Commit Graph

6207 Commits

Author SHA1 Message Date
Henri Verbeet 00cc81dc69 wined3d: Simplify DISCARD / READONLY handling in wined3d_buffer_map() a bit. 2013-04-16 12:13:59 +02:00
Stefan Dösinger 76234750a5 wined3d: Don't hardcode the ps_1_3 sampler limit in find_ps_compile_args. 2013-04-15 17:46:00 +02:00
Stefan Dösinger 0680b1758d wined3d: Store ps 1.4 texture types in ps_compile_args. 2013-04-15 17:45:58 +02:00
Stefan Dösinger 547be26d90 wined3d: Use the np2_fixup to find out if a RECT texture is used. 2013-04-15 17:45:54 +02:00
Stefan Dösinger 196c88cfc4 wined3d: 1x1 texures have a power of two size. 2013-04-15 17:45:44 +02:00
Henri Verbeet 12a05be5b6 wined3d: Use GL_STATIC_DRAW_ARB for static buffers.
This mostly affects the initial placement of the VBO. If an application really
does use a static buffer as if it was a dynamic one the driver is likely to
migrate it out of VRAM anyway, we shouldn't penalize more well-behaved
applications for that.
2013-04-15 15:16:11 +02:00
Matteo Bruni 3e564b1e93 wined3d: Use 0 as GL internal format for WINED3DFMT_NULL. 2013-04-11 17:38:18 +02:00
Sam Edwards 33d31a3547 wined3d: Properly handle backbuffer_width/_height=0 in wined3d_device_reset. 2013-04-11 12:06:49 +02:00
Stefan Dösinger 822bcfdf74 wined3d: Remove the unused idx_data parameter from draw_primitive. 2013-04-10 16:16:44 +02:00
Matteo Bruni f6d2737e62 wined3d: Make the entire surface current after clearing a discarded depth buffer. 2013-04-10 15:46:49 +02:00
Matteo Bruni 50a91e11c6 wined3d: Update comment on top of format_texture_info[]. 2013-04-10 15:46:30 +02:00
Matteo Bruni 075fa6547c wined3d: Avoid redundant glDrawBuffer() calls. 2013-04-10 15:46:26 +02:00
Matteo Bruni 0d563a69dd wined3d: Fix typo, really check whether color fixups are supported. 2013-04-10 15:46:22 +02:00
Matteo Bruni a0c06a94aa wined3d: Reset all the dummy textures to 0 on destroy. 2013-04-10 15:46:18 +02:00
Matteo Bruni 46fa0448d9 wined3d: Remove useless glClearxxx calls. 2013-04-10 15:46:14 +02:00
Stefan Dösinger 8c2874ee99 wined3d: Put local constants into the shader code in ARB shaders. 2013-04-09 16:33:31 +02:00
Stefan Dösinger 667f4225b5 wined3d: Put local constants into the shader code again.
This is essentially a revert of cd7825c893,
with proper precision.
2013-04-09 16:33:25 +02:00
André Hentschel a2bebdcc7c wined3d: Report Win 8 when appropriate. 2013-04-04 19:30:08 +02:00
Sam Edwards 6c43f90c50 wined3d: Ignore WS_VISIBLE and WS_EX_TOPMOST when dropping out of fullscreen. 2013-04-03 11:33:52 +02:00
Sam Edwards 6ab0ff5b9d wined3d: Make fullscreen windows use HWND_TOPMOST instead of HWND_TOP. 2013-04-03 11:33:38 +02:00
Jérôme Gardou b7649efb2d wined3d: Initialize adapter device name even if opengl is not used. 2013-04-03 11:33:16 +02:00
Frédéric Delanoy 8e9af2869c wined3d: Add NVIDIA GeForce 410M. 2013-03-27 12:03:49 +01:00
Daniel Jelinski d8a86da66e wined3d: Add NVidia GeForce 315M. 2013-03-26 12:07:59 +01:00
Andrew Talbot e6f5829ae1 wined3d: Avoid signed-unsigned integer comparisons. 2013-03-05 09:50:03 +01:00
Ričardas Barkauskas cf12f51b15 wined3d: Make shader buffer dynamic. 2013-02-26 11:28:44 +01:00
Ričardas Barkauskas b5ff0a6983 wined3d: Rename bsize to content_size to reflect usage. 2013-02-26 11:27:39 +01:00
Matteo Bruni 5e28b0c974 wined3d: Add RESZ support. 2013-02-19 10:39:47 +01:00
Matteo Bruni 25d0d0876d wined3d: Make (wined3d_)surface_depth_blt_fbo handle locations other than SFLAG_INTEXTURE. 2013-02-19 10:39:42 +01:00
Stefan Dösinger 3221e7fdd0 wined3d: Reserve one vs constant on r200. 2013-02-11 11:24:35 +01:00
Stefan Dösinger 425eab4cf9 wined3d: Use the ARBfp ffp pipeline only if ARBfp is supported. 2013-02-11 11:24:20 +01:00
Henri Verbeet c37594d3a9 wined3d: Add WINED3DFMT_INST to the format table.
We need the format to exist in apply_format_fixups() in particular.
2013-02-08 19:31:18 +01:00
Michael Stefaniuc 50a9fb579c wined3d: Remove ERR() on HeapAlloc failure for small sizes known at compile time. 2013-02-06 09:04:41 +01:00
Francois Gouget 68b22623b2 wined3d: debug_{d3dbasis, d3ddegree}() are not used anymore so remove them. 2013-01-29 11:48:46 +01:00
Francois Gouget e7adf7fbf7 wined3d: Make device_stream_info_from_declaration() static. 2013-01-29 11:48:42 +01:00
Matteo Bruni 59171c06ce wined3d: Rebind texture before checking for its content in check_fbo_compat(). 2013-01-29 11:48:26 +01:00
Henri Verbeet c9ca9c5a7e wined3d: Get rid of CheckBumpMapCapability().
The color fixup being supported is implied by WINED3DFMT_FLAG_TEXTURE.
2013-01-28 14:05:41 +01:00
Henri Verbeet 4cdb03a76e wined3d: Get rid of CheckTextureCapability(). 2013-01-28 14:05:38 +01:00
Henri Verbeet 7c8dab24e6 wined3d: Introduce a format flag for texturing. 2013-01-28 14:05:34 +01:00
Michael Stefaniuc b28aff0dd7 wined3d: Use assignment instead of memcpy to copy structs. 2013-01-28 14:00:18 +01:00
Stefan Dösinger 1a3f741643 wined3d: Remove draw_primitive_strided. 2013-01-25 11:30:33 +01:00
Stefan Dösinger 149a85c2e7 d3d: Remove high level patch support.
No Windows driver ever exposed this, and no game uses this. The
only application that used this feature is a DirectX 8 SDK sample.
2013-01-25 11:29:41 +01:00
Henri Verbeet 6c6565dea0 wined3d: Get rid of a superfluous texture copy in check_fbo_compat(). 2013-01-25 11:18:19 +01:00
Henri Verbeet dc21460397 wined3d: Replace "VertexShaderMode" and "PixelShaderMode" with shader model limits. 2013-01-25 11:18:13 +01:00
Henri Verbeet 6f04922de0 wined3d: Support all fixups in shader_none_color_fixup_supported(). 2013-01-25 11:18:09 +01:00
Henri Verbeet 8347c67c69 wined3d: Get rid of CheckWrapAndMipCapability(). 2013-01-24 14:33:05 +01:00
Henri Verbeet 63902bfd5c wined3d: Get rid of CheckPostPixelShaderBlendingCapability(). 2013-01-24 14:33:02 +01:00
Henri Verbeet b882a70282 wined3d: Properly set WINED3DFMT_FLAG_VTF in init_format_texture_info(). 2013-01-24 14:32:58 +01:00
Stefan Dösinger aaa11492db wined3d: Ignore clears if count = 0 and rects != NULL. 2013-01-23 19:16:32 +01:00
Henri Verbeet d6105c5f0f wined3d: Get rid of CheckFilterCapability(). 2013-01-23 12:48:45 +01:00
Henri Verbeet 6527277a58 wined3d: Properly set WINED3DFMT_FLAG_FILTERING in init_format_texture_info(). 2013-01-23 12:48:41 +01:00
Henri Verbeet 3f21757702 wined3d: Get rid of select_shader_mode(). 2013-01-23 12:48:34 +01:00
Henri Verbeet c90a1e5e21 wined3d: Get rid of CheckSrgbReadCapability(). 2013-01-22 12:13:49 +01:00
Henri Verbeet 9307327ede wined3d: Properly set WINED3DFMT_FLAG_SRGB_WRITE in init_format_texture_info(). 2013-01-22 12:13:46 +01:00
Henri Verbeet 5ce220eb2f wined3d: Add sRGB writes to the shader backend and fragment pipe caps. 2013-01-22 12:13:42 +01:00
Henri Verbeet c525cf381d wined3d: Move "vs_clipping" to the shader caps. 2013-01-21 12:51:22 +01:00
Henri Verbeet 0e0e3b76f5 wined3d: Move "ffp_proj_control" to the fragment caps. 2013-01-21 12:51:21 +01:00
Henri Verbeet 75a38fa2fa wined3d: Get rid of the select_shader_mode() call in wined3d_get_device_caps().
The shader backend already returns the correct caps.
2013-01-21 12:51:20 +01:00
Henri Verbeet e73aa3e83d wined3d: Get rid of vs_selected_mode / ps_selected_mode from struct wined3d_device.
These are only used by wined3d_shader_create_vs() /
wined3d_shader_create_ps(), but they're redundant there since the "none"
shader backend doesn't support any shader version.
2013-01-18 13:29:04 +01:00
Henri Verbeet c10c9fba76 wined3d: Replace InitAdapters() with a function to initialize a single adapter. 2013-01-18 13:29:04 +01:00
Henri Verbeet d183f118cf wined3d: Introduce a separate function for intializing the adapter's framebuffer configs. 2013-01-18 13:29:03 +01:00
Henri Verbeet 6c7cce55a7 wined3d: Get rid of the "opengl" field in struct wined3d_adapter. 2013-01-17 12:22:05 +01:00
Henri Verbeet 1249976eb6 wined3d: Get rid of the surface_type parameter to wined3d_check_device_format(). 2013-01-17 12:22:01 +01:00
Henri Verbeet ce912d5149 wined3d: Get rid of the surface_type parameter to wined3d_surface_create(). 2013-01-17 12:21:55 +01:00
Henri Verbeet 31e8976910 wined3d: Get rid of the surface_type parameter to wined3d_swapchain_create(). 2013-01-16 12:22:57 +01:00
Henri Verbeet f3dbbba48e wined3d: Initialize the various backends in wined3d_adapter_init_nogl() as well. 2013-01-16 12:22:43 +01:00
Stefan Dösinger 151407e5bf wined3d: Shadow buffers in sysmem when software vertexprocessing is used. 2013-01-15 16:24:50 +01:00
Henri Verbeet 7595a58085 ddraw: Explicitly create a wined3d object without 3D capabilities when creating a normal wined3d object fails. 2013-01-14 11:01:53 +01:00
Henri Verbeet 3e7c800e9c wined3d: Get rid of the user_stream field from wined3d_state.
All remaining uses are equivalent to "device->up_strided". (Which should of
course eventually go away as well.)
2013-01-07 11:12:23 +01:00
Henri Verbeet 5b42297a31 wined3d: Remove a redundant condition in the indexbuffer() state handler.
Strided draws don't use VBOs.
2013-01-07 11:12:19 +01:00
Henri Verbeet 44b462c9b4 wined3d: Just restore state->user_stream in wined3d_device_draw_indexed_primitive_strided(). 2013-01-04 12:17:01 +01:00
Henri Verbeet b557f5ba3a wined3d: Don't touch state->user_stream in wined3d_device_process_vertices().
device_stream_info_from_declaration() no longer cares about
state->user_stream.
2013-01-04 12:16:56 +01:00
Henri Verbeet 76a2864a3b wined3d: state->user_stream is always FALSE in device_stream_info_from_declaration().
Since user pointer draws were removed, state->user_stream will only ever be
set for "strided" draws, and device_stream_info_from_declaration() is never
called for those.
2013-01-04 12:16:49 +01:00
Henri Verbeet 3046a2cbef wined3d: Get rid of some useless braces in draw_primitive(). 2013-01-03 16:43:45 +01:00
Henri Verbeet 85d12b320c wined3d: Recognize any "X.Org" GL vendor as Mesa. 2013-01-03 16:43:36 +01:00
Henri Verbeet cf4f09cf85 wined3d: Simplify select_card_amd_mesa() a bit.
We can use the same code for the Gallium and "classic" drivers, and the
classic drivers are no longer supported upstream anyway.
2013-01-03 16:43:32 +01:00
Caron Jensen e51bd12315 wined3d: Add new Radeon HD 6570 GL renderer string. 2012-12-28 20:32:40 +01:00
Andrew Talbot c61b14cbcc wined3d: Indentation fix. 2012-12-24 13:30:20 +01:00
Jiang Yike 44d5d3951b wined3d: Add recognition for NVIDIA GeForce GTX 660 Ti, 660, 650 Ti and 650. 2012-12-19 14:38:59 +01:00
Stefan Dösinger 8cf55497cc wined3d: Remove draw_*_primitive_up.
Note that I can't remove the state->user_stream mess yet, because of
draw_*_primitive_strided. Another patchset will deal with that.
2012-12-19 12:53:28 +01:00
Piotr Caban b71af96b9c wined3d: Recognize Nvidia GT610 card. 2012-12-18 12:37:59 +01:00
Caron Jensen 86cb15b235 wined3d: Recognize Nvidia GT520 cards. 2012-12-14 18:58:10 +01:00
Francois Gouget 130cabbca6 wined3d: Remove a stray semi-colon from the spec file. 2012-12-11 12:03:43 +01:00
Henri Verbeet 78984cf46c wined3d: Get rid of ENTER_GL / LEAVE_GL. 2012-12-11 12:03:39 +01:00
Henri Verbeet 9fbd3bbed6 d3d10core: Implement d3d10_device_PSGetSamplers(). 2012-12-10 11:25:49 +01:00
Henri Verbeet 4c4131cd78 d3d10core: Implement d3d10_device_PSSetSamplers(). 2012-12-10 11:25:46 +01:00
Henri Verbeet 2c01e11eca d3d10core: Implement d3d10_device_GSGetSamplers(). 2012-12-07 10:35:51 +01:00
Henri Verbeet 047d607e07 d3d10core: Implement d3d10_device_GSSetSamplers(). 2012-12-07 10:35:44 +01:00
Alexandre Julliard 13f126498b wined3d: Call wglSwapBuffers through the GL driver function table. 2012-12-06 14:10:04 +01:00
Henri Verbeet c98767a425 d3d10core: Implement d3d10_device_VSGetSamplers(). 2012-12-06 12:55:59 +01:00
Henri Verbeet e5805c316c d3d10core: Implement d3d10_device_VSSetSamplers(). 2012-12-06 12:55:50 +01:00
Stefan Dösinger 8e05ee6994 wined3d: Add GL_ALPHA to the atifs argument replicator debug function. 2012-12-05 12:48:11 +01:00
Stefan Dösinger 799ea13fb9 wined3d: Use sign fixup for the atifs bumpenv matrix. 2012-12-05 12:48:04 +01:00
Stefan Dösinger e53aa8c9e2 wined3d: Test the correct program for native limits. 2012-12-05 12:47:55 +01:00
Stefan Dösinger 33802da4f3 wined3d: Correctly count used stages in the atifs pipeline. 2012-12-05 12:47:39 +01:00
Stefan Dösinger 7b95df03c6 wined3d: Bind the src in a manual presentation blit. 2012-12-05 12:47:33 +01:00
Henri Verbeet 6ac3c48384 d3d10core: Implement d3d10_device_PSGetConstantBuffers(). 2012-12-05 12:44:07 +01:00
Henri Verbeet b034f49183 d3d10core: Implement d3d10_device_PSSetConstantBuffers(). 2012-12-05 12:44:01 +01:00
Henri Verbeet d906c94382 d3d10core: Implement d3d10_device_GSGetConstantBuffers(). 2012-12-04 00:02:06 +01:00
Henri Verbeet feda45279e d3d10core: Implement d3d10_device_GSSetConstantBuffers(). 2012-12-04 00:02:00 +01:00
Henri Verbeet 1835e2f5ba wined3d: Add support for ARB_instanced_arrays. 2012-12-03 12:37:49 +01:00
Henri Verbeet 52c6abb485 wined3d: Resolve the instance count for instanced arrays in load_numbered_arrays(). 2012-12-03 12:37:42 +01:00
Stefan Dösinger 483d025795 wined3d: Add an explicit break in case of unhandled BUMPENVMAP. 2012-12-03 12:37:14 +01:00
Henri Verbeet 027ef4ccdb d3d10core: Implement d3d10_device_VSGetConstantBuffers(). 2012-11-30 11:42:54 +01:00
Henri Verbeet ae5e15319e d3d10core: Implement d3d10_device_VSSetConstantBuffers(). 2012-11-30 11:42:48 +01:00
Frédéric Delanoy a6db668895 wined3d: Add some 'fall through' comments (coverity). 2012-11-30 11:42:24 +01:00
Henri Verbeet 56b3953207 wined3d: Fix a typo in wined3d_device_set_stream_output(). 2012-11-29 00:16:50 +01:00
Henri Verbeet 5d9d20ee0e wined3d: Also unbind stream outputs and the geometry shader in stateblock_unbind_resources(). 2012-11-29 00:16:44 +01:00
Henri Verbeet 7f62678c16 d3d10core: Implement d3d10_device_DrawIndexedInstanced(). 2012-11-27 16:54:57 +01:00
Henri Verbeet eefe6346a9 wined3d: Properly handle scalar destinations in shader_glsl_conditional_move().
In particular, we modify dst.write_mask in the code further down in order to
mask out unused channels, but the writemask is ignored for scalar registers.
Since all that code is redundant anyway for scalar destinations, we can just
reuse the special case for scalar src0.
2012-11-27 16:54:50 +01:00
Henri Verbeet dc67be012f d3d10core: Implement d3d10_device_SOGetTargets(). 2012-11-23 14:40:36 +01:00
Henri Verbeet 5b781d709d d3d10core: Implement d3d10_device_SOSetTargets(). 2012-11-23 14:40:30 +01:00
Henri Verbeet d0d213f7d1 d3d10core: Implement d3d10_device_IAGetIndexBuffer(). 2012-11-21 13:25:57 +01:00
Henri Verbeet 79f0b4d977 d3d9: Avoid resetting device state for d3d9ex resets. 2012-11-20 11:44:27 +01:00
Henri Verbeet 94ab9d5ef3 wined3d: Update the scissor rect and viewport even on redundant wined3d_device_set_render_target() calls. 2012-11-19 11:46:55 +01:00
Henri Verbeet ffd892f6dd wined3d: Make state_geometry_shader() static. 2012-11-16 11:39:50 +01:00
Christian Inci 83ed5efb31 wined3d: Add support for nVidia GT 640M. 2012-11-15 21:22:06 +01:00
Henri Verbeet 9a27b0ad71 wined3d: Add support for geometry shaders to the GLSL shader backend. 2012-11-15 12:19:36 +01:00
Henri Verbeet 25c449247f d3d10core: Implement d3d10_device_GSGetShader(). 2012-11-14 11:27:44 +01:00
Henri Verbeet 9081f8afb1 d3d10core: Implement d3d10_device_GSSetShader(). 2012-11-14 11:27:40 +01:00
Henri Verbeet 0a7b32e3f0 wined3d: Handle relative addresses in the common code in shader_glsl_get_register_name(). 2012-11-12 12:15:30 +01:00
Henri Verbeet 10d46bc042 wined3d: Add support for GLSL based fixed function fragment shaders. 2012-11-12 12:15:25 +01:00
Matteo Bruni a7956c4c4f wined3d: Pop control frames in disabled if branches (ARB shader backend). 2012-11-09 16:42:56 +01:00
Matteo Bruni b532284a9e wined3d: Ensure GL_FRAGMENT_PROGRAM_ARB is enabled when using ARB shaders. 2012-11-09 16:42:53 +01:00
Henri Verbeet 986f4cb9b1 wined3d: Introduce a separate function for generating the sRGB write GLSL code. 2012-11-09 11:30:25 +01:00
Henri Verbeet f6d05fbae6 wined3d: Introduce a separate function for generating the fixed function fog GLSL code. 2012-11-09 11:30:22 +01:00
Henri Verbeet 02250bb1bd wined3d: Introduce a separate function for initializing ps uniform locations. 2012-11-08 15:37:48 +01:00
Henri Verbeet c9f4cfc96a wined3d: Introduce a separate function for initializing vs uniform locations. 2012-11-08 15:37:48 +01:00
Henri Verbeet b42e02ce9b wined3d: Use the correct RGTC constant in format_texture_info. 2012-11-08 15:37:47 +01:00
Alexandre Julliard 449deda62f wined3d: Link directly to opengl32. 2012-11-08 15:37:44 +01:00
Alexandre Julliard cf2b981ce0 wined3d: Make use of the generated wgl.h header. 2012-11-07 18:12:04 +01:00
Henri Verbeet e8b0de1e14 wined3d: Use more consistent names for the various bumpenv uniforms. 2012-11-07 11:57:29 +01:00
Henri Verbeet 9b118257c4 wined3d: Introduce a separate structure for the ps specific fields in struct glsl_shader_prog_link. 2012-11-07 11:57:27 +01:00
Henri Verbeet ffd5e3eb81 wined3d: Introduce a separate structure for the vs specific fields in struct glsl_shader_prog_link. 2012-11-06 16:02:34 +01:00
Henri Verbeet b8bb2a4f85 wined3d: Use the shader object ids as program key. 2012-11-06 16:02:34 +01:00
Henri Verbeet 0e856abf6d wined3d: Enable or disable the fragment pipe in shader_select(). 2012-11-05 11:30:33 +01:00
Henri Verbeet d74cb4571b wined3d: Simplify shader selection. 2012-11-05 11:30:32 +01:00
Henri Verbeet 5059da9e32 wined3d: Don't depend on device internals in fragment_pipeline.alloc_private().
In particular, device->shader_backend and device->shader_priv aren't
initialized yet when the fragment pipe is initialized.
2012-10-29 10:47:03 +01:00
Henri Verbeet 17e33e9b27 wined3d: Make the shader backend responsible for controlling the fixed function fragment pipe. 2012-10-25 11:48:31 +02:00
Henri Verbeet 2bf46c60fb wined3d: Replace the face and level parameters to device_parent_create_texture_surface() with the sub-resource index. 2012-10-25 11:48:25 +02:00
Rico Schüller deae923cd8 wined3d: Fix return value for WINED3DFMT_ATI2N in CheckTextureCapability(). 2012-10-24 19:37:15 +02:00
Henri Verbeet 41c8f1ef8a wined3d: Remove some dead code from gen_ffp_instr(). 2012-10-24 11:24:25 +02:00
Henri Verbeet ddbe791d37 wined3d: Set texture_level in surface_set_texture_target() as well. 2012-10-24 11:24:22 +02:00
Henri Verbeet 672ad06108 wined3d: Get rid of the mostly unused "num_textures_used" field from arbfp_ffp_desc. 2012-10-23 12:11:26 +02:00
Henri Verbeet 6f025deba6 wined3d: Move shader_is_pshader_version() and shader_is_vshader_version() to the ARB program shader backend. 2012-10-23 12:11:18 +02:00
Henri Verbeet 81ae7f606b wined3d: Explicitly check the shader type in shader_generate_glsl_declarations(). 2012-10-23 12:11:13 +02:00
Henri Verbeet c490fb37cf wined3d: Implement WINED3DSIH_MOVC in the GLSL shader backend. 2012-10-22 11:44:22 +02:00
Henri Verbeet 7a437c29f3 wined3d: Merge a couple of shader type specific blocks in shader_generate_glsl_declarations(). 2012-10-22 11:44:20 +02:00
Henri Verbeet b96b4c63ee wined3d: Use shader_glsl_get_prefix() in shader_glsl_gen_sample_code(). 2012-10-22 11:44:02 +02:00
Henri Verbeet db3bdb0a76 wined3d: Also read comments in shader_sm1_is_end(). 2012-10-22 11:43:59 +02:00
Henri Verbeet 6beb7dc1a8 wined3d: Merge most of the code for shader_glsl_cmp() and shader_glsl_cnd(). 2012-10-18 22:32:19 +02:00
Henri Verbeet b72ab48ed8 wined3d: Implement WINED3DSIH_ROUND_NI in the GLSL shader backend. 2012-10-18 22:32:14 +02:00
Henri Verbeet 0c1dd7f7d1 wined3d: Explicitly check the shader type in shader_glsl_load_constantsF(). 2012-10-18 22:32:09 +02:00
Henri Verbeet 7365f9e6af wined3d: Explicitly check the shader type in shader_glsl_get_register_name(). 2012-10-18 22:32:03 +02:00
Francois Gouget 23470870a1 wined3d: Add a trailing '\n' to a Wine trace. 2012-10-18 19:20:48 +02:00
Henri Verbeet e31945b8aa wined3d: Implement WINED3DSIH_USHR in the GLSL shader backend. 2012-10-18 19:20:12 +02:00
Henri Verbeet 5ca5409b81 wined3d: Implement WINED3DSIH_UDIV in the GLSL shader backend. 2012-10-18 19:20:06 +02:00
Henri Verbeet cc0b1bb03f wined3d: Explcitly check the shader type in shader_glsl_get_sample_function(). 2012-10-18 19:20:01 +02:00
Henri Verbeet e832978adb wined3d: Explicitly check the shader type in shader_glsl_gen_sample_code(). 2012-10-18 19:19:54 +02:00
Henri Verbeet 6c3595fba8 wined3d: Handle WINED3DSPR_PRIMID in the GLSL shader backend. 2012-10-17 11:45:01 +02:00
Matteo Bruni 3c11d8f331 wined3d: Add new Radeon HD 6670 GL renderer string. 2012-10-16 20:44:02 +02:00
Matteo Bruni 29c336916c wined3d: Recognize AMD Radeon HD 5000 series GPUs on recent binary drivers. 2012-10-16 20:43:56 +02:00
Matteo Bruni 6a9df3e757 wined3d: Provide a better fallback for D3D10 AMD GPUs. 2012-10-16 20:43:51 +02:00
Matteo Bruni 4e57dd0cde wined3d: Add a D3D10-level fallback for Intel GPU recognition. 2012-10-16 20:43:41 +02:00
Matteo Bruni 37ff45cca2 wined3d: Improve a Nvidia GPU recognition fallback. 2012-10-16 20:43:35 +02:00
Matteo Bruni fe81c61804 wined3d: Split GPU vendor and GL vendor handling in GPU recognition. 2012-10-16 20:43:28 +02:00
Henri Verbeet 59bdd6ae97 wined3d: Recognise the SM4 "primID" register type. 2012-10-16 11:36:45 +02:00
Henri Verbeet 347dda068f wined3d: Explicitly check the shader type in shader_glsl_mov(). 2012-10-16 11:36:40 +02:00
Henri Verbeet 82a44af259 wined3d: Explicitly check the shader type in shader_glsl_texldl(). 2012-10-16 11:36:34 +02:00
Henri Verbeet 311a1e0148 wined3d: Handle SM1 comments in the frontend. 2012-10-15 13:31:08 +02:00
Henri Verbeet 5626e165ff wined3d: Introduce a structure for shader register indices. 2012-10-15 13:31:07 +02:00
Henri Verbeet a92d7a12de wined3d: Use a common function for parsing SM4 source and destination parameters. 2012-10-15 13:31:07 +02:00
Henri Verbeet 3baeaa2b88 wined3d: Recognise SM4 scalar swizzles. 2012-10-15 13:31:06 +02:00
Henri Verbeet 21361d5237 wined3d: Use the correct relative address for constant buffers in the GLSL shader backend. 2012-10-15 13:31:06 +02:00
Henri Verbeet fc185f9bae wined3d: Add support for SM4 relative addressing. 2012-10-12 13:21:39 +02:00
Henri Verbeet 2324ce6efb wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend. 2012-10-12 13:21:33 +02:00
Henri Verbeet ad1a1ee4fe wined3d: Implement WINED3DSIH_UTOF in the GLSL shader backend. 2012-10-12 13:21:28 +02:00
Henri Verbeet b7cd93240d wined3d: Implement WINED3DSIH_ITOF in the GLSL shader backend. 2012-10-12 13:21:22 +02:00
Henri Verbeet d48a0bc427 wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend. 2012-10-12 13:21:17 +02:00
Henri Verbeet f8e1550ebb wined3d: Implement WINED3DSIH_LT in the GLSL shader backend. 2012-10-11 18:51:04 +02:00
Henri Verbeet 842f75ee75 wined3d: Implement WINED3DSIH_IGE in the GLSL shader backend. 2012-10-11 18:51:00 +02:00
Henri Verbeet 819e5fa623 wined3d: Implement WINED3DSIH_GE in the GLSL shader backend. 2012-10-11 18:50:56 +02:00
Henri Verbeet 09f5f59229 wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend. 2012-10-11 18:50:53 +02:00
Henri Verbeet 4c4b224330 wined3d: Implement WINED3DSIH_XOR in the GLSL shader backend. 2012-10-11 18:50:46 +02:00
Matteo Bruni 3d71c2d1ca wined3d: Recognize Radeon HD 6970 as reported on some Macs. 2012-10-10 20:34:12 +02:00
Henri Verbeet 8f915156b9 wined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL shader backend. 2012-10-10 10:33:18 +02:00
Henri Verbeet e34acc2251 wined3d: Implement SM4 loops in the GLSL shader backend. 2012-10-10 10:33:14 +02:00
Henri Verbeet 6e4ecdf854 wined3d: Implement WINED3DSIH_IADD in the GLSL shader backend. 2012-10-10 10:33:09 +02:00
Henri Verbeet f9c181bf74 wined3d: Implement WINED3DSIH_DIV in the GLSL shader backend. 2012-10-10 10:33:05 +02:00
Henri Verbeet 2b46c4046a wined3d: Implement WINED3DSIH_BREAKP in the GLSL shader backend. 2012-10-10 10:32:58 +02:00
Henri Verbeet 07203fa465 wined3d: Remove unused wined3d_shader_limits fields. 2012-10-09 09:59:58 +02:00
Henri Verbeet eedbdded23 wined3d: Fix the SM3 int and bool vs constant limits.
Reported by Eduard Munteanu.
2012-10-09 09:59:54 +02:00
Henri Verbeet 9d127a4d36 wined3d: wined3d_surface_set_palette() never fails. 2012-10-09 09:59:38 +02:00
Henri Verbeet 0931522795 wined3d: Implement WINED3DSIH_AND in the GLSL shader backend. 2012-10-08 11:28:41 +02:00
Henri Verbeet 8e24dbb60a wined3d: wined3d_stateblock_apply() never fails. 2012-10-08 11:28:37 +02:00
Henri Verbeet b69545c7da wined3d: wined3d_stateblock_capture() never fails. 2012-10-08 11:28:32 +02:00
Henri Verbeet adddf10cd8 wined3d: wined3d_swapchain_get_desc() never fails. 2012-10-04 14:09:55 +02:00
Henri Verbeet 5fcc1f8f70 wined3d: Just return the surface from wined3d_swapchain_get_back_buffer(). 2012-10-04 14:09:50 +02:00
Henri Verbeet 4d39cb56fc wined3d: Handle WINED3DSPR_CONSTBUFFER registers in the GLSL shader backend. 2012-10-03 11:19:42 +02:00
Henri Verbeet e55416a113 wined3d: wined3d_swapchain_set_window() never fails. 2012-10-03 11:19:41 +02:00
Henri Verbeet 50c61959eb wined3d: Just return the surface from wined3d_device_get_surface_from_dc(). 2012-10-03 11:19:41 +02:00
Henri Verbeet 6d948e1a8c wined3d: Recognize the SM4 dcl_constantBuffer opcode. 2012-10-01 23:08:00 +02:00
Henri Verbeet 2ad5808996 wined3d: wined3d_device_get_creation_parameters() never fails. 2012-10-01 23:07:55 +02:00
Henri Verbeet 6e5cf8c698 wined3d: wined3d_device_set_depth_stencil() never fails. 2012-10-01 23:07:51 +02:00
Oleg Bosis 81525453f1 wined3d: Add correct detection of GeForce GT 650M video card. 2012-10-01 12:21:06 +02:00
Marcus Meissner 8ec6ebe4fb wined3d: Move texture reference decrement to end of usage (Coverity). 2012-10-01 12:20:40 +02:00
Henri Verbeet 95b4207c7f wined3d: Just return the surface from wined3d_device_get_depth_stencil(). 2012-10-01 12:11:02 +02:00
Henri Verbeet 972217fd6a wined3d: Just return the surface from wined3d_device_get_render_target(). 2012-10-01 12:10:55 +02:00
Henri Verbeet e13a589bfc wined3d: Set more accurate limits for SM4 shaders. 2012-09-28 11:26:44 +02:00
Henri Verbeet aa9daa285e wined3d: Unify GLSL input / output variable naming. 2012-09-28 11:26:40 +02:00
Henri Verbeet 49f9d39493 wined3d: Introduce a separate function to retrieve the GLSL variable prefix. 2012-09-27 13:10:54 +02:00
Henri Verbeet c0f52fbf1c wined3d: wined3d_device_set_software_vertex_processing() never fails. 2012-09-27 13:10:48 +02:00
Henri Verbeet f9d494294a wined3d: Just return the texture from wined3d_device_get_texture(). 2012-09-27 13:10:43 +02:00
Henri Verbeet 8168e18443 wined3d: Add some basic SM4 bytecode dumping code. 2012-09-26 14:40:37 +02:00
Henri Verbeet c0a83b1d96 wined3d: wined3d_device_get_texture_stage_state() never fails. 2012-09-26 14:40:35 +02:00
Henri Verbeet 26c0714009 wined3d: wined3d_device_set_texture_stage_state() never fails. 2012-09-26 14:40:33 +02:00
Ričardas Barkauskas 06a8cbcc35 wined3d: Don't leave leftover textures when destroying and creating dxgi swapchains. 2012-09-25 11:20:05 +02:00
Henri Verbeet 1ff07a7d68 wined3d: Take the data type of registers into account in the GLSL shader backend. 2012-09-25 11:19:15 +02:00
Henri Verbeet 6e4c40689c wined3d: Just return the shader from wined3d_device_get_pixel_shader(). 2012-09-25 11:19:11 +02:00
Henri Verbeet fc711d4955 wined3d: wined3d_device_set_pixel_shader() never fails. 2012-09-25 11:19:07 +02:00
Henri Verbeet eb4d20ef31 wined3d: Take the data type of immediates into account in shader_glsl_get_register_name(). 2012-09-24 09:58:09 +02:00
Henri Verbeet 6909b5143b wined3d: Just return the shader from wined3d_device_get_vertex_shader(). 2012-09-24 09:58:06 +02:00
Henri Verbeet b97ec7ae0c wined3d: wined3d_device_set_vertex_shader() never fails. 2012-09-24 09:58:03 +02:00
Henri Verbeet f298b96972 wined3d: Simplify shader_glsl_destroy() control flow a bit. 2012-09-21 10:53:13 +02:00
Henri Verbeet 2f03ad1a40 wined3d: Just return the declaration from wined3d_device_get_vertex_declaration(). 2012-09-21 10:53:10 +02:00
Henri Verbeet 01918d05ed wined3d: wined3d_device_set_vertex_declaration() never fails. 2012-09-21 10:53:06 +02:00
Francois Gouget ea61d59651 wined3d: Remove an unwanted trailing '\n' in shader_dump_register(). 2012-09-19 23:56:05 +02:00
Henri Verbeet 00cdf1aaf1 wined3d: Merge the glsl_vshader_private and glsl_pshader_private structures. 2012-09-19 23:55:01 +02:00
Henri Verbeet de1ae1eb8a wined3d: wined3d_device_get_scissor_rect() never fails. 2012-09-19 23:54:59 +02:00
Henri Verbeet 2de9fc640b wined3d: wined3d_device_set_scissor_rect() never fails. 2012-09-19 23:54:56 +02:00
Henri Verbeet fb989f1d1e wined3d: Implement version checks for geometry shaders. 2012-09-19 13:04:56 +02:00
Henri Verbeet 62670c7ba5 wined3d: wined3d_device_get_sampler_state() never fails. 2012-09-19 13:04:52 +02:00
Henri Verbeet 0d96be2c20 wined3d: wined3d_device_set_sampler_state() never fails. 2012-09-19 13:04:48 +02:00
Bruno Jesus 10cdc26542 wined3d: Recognize GeForce 9300 properly. 2012-09-18 10:19:57 +02:00
Henri Verbeet 0932129993 wined3d: Implement WINED3DSIH_EMIT in the GLSL shader backend. 2012-09-18 10:18:57 +02:00
Henri Verbeet 343974e2fd wined3d: wined3d_device_get_material() never fails. 2012-09-18 10:18:51 +02:00
Henri Verbeet 2669feeb8c wined3d: wined3d_device_set_material() never fails. 2012-09-18 10:18:42 +02:00
Henri Verbeet c982e5f64b wined3d: Implement WINED3DSIH_CUT in the GLSL shader backend. 2012-09-17 12:28:50 +02:00
Henri Verbeet a67ee02a48 wined3d: Recognize the SM4 dcl_outputTopology opcode. 2012-09-17 12:28:40 +02:00
Henri Verbeet 0fbb98424c wined3d: Recognize the SM4 dcl_inputPrimitive opcode. 2012-09-17 12:28:36 +02:00
Henri Verbeet d574d639a4 wined3d: Recognize the SM4 dcl_maxOutputVertexCount opcode. 2012-09-17 12:28:28 +02:00
Henri Verbeet 0a17173bc2 wined3d: Introduce a union for declaration shader instruction arguments. 2012-09-17 12:28:20 +02:00
Henri Verbeet a7bad0bde5 wined3d: Just handle all instructions in the shader backend. 2012-09-14 15:43:28 +02:00
Henri Verbeet 90bd04c6b6 wined3d: wined3d_device_multiply_transform() never fails. 2012-09-14 15:43:20 +02:00
Henri Verbeet b8feef8833 wined3d: wined3d_device_set_base_vertex_index() never fails. 2012-09-13 10:23:14 +02:00
Henri Verbeet 706ece827b wined3d: wined3d_device_get_transform() never fails. 2012-09-12 12:46:12 +02:00
Henri Verbeet f79bbc767d wined3d: wined3d_device_set_transform() never fails. 2012-09-12 12:46:07 +02:00
Henri Verbeet d601a0dede wined3d: wined3d_device_get_render_state() never fails. 2012-09-11 18:03:57 +02:00
Henri Verbeet 75cec973d5 wined3d: wined3d_device_set_render_state() never fails. 2012-09-11 18:03:53 +02:00
Henri Verbeet 3569b6ccd2 wined3d: wined3d_device_get_viewport() never fails. 2012-09-10 11:40:19 +02:00
Henri Verbeet 64aae8cf02 wined3d: wined3d_device_set_viewport() never fails. 2012-09-10 11:40:14 +02:00
Jiang Yike a308bde74a wined3d: Add AMD Radeon HD 7700 series and HD 7800 series graphics cards. 2012-09-07 12:23:31 +02:00
Henri Verbeet c8f4ca315e wined3d: Just return the buffer from wined3d_device_get_index_buffer(). 2012-09-06 15:45:32 +02:00
Henri Verbeet a3e28f6ce5 wined3d: wined3d_device_set_index_buffer() never fails. 2012-09-06 15:45:32 +02:00
Henri Verbeet 8fd7d3a2b3 wined3d: Just return the swapchain from wined3d_device_get_swapchain(). 2012-09-05 11:48:04 +02:00
Henri Verbeet ac5c420c91 wined3d: Add type information to shader registers. 2012-09-05 11:47:59 +02:00
Henri Verbeet 42582ada00 wined3d: Read complete shader instructions at a time. 2012-09-05 11:47:55 +02:00
Henri Verbeet 66ec8a5cfb wined3d: Get rid of wined3d_device_get_wined3d(). 2012-09-04 15:05:22 +02:00
Jonas Wielicki a64b7918c8 wined3d: Fix crash in wined3d_device_reset with gdi backend for directdraw. 2012-08-29 20:13:42 +02:00
Matteo Bruni d37f8ea866 wined3d: Use BOOL instead of char in shader_load_constants(). 2012-08-21 11:45:55 +02:00
Matteo Bruni 7cc4f47afe wined3d: Force ARB shader programs reselection on bool/int constant changes.
The ARB shader backend hardcodes some constant-dependent state in the shader
itself (e.g. branch taken/not taken). So, we have to make sure to update the
selected ARB shader when the application modifies non-float constants.
2012-08-21 11:45:47 +02:00
Matteo Bruni f89f30e0c0 wined3d: Fix blending test expected results. 2012-08-21 11:45:43 +02:00
Henri Verbeet e35f773b0b wined3d: Also issue any queries for index buffers in drawPrimitive(). 2012-08-20 11:01:21 +02:00
Henri Verbeet 54976a033b wined3d: Use a slightly shorter timeout in wined3d_event_query_finish(). 2012-08-20 11:01:15 +02:00
Alexandre Julliard 3bd185c3df wined3d: Remove references to the (no longer used) X11 lock. 2012-08-16 16:52:16 +02:00
Francois Gouget b2a7111a3d wined3d: Change some internal function and structure names to the more standard 'converter' spelling. 2012-08-16 13:47:29 +02:00
Matteo Bruni a488e57449 wined3d: Improve post-pixelshader blending test. 2012-08-15 12:17:48 +02:00
Matteo Bruni 902049c054 wined3d: Fix pixel format masks. 2012-08-15 12:17:46 +02:00
Matteo Bruni 0a37a86f35 wined3d: Dump postblend color. 2012-08-15 12:15:47 +02:00
Matteo Bruni 152a09ce75 wined3d: Use GL_FRAMEBUFFER_SRGB when possible. 2012-08-15 12:15:42 +02:00
Nikolay Bogoychev 9716c1b50c wined3d: Recognize GeForce GT 630M. 2012-08-14 17:42:06 +02:00
Michael Stefaniuc 4ddfcc2cf1 wined3d: Avoid TRUE-FALSE conditional expressions. 2012-07-26 12:11:29 +02:00
Henri Verbeet 894d161891 wined3d: Call core GL functions through gl_info.gl_ops as well. 2012-07-25 20:10:08 +02:00
Henri Verbeet af1ba676c8 wined3d: Pass a gl_info structure to fragment_pipeline.enable_extension(). 2012-07-25 20:01:31 +02:00
Henri Verbeet 4b90d79473 wined3d: Get rid of the GL extension function pointer typedefs. 2012-07-25 20:01:16 +02:00
Alexandre Julliard 63396e00b9 wined3d: Retrieve OpenGL extension functions directly through the TEB table. 2012-07-25 19:59:13 +02:00
Henri Verbeet c7e3bb5a93 wined3d: Use struct opengl_funcs for storing GL extension pointers. 2012-07-24 13:36:29 +02:00
Henri Verbeet 4f3263e08c wined3d: Handle core fixups like any other kind of extension fixup. 2012-07-24 13:36:28 +02:00
Henri Verbeet 048edaf6a3 wined3d: Fix some EXT_gpu_shader4 function names. 2012-07-23 12:36:00 +02:00
Henri Verbeet 526901e307 wined3d: Get rid of APPLE_flush_render, it doesn't exist. 2012-07-23 12:35:56 +02:00
Henri Verbeet ea8dfe640d wined3d: Convert some uppercase hex constants to lowercase. 2012-07-20 13:59:53 +02:00
Henri Verbeet 15b41f0181 wined3d: Get rid of some unused PCI IDs.
In case of e.g. CARD_AMD_RADEON_HD4650 and CARD_AMD_RADEON_HD4670 these are
wrong too, because you can't distinguish one HD46xx card from another based on
PCI ID.
2012-07-20 13:59:29 +02:00
Alexandre Julliard d7250e97ed wined3d: Fetch GL functions from the WGL driver table, including glFinish and glFlush. 2012-07-20 13:21:27 +02:00
Alexandre Julliard 4c0779006e opengl32: Move the wgl functions to the main OpenGL function table. 2012-07-19 22:50:37 +02:00
Alexandre Julliard 2f31a66941 wined3d: Load glPointParameter functions as extensions rather than standard OpenGL functions. 2012-07-19 16:47:49 +02:00
Henri Verbeet 09443f14e7 wined3d: Enable "AlwaysOffscreen" by default. 2012-07-19 15:43:59 +02:00
Henri Verbeet 8a95eb0604 wined3d: Disable the X11 / GL lock. 2012-07-19 15:43:34 +02:00
Henri Verbeet f1aea860f9 wined3d: Fix the draw buffer limit calculation. 2012-07-19 15:43:26 +02:00
Henri Verbeet 2bfc5214be ddraw: Implement ddraw7_GetScanLine() on top of wined3d_get_adapter_raster_status(). 2012-07-19 15:43:11 +02:00
Caron Jensen 9877df9aeb wined3d: Recognize AMD Tahiti cards. 2012-07-19 15:43:01 +02:00
Henri Verbeet e834c920ec wined3d: Introduce a separate function for initializing various limits. 2012-07-17 12:50:22 +02:00
Henri Verbeet f0fb199925 wined3d: Use the proper texture target in ffp_blit_p8_upload_palette(). 2012-07-17 12:50:22 +02:00
Henri Verbeet 092ba1e1bf wined3d: Use the proper texture target in fb_copy_to_texture_direct(). 2012-07-17 12:50:21 +02:00
Henri Verbeet f5e289c6e0 wined3d: Use the proper texture target in ffp_blit_set(). 2012-07-17 12:50:21 +02:00
Henri Verbeet 86db5b601f wined3d: Use the proper texture target in arbfp_blit_set().
For cube maps, texture->target is GL_TEXTURE_CUBE_MAP and would be used for
calls that apply to the entire texture, like glTexParameter().
surface->texture_target refers to individual faces like
GL_TEXTURE_CUBE_MAP_POSITIVE_X, etc., and would be used for calls like
glTexImage2D(). What makes this a bit ugly is the fact that surfaces don't
always have an associated texture.
2012-07-17 12:50:21 +02:00
Alexandre Julliard 30e0e3ffff wined3d: Remove unused variables. 2012-07-16 14:26:32 +02:00
Henri Verbeet adf66a338f wined3d: Get rid of the unused sampler_stages limit. 2012-07-16 14:21:52 +02:00
Henri Verbeet 2b4c72b13b d3d10core: Always create a wined3d texture for d3d10core textures. 2012-07-12 11:45:21 -05:00
Henri Verbeet 0821c8024b wined3d: Merge the device parent create_rendertarget() and create_depth_stencil() handlers. 2012-07-11 09:57:07 -05:00
Henri Verbeet d26a3858d9 wined3d: Fix the block alignment check in surface_cpu_blt(). 2012-07-11 09:56:58 -05:00
Henri Verbeet 1e22e3ccfb wined3d: Introduce a helper function for checking surface block alignment. 2012-07-11 09:56:54 -05:00