offset we
set ends up being so large that it pulls the geometry into the negative
Z range. It isn't clipped (or no longer, older NV drivers probably had a
separate bug there), but the Z value gets clamped to 0.0 in the first
draw and doesn't match the incoming Z in the second draw.
2015-07-30 23:50:57 +02:00
Matteo Bruni f2989a2522 wined3d: Only install emulation wrappers when required. 2015-07-28 13:41:48 +02:00
Józef Kucia 1f680c52fe wined3d: Implement vertex blending in glsl_vertex_pipe. 2015-07-03 16:51:34 +09:00
Józef Kucia 1fc4a17175 wined3d: Show fixme about unimplemented vertex processing once. 2015-07-03 16:51:29 +09:00
Matteo Bruni 498e55a182 wined3d: Make use of the EXT_BLEND_SUBTRACT flag.
MSDN mentions a fallback to D3DBLENDOP_ADD if the selected blendop
is not supported. In theory it would be nice to write a test for that but
I don't think this is particularly important and moreover hardware
without that cap seems hard to come by (i.e. I have none)...
2015-06-17 20:01:20 +09:00
Matteo Bruni 35a2406900 wined3d: Drop WINED3D_RS_TEXTUREPERSPECTIVE handling.
The hint is not supported on core profiles. It's not guaranteed to do
anything on compatibility profile either: "The interpretation of hints is
implementation dependent. An implementation may ignore them entirely."

This state was only available on D3D 7 and below (and not guaranteed to
do anything there either, according to older DX SDK docs).
If necessary we could implement it via the GLSL 1.50 "noperspective"
interpolation qualifier, which is what we need to use for the equivalent
D3D10 feature anyway.
2015-06-17 20:01:20 +09:00
Matteo Bruni 4189d29776 wined3d: Avoid the builtin GLSL vertex attributes. 2015-06-12 21:23:12 +09:00
Matteo Bruni b02a166cc8 wined3d: Introduce a get_fog_start_end() function. 2015-06-05 16:53:16 +09:00
Matteo Bruni 92fbe333d0 wined3d: Handle point sprites with PS 3.0. 2015-06-05 16:52:29 +09:00
Matteo Bruni e8cb3bdba5 wined3d: Always enable GL_PROGRAM_POINT_SIZE in the GLSL backend.
Core contexts don't support clamping the point size to GL_POINT_SIZE_MIN
/ GL_POINT_SIZE_MAX.  Incidentally this mostly fixes per-vertex point
sizes for vertex shader version 1 and 2.
2015-06-03 19:52:14 +09:00
Matteo Bruni 953a45303c wined3d: Introduce a get_pointsize() function. 2015-05-29 16:44:18 +09:00
Matteo Bruni 36520c3e9d wined3d: Introduce a get_pointsize_minmax() function. 2015-05-29 16:44:13 +09:00
Matteo Bruni b551da8eef wined3d: Remove point size scaling hack.
Not sure how this was supposed to work, according to the GL spec the
clamping to POINT_SIZE_RANGE happens after the scaling is applied.
2015-05-29 16:44:05 +09:00
Matteo Bruni 28343db208 wined3d: Don't use the builtin FFP uniforms for the lights.
While at it, use D3D-like uniforms for the light parameters and
(consequently) implement range and proper D3D spotlights support.
2015-04-28 20:02:23 +09:00
Matteo Bruni e226e7593a wined3d: Use struct wined3d_vec4 to store the light position and direction. 2015-04-28 20:02:21 +09:00
Matteo Bruni 540130bfa9 wined3d: Store the directional light direction in the lightDirn field.
It's only an implementation detail that the direction needs to be passed
to the fixed function GL pipeline as GL_POSITION.
2015-04-28 20:02:18 +09:00
Matteo Bruni 6984ca7f46 wined3d: Don't use the builtin FFP uniforms for texture transformation matrices. 2015-04-27 15:07:06 +09:00
Stefan Dösinger 4fbaab2020 wined3d: Shadow format flags in wined3d_rendertarget_view. 2015-04-23 20:43:20 +09:00
Stefan Dösinger 9076612e2d wined3d: Shadow format flags in the resource. 2015-04-22 23:24:41 +09:00
Henri Verbeet a37099e132 wined3d: Bind sampler objects to the correct texture stage.
On current hardware this generally only makes a difference for vertex
textures. This fixes a regression introduced by commit
c6232e1d11.
2015-04-15 22:21:58 +09:00
Stefan Dösinger 382fa588a9 wined3d: Handle color key dirtification in wined3d_cs_exec_set_texture. 2015-04-15 22:21:57 +09:00
Stefan Dösinger c5c7137212 wined3d: Simplify alpha test and color keying in GLSL. 2015-04-10 21:44:13 +09:00
Stefan Dösinger 5c7707dc77 wined3d: Move alpha test states to the fragment pipeline.
This will allow some color keying cleanups. For Core Contexts we'll have
to emulate alpha testing in shaders anyway.
2015-04-10 21:44:01 +09:00