Commit Graph

6207 Commits

Author SHA1 Message Date
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
Henri Verbeet 2907913fad wined3d: Print a more obvious message if a format doesn't have a corresponding GL internal format. 2012-07-10 10:39:48 -05:00
Henri Verbeet 8ad98cdbee wined3d: Get rid of the "discard" parameter to device_parent_create_depth_stencil(). 2012-07-10 10:39:42 -05:00
Henri Verbeet 9b74ebd794 wined3d: Get rid of the "lockable" parameter to device_parent_create_rendertarget(). 2012-07-10 10:39:34 -05:00
Henri Verbeet 73eceafb17 d3d9: Implement d3d9_device_ResetEx(). 2012-07-09 15:04:18 -04:00
Henri Verbeet 3543e1d198 wined3d: Fix the .spec. 2012-07-09 15:04:11 -04:00
Vincas Miliūnas ada3dff134 wined3d: Recognize AMD Radeon HD 6700 Series renderer string. 2012-07-02 19:18:07 +02:00
Henri Verbeet e97dc9f33d d3d9: Implement d3d9_EnumAdapterModesEx(). 2012-07-02 19:17:59 +02:00
Alexandre Julliard 8f80159d40 wined3d: Get WGL extension definitions from wglext.h. 2012-07-02 19:17:58 +02:00
Henri Verbeet 8d4e3d0d58 d3d9: Implement d3d9_GetAdapterModeCountEx(). 2012-06-29 10:14:29 +02:00
Henri Verbeet 256d433164 d3d9: Implement d3d9_device_PresentEx(). 2012-06-29 10:14:21 +02:00
Henri Verbeet 035b79ebcf wined3d: Use the device name stored in the adapter in wined3d_get_adapter_identifier(). 2012-06-29 10:14:10 +02:00
Henri Verbeet d843447580 wined3d: Use the device name stored in the adapter in wined3d_set_adapter_display_mode(). 2012-06-29 10:14:06 +02:00
Henri Verbeet 56c518af3e wined3d: Use the device name stored in the adapter in wined3d_get_adapter_display_mode(). 2012-06-29 10:14:01 +02:00
Henri Verbeet 194ee40e07 wined3d: Use the device name stored in the adapter in wined3d_get_adapter_mode_count(). 2012-06-28 18:52:29 +02:00
Henri Verbeet e9d0367d29 wined3d: Use the device name stored in the adapter in wined3d_enum_adapter_modes(). 2012-06-28 18:52:28 +02:00
Henri Verbeet b6bdb4286d wined3d: Avoid a redundant call to EnumDisplaySettingsExW() in wined3d_enum_adapter_modes(). 2012-06-28 18:52:28 +02:00
Henri Verbeet 91f02018c5 wined3d: Avoid a useless call to wined3d_get_adapter_mode_count() in wined3d_enum_adapter_modes(). 2012-06-28 18:52:27 +02:00
Alexandre Julliard edfc7f0de0 opengl32: Move wglGetProcAddress to the WGL driver. 2012-06-28 16:14:55 +02:00
Alexandre Julliard db25d4022a winex11: Simplify wglSetPixelFormatWINE and export it as a standard extension function. 2012-06-28 13:13:01 +02:00
Alexandre Julliard 94abcd532f wined3d: Always load wgl functions from opengl32.dll. 2012-06-28 01:44:02 +02:00
Henri Verbeet 0ce894f274 d3d9: Implement d3d9_device_GetDisplayModeEx(). 2012-06-28 01:39:28 +02:00
Henri Verbeet 2c8834dffd d3d9: Implement d3d9_GetAdapterDisplayModeEx(). 2012-06-28 01:39:27 +02:00
Henri Verbeet a1bfd0988f wined3d: Take scanline ordering into account in the mode setting code. 2012-06-28 01:39:26 +02:00
Henri Verbeet 427f3e40dc wined3d: Get rid of is_display_mode_supported().
If a display mode is unsupported, wined3d_set_adapter_display_mode() shouldn't
have a problem figuring that out on its own.
2012-06-28 01:39:24 +02:00
Henri Verbeet d93e61f249 wined3d: Release the stateblock only after mode setting in wined3d_device_reset().
While we're allowed to leave the device in a somewhat inconsistent state after
a failed reset, such a state should be recoverable by calling reset again. If
e.g. mode setting were to fail between the point where we destroy and recreate
the stateblock a subsequent reset would crash because the device doesn't have
a stateblock anymore.
2012-06-26 17:32:59 +02:00
Henri Verbeet 0ee3007963 wined3d: Only unset the onscreen depth / stencil buffer once in wined3d_device_reset(). 2012-06-26 17:32:48 +02:00
Józef Kucia d760b21ab6 wined3d: Use the system memory pool for the logo surface. 2012-06-25 18:12:53 +02:00
Alexandre Julliard 66a5995e11 winex11: Move wglGetCurrentContext and wglGetCurrentDC to the internal OpenGL extension functions. 2012-06-25 16:25:44 +02:00
Alexandre Julliard 08efea0218 winex11: Move wglCopyContext and wglDeleteContext to the internal OpenGL extension functions. 2012-06-25 13:52:10 +02:00
Alexandre Julliard beeba895d3 winex11: Move wglShareLists to the internal OpenGL extension functions. 2012-06-25 13:52:01 +02:00
Henri Verbeet c11c2e2dbb wined3d: Get rid of the d3d_caps debug channel. 2012-06-22 16:14:26 +02:00
Henri Verbeet b6c7b825a1 wined3d: Only store a different screen format if it's explicitly changed through wined3d. 2012-06-22 16:14:14 +02:00
Henri Verbeet c2c0743ccf wined3d: Properly retrieve the display mode in wined3d_device_set_cursor_properties(). 2012-06-22 16:14:08 +02:00
Henri Verbeet 7000899948 wined3d: Just forward wined3d_device_get_display_mode() to the appropriate swapchain. 2012-06-22 16:14:03 +02:00
Henri Verbeet 0f0fe49240 wined3d: Implement mode setting in the adapter instead of the device. 2012-06-22 16:13:58 +02:00
Henri Verbeet fdb85423b4 wined3d: Lie about the display format in wined3d_get_adapter_display_mode(). 2012-06-20 19:27:02 +02:00
Henri Verbeet 2a0463ac21 wined3d: Only filter redundant mode changes in wined3d. 2012-06-20 19:26:56 +02:00
Henri Verbeet a6ffab3bf5 wined3d: Rename WINED3DLOCK_* to WINED3D_MAP_*. 2012-06-18 17:48:56 +02:00
Henri Verbeet befdbbd90f wined3d: Reset render target bindings in wined3d_device_reset(). 2012-06-18 17:48:21 +02:00
Henri Verbeet 130f232d20 wined3d: Unset the depth/stencil surface before checking resources in wined3d_device_reset(). 2012-06-18 17:48:16 +02:00
Thomas Faber a6510b3fbc wined3d: Use INFINITY. 2012-06-18 11:59:41 +02:00
Michael Stefaniuc db5053c950 wined3d: Avoid sizeof on structs with variable length arrays. 2012-06-13 12:09:36 +02:00
Henri Verbeet 0610d1eec9 wined3d: Invalidate the entire buffer on maps with WINED3DLOCK_DISCARD. 2012-06-12 17:27:43 +02:00
Henri Verbeet 611b541f29 wined3d: Set undefined vertex attributes to 0.0. 2012-06-12 17:27:39 +02:00
Francois Gouget 4f17081652 wined3d: Make some surface functions static. 2012-06-12 11:11:16 +02:00
Francois Gouget 9a874aca8e wined3d: Reorder some surface functions to avoid the need for forward declarations. 2012-06-12 11:11:12 +02:00
Francois Gouget 19ba80e7c2 wined3d: We must include Wine's port.h before using NAN. 2012-06-01 17:41:52 +02:00
Henri Verbeet 948065a52f wined3d: Update nouveau card info. 2012-05-31 18:05:08 +02:00
Henri Verbeet 1a93983bd4 wined3d: Use NAN. 2012-05-30 17:17:59 +02:00
Kimmo Myllyvirta d738e6ffd2 wined3d: Add NVIDIA GeForce GTX 680. 2012-05-29 10:53:44 +02:00
Henri Verbeet aa71065d9b wined3d: Properly preload index buffers. 2012-05-29 10:44:50 +02:00
Karsten Elfenbein 9d7a39656a wined3d: Add Nvidia GTX 670. 2012-05-22 18:08:24 +02:00
Henri Verbeet e3ecfa5974 wined3d: Store user clip planes as 4-component float vectors. 2012-05-22 18:07:02 +02:00
Henri Verbeet 481514eab2 wined3d: Get rid of the conv_mat macro. 2012-05-22 18:06:54 +02:00
Henri Verbeet 69bdff6253 wined3d: Avoid moving buffers while they're mapped. 2012-05-22 18:06:51 +02:00
Henri Verbeet 0d45d50342 wined3d: Don't evict resources that are currently mapped in wined3d_device_evict_managed_resources(). 2012-05-21 21:31:02 +02:00
Henri Verbeet 5ec56c9bc4 wined3d: Get rid of SFLAG_LOCKED. 2012-05-21 21:30:56 +02:00
Henri Verbeet f2fb3f11f9 wined3d: Move the resource map count field up to wined3d_resource. 2012-05-21 21:30:52 +02:00
Francois Gouget fac36c55e9 Assorted typo, spelling, wording and case fixes. 2012-05-15 16:26:43 +02:00
Henri Verbeet a331ed032e wined3d: Properly check for transformed position in buffer_check_attribute(). 2012-05-03 23:45:21 +02:00
Henri Verbeet 6b9018ccd2 wined3d: Use the wined3d_matrix structure for the identity matrix. 2012-05-03 23:45:09 +02:00
Henri Verbeet 29893d8162 wined3d: Determine index buffer location based on vertex buffer locations. 2012-05-03 11:18:03 +02:00
Henri Verbeet 9267148705 wined3d: The wined3d object doesn't need a parent. 2012-05-03 11:18:00 +02:00
Alexandre Julliard c054d7bc6f wined3d: CreateDIBSection doesn't need a DC for the DIB_RGB_COLORS case. 2012-05-02 12:02:33 +02:00
Henri Verbeet a8a201cf61 wined3d: Figure out the index data pointer inside drawPrimitive().
We want to do this after context_apply_draw_state(), when resource locations
are all setup.
2012-05-02 11:59:14 +02:00
Henri Verbeet 64e41dae8a wined3d: Figure out the index size inside drawPrimitive(). 2012-05-02 11:59:10 +02:00
Henri Verbeet 42b835754b wined3d: Keep track of "all_vbo" in the stream info structure. 2012-05-01 14:44:15 +02:00
Henri Verbeet de43de510a wined3d: Move the resource bind_count field up to wined3d_resource. 2012-04-26 19:26:14 +02:00
Henri Verbeet 49c4623b2f wined3d: device_clear_render_targets() never fails. 2012-04-16 12:05:15 +02:00
Henri Verbeet 3ba95e2f3e wined3d: Move the present() back buffer check to the common wined3d_swapchain_present() code. 2012-04-16 12:05:09 +02:00
Henri Verbeet 8cef8b3587 wined3d: Unify the wined3d_mapped_rect and wined3d_mapped_box structures. 2012-04-13 10:48:51 +02:00
Henri Verbeet cd0c18f56b wined3d: Simplify the data.buffer_object assignment in surface_load_texture().
The surface pbo field should be 0 is SFLAG_PBO is not set.
2012-04-09 12:02:47 +02:00
Henri Verbeet baff64a27a wined3d: Properly determine the viewport size for front buffer blits in SetupForBlit(). 2012-04-05 11:56:19 +02:00
Henri Verbeet 12369f9f4d wined3d: Fix the VBO check in device_stream_info_from_declaration(). 2012-03-29 20:49:14 +02:00
Henri Verbeet 7017ed4587 wined3d: Drop a questionable FIXME in device_stream_info_from_declaration(). 2012-03-29 20:49:13 +02:00
Henri Verbeet c7d3a8a478 wined3d: Drop the "vbo" check in wined3d_device_process_vertices().
We care about individual streams having a VBO or not, and there's no way for
device_stream_info_from_declaration() to properly express that, so just check
the individual streams.
2012-03-29 20:49:13 +02:00
Matteo Bruni 7e3c7840e3 wined3d: Support WINED3D_TTFF_COUNT3 texture projection in the ARB backend. 2012-03-28 15:09:18 +02:00
Matteo Bruni 439097c810 wined3d: Update the correct draw buffers mask. 2012-03-28 15:09:09 +02:00
Henri Verbeet 426535a7dd wined3d: Recognise AMD HD 6770M and HD 6750M with closed drivers. 2012-03-28 11:36:46 +02:00
Henri Verbeet 00a4011425 wined3d: Drop the ORM_BACKBUFFER special case in surface_unmap(). 2012-03-27 11:39:26 +02:00
Henri Verbeet d1e00648ff wined3d: Only update the drawable on surface unmap for the frontbuffer. 2012-03-27 11:39:23 +02:00
Henri Verbeet 6f8b8bda2d wined3d: Load the backbuffer in the correct location before presenting in swapchain_gl_present(). 2012-03-27 11:39:19 +02:00
Henri Verbeet 337b63d878 wined3d: Drop an Apple hack.
The hack actually breaks things on cards that do support more than 256
uniforms in GLSL.
2012-03-27 11:39:13 +02:00
Henri Verbeet a0264eb101 wined3d: Move the WGL extension detection code to the same place as regular GL extension detection. 2012-03-16 11:08:59 +01:00
Henri Verbeet bb08fafdf0 wined3d: Use the same code for parsing the WGL extension string as for the regular GL extension string. 2012-03-16 11:08:54 +01:00
Henri Verbeet 00ba167c71 wined3d: Introduce a separate function for parsing the GL extension string. 2012-03-16 11:08:49 +01:00
Henri Verbeet 02ae22d984 wined3d: The current WGL DC should never be NULL in wined3d_adapter_init_gl_caps(). 2012-03-16 11:08:42 +01:00
Henri Verbeet 6396ad9e45 wined3d: GL_MAX_TEXTURE_COORDS_ARB is not available without ARB_fragment_program. 2012-03-12 10:44:01 +01:00
Henri Verbeet 112e2e219f wined3d: Also recognise the "classic" Mesa Nouveau driver for GeForce 4 and earlier cards. 2012-03-12 10:44:00 +01:00
Henri Verbeet ab4474c19b wined3d: surface_cpu_blt() should always receive valid source and destination rectangles. 2012-03-12 10:44:00 +01:00
Henri Verbeet 29468906bb wined3d: Pass correctly offset pointers to surface_cpu_blt_compressed().
This was debugged by Alexey Loukianov.
2012-03-12 10:43:59 +01:00
Matteo Bruni 4ed605f081 wined3d: Clamp fog coordinate in the ARB backend too. 2012-03-09 17:26:01 +01:00
Matteo Bruni 2d810bdc89 wined3d: Clamp fog coordinate in the vertex shader. 2012-03-09 17:25:57 +01:00
Henri Verbeet 06aab27197 wined3d: Remove a texture dimension check in state_alpha().
I don't think there's any reason color-keying shouldn't work on e.g. cube
textures, although it probably isn't very common either.
2012-03-09 11:32:22 +01:00
Henri Verbeet 6eb5c891ac wined3d: Use ARB_texture_rg for WINED3DFMT_R16G16_UNORM textures when available. 2012-03-09 11:32:16 +01:00
Henri Verbeet b8a22ebef0 wined3d: Remove an outdated comment from load_vertex_data(). 2012-03-08 17:58:02 +01:00
Henri Verbeet 3d5ca7ab64 wined3d: Remove an outdated comment in state_zwritenable().
We actually do have tests for this.
2012-03-08 17:57:58 +01:00
Henri Verbeet 6d483c2d9d wined3d: Don't use floating point for surface height scaling.
This is the follow-up to commit a4e5bcff4c.
2012-03-08 17:57:54 +01:00
Henri Verbeet 639ea0f49c wined3d: Remove a transformed vertex loading hack in load_vertex_data().
This should never be used, we fall back to drawStridedSlow() for transformed vertices.
2012-03-08 17:57:46 +01:00
Henri Verbeet 90739d9474 wined3d: Implement resetting the device window in wined3d_device_reset(). 2012-02-29 20:47:29 +01:00
Henri Verbeet 9c25758656 wined3d: Support color keyed WINED3DFMT_B8G8R8A8_UNORM surfaces.
Color keying and alpha channels aren't mutually exclusive.
2012-02-29 10:31:09 +01:00
Henri Verbeet d17f037fb1 wined3d: Disable z-clipping for transformed vertices when WINED3D_RS_ZENABLE is disabled. 2012-02-24 09:55:52 +01:00
Gaurav Jain b2eadfd4eb wined3d: Recognize Nvidia GeForce 320M, 8600M GT & 9400M. 2012-02-22 20:49:11 +01:00
Henri Verbeet 80555d2cb8 wined3d: Specify the depth range in surface_depth_blt(). 2012-02-22 18:47:30 +01:00
Henri Verbeet ed47f259bd wined3d: Don't take the wined3d mutex during WM_DISPLAYCHANGE either. 2012-02-21 11:30:10 +01:00
Henri Verbeet a4e5bcff4c wined3d: Use a format flag instead of a floating point comparison to determine if we need to apply heightscale. 2012-02-13 20:20:08 +01:00
Henri Verbeet 56a4680b69 wined3d: Complain when the hardware may not be able to run a shader. 2012-02-06 10:19:30 -06:00
Matteo Bruni b51a657626 wined3d: Use a separate flag for discarded surfaces. 2012-02-02 15:18:09 +01:00
Henri Verbeet 348c655b5c wined3d: Make sure transparent hardware cursors are really transparent.
Loosely based on a patch by Stefan Dösinger.
2012-01-27 14:57:55 +01:00
Henri Verbeet faa040cd9e wined3d: Clear the device if we're not removing the entry from the table in wined3d_unregister_window().
The device may be destroyed after the window is unregistered, causing
device_process_message() to access freed memory.
2012-01-26 17:43:50 +01:00
Henri Verbeet d0347f51ed wined3d: Only take the wined3d mutex during the WM_DISPLAYCHANGE handler in device_process_message().
We can deadlock if we send messages while holding the wined3d mutex and the
message loop is on another thread. Ideally we probably shouldn't send messages
while holding the wined3d mutex at all, but that may be hard to enforce with
the way wined3d locking is currently set up.
2012-01-25 11:25:04 +01:00
Matteo Bruni f69f2aa347 wined3d: SM1 texture projection always divides by w when there is a vertex shader set. 2012-01-24 11:55:47 +01:00
Henri Verbeet 41c910d5f0 wined3d: Get rid of the vertex buffer conversion hack in process_vertices_strided().
The main thing that's broken is the unnecessary color conversion in case bgra
vertex arrays are supported. It shouldn't be hard to fix that, but at this
point I don't think this hack even helps a lot anymore.
2012-01-24 11:55:33 +01:00
Stefan Dösinger 038e308a41 wined3d: Relax depth blit requirements. 2012-01-23 16:06:55 +01:00
Henri Verbeet 1ec21e323b wined3d: Rename WineD3DRectPatch to wined3d_rect_patch. 2012-01-20 13:31:36 +01:00
Henri Verbeet 3769afa33d wined3d: Get rid of the WINED3DSURFTYPE typedef. 2012-01-20 13:31:33 +01:00
Henri Verbeet d8b00ecf34 wined3d: Get rid of the CONVERT_TYPES typedef. 2012-01-20 13:31:24 +01:00
Henri Verbeet 8692ff48a9 wined3d: Don't load the draw_binding location in surface_unmap() unless the surface is on a swapchain.
It really makes no sense to do this just because a surface happens to be the
current render target. In particular, this patch prevents needlessly bouncing
the surface between the CPU and the GPU when the application does e.g.
multiple colorkeyed blits to the current render target to draw a HUD.
2012-01-20 13:31:17 +01:00
Henri Verbeet d1254eddb5 wined3d: Properly enable / disable register combiners. 2012-01-20 13:31:07 +01:00
Matteo Bruni cf5bc7a711 wined3d: Dirtify STATE_FRAMEBUFFER after a FBO depth blit. 2012-01-19 17:08:09 +01:00
Henri Verbeet bee9adbd05 wined3d: Get rid of the WINED3DDECLUSAGE typedef. 2012-01-19 11:56:47 +01:00
Henri Verbeet c35c30fa68 wined3d: Get rid of the WINED3DDECLMETHOD typedef. 2012-01-19 11:56:41 +01:00
Henri Verbeet d0d094dea2 wined3d: Respect SFLAG_PIN_SYSMEM when creating a surface DIB section. 2012-01-19 11:56:30 +01:00
Henri Verbeet e1cd2453b9 wined3d: Get rid of the mostly unused blockType field in struct wined3d_stateblock. 2012-01-19 11:56:00 +01:00
Akihiro Sagawa bd97589dba wined3d: Let GetRasterStatus return D3D_OK, again. 2012-01-19 11:55:48 +01:00
Henri Verbeet ed417a6f13 wined3d: Get rid of the WINED3DSTATEBLOCKTYPE typedef. 2012-01-18 12:37:38 +01:00
Henri Verbeet ae2e5d65ff wined3d: Get rid of the WINED3DQUERYTYPE typedef. 2012-01-18 12:37:38 +01:00
Henri Verbeet e53a277305 wined3d: Get rid of the WINED3DPOOL typedef. 2012-01-18 12:37:38 +01:00
Henri Verbeet 6a5a098b23 wined3d: Get rid of the WINED3DRESOURCETYPE typedef. 2012-01-18 12:37:38 +01:00
Henri Verbeet c70e17e806 wined3d: Reset the changed float shader constants in stateblock_init_default_state().
The GLSL constant tracking needs these to be correct.
2012-01-18 12:37:37 +01:00
Henri Verbeet 59df293640 wined3d: Don't print an ERR if the depth/stencil surface still has references in wined3d_device_uninit_3d().
This is completely legitimate in ddraw.
2012-01-18 12:37:37 +01:00
Austin English fe30990e8d wined3d: Recognize Nvidia 540M. 2012-01-17 11:52:26 +01:00
Francois Gouget cbc7a0361e wined3d: Add a trailing '\n' to a FIXME() message. 2012-01-16 12:45:34 +01:00
Henri Verbeet e70990041b wined3d: Get rid of the WINED3DTEXTUREFILTERTYPE typedef. 2012-01-13 17:34:31 +01:00
Henri Verbeet a206f43648 wined3d: Get rid of wined3d_surface_set_format(). 2012-01-13 17:34:30 +01:00
Henri Verbeet afb64506ba ddraw: Implement width and height changes in ddraw_surface7_SetSurfaceDesc(). 2012-01-13 17:34:30 +01:00
Matteo Bruni c6c5c6905e wined3d: Handle discarded depth-stencil surfaces with SFLAG_LOST.
SFLAG_INSYSMEM is already set by surface_add_dirty_rect() for all
surfaces anyway.
2012-01-13 17:34:30 +01:00
Matteo Bruni cbf641e9e0 wined3d: Modify depth-stencil location flags only after allocating the new location. 2012-01-13 17:34:30 +01:00
Matteo Bruni add5916c77 wined3d: Set depth textures dirty after modifying the underlying surface. 2012-01-13 17:34:30 +01:00
Henri Verbeet 7dac3e0921 wined3d: Get rid of the WINED3DBASISTYPE typedef. 2012-01-12 12:37:24 +01:00
Henri Verbeet f38e94af7c wined3d: Get rid of the WINED3DTRANSFORMSTATETYPE typedef. 2012-01-12 12:37:18 +01:00
Henri Verbeet be3a9b5ecb wined3d: Hold the wined3d mutex in device_process_message(). 2012-01-12 12:35:50 +01:00
Diego Nieto Cid 759bad0202 wined3d: Convert rtInternal and glGammaInternal. 2012-01-11 19:42:50 +01:00
Henri Verbeet 2650ba4b17 wined3d: Get rid of the WINED3DTEXTUREADDRESS typedef. 2012-01-11 17:47:23 +01:00
Henri Verbeet b6431d9493 wined3d: Get rid of the WINED3DTEXTUREOP typedef. 2012-01-11 17:47:22 +01:00
Henri Verbeet b55e3d82cf wined3d: Set SFLAG_PIN_SYSMEM when the application tries to use surfaces that are currently mapped. 2012-01-11 12:32:55 +01:00
Matteo Bruni 1c14c0d2fc wined3d: Don't use separate location flags for depth buffers. 2012-01-10 10:48:26 +01:00
Matteo Bruni e4c0d6abbe wined3d: Don't try to remove the location flag if it's not there in the first place. 2012-01-10 10:48:13 +01:00
Henri Verbeet 7f7bc520b6 wined3d: Get rid of the WINED3DTEXTURETRANSFORMFLAGS typedef. 2012-01-10 10:47:30 +01:00
Henri Verbeet 43fcbcb36e wined3d: Get rid of the WINED3DTEXTURESTAGESTATETYPE typedef. 2012-01-10 10:47:27 +01:00
Henri Verbeet 40e8d85426 wined3d: Simplify transform flag handling in find_ps_compile_args(). 2012-01-10 10:47:17 +01:00
Henri Verbeet 9a8491045e wined3d: Get rid of the WINED3DMULTISAMPLE_TYPE typedef. 2012-01-09 12:22:17 +01:00
Henri Verbeet 08545dc739 wined3d: Get rid of the WINED3DSAMPLERSTATETYPE typedef. 2012-01-09 12:22:12 +01:00
Henri Verbeet f1e2c5df93 wined3d: Only flip SFLAG_DIBSECTION once in flip_surface().
We already swap all flags at a later point in flip_surface().
2012-01-09 12:22:03 +01:00
Henri Verbeet de807eb21c wined3d: Allow 10-bpc formats as render targets. 2012-01-09 12:21:53 +01:00
Henri Verbeet 3d33887c2f wined3d: Get rid of the WINED3DSWAPEFFECT typedef. 2012-01-06 19:24:22 +01:00
Henri Verbeet 45f6def784 wined3d: Get rid of the WINED3DBACKBUFFER_TYPE typedef. 2012-01-06 19:24:21 +01:00
Henri Verbeet c77b414787 wined3d: Get rid of the WINED3DPATCHEDGESTYLE typedef. 2012-01-05 20:54:25 +01:00
Henri Verbeet c3cc92e472 wined3d: Get rid of the WINED3DMATERIALCOLORSOURCE typedef. 2012-01-05 20:54:24 +01:00
Henri Verbeet fd8597b2bf wined3d: Get rid of the WINED3DSTENCILOP typedef. 2012-01-03 23:40:50 +01:00
Henri Verbeet 808e926783 wined3d: Get rid of the WINED3DCULL typedef. 2012-01-03 23:40:46 +01:00
Henri Verbeet a03eeb5cac wined3d: Get rid of the WINED3DFILLMODE typedef. 2012-01-03 12:37:31 +01:00
Henri Verbeet 16e9d728f4 wined3d: Get rid of the WINED3DSHADEMODE typedef. 2012-01-03 12:37:30 +01:00
Henri Verbeet 51d54a909c wined3d: Recognize some more Intel GPUs. 2012-01-03 12:37:29 +01:00
Henri Verbeet 1a3aabf6f2 wined3d: Recognize i915g as Intel. 2012-01-03 12:37:29 +01:00
Matteo Bruni fb38bad0c4 wined3d: Improve projection TEXTURETRANSFORMFLAGS handling in the ARB fragment ffp implementation. 2011-12-28 18:55:18 +01:00
Matteo Bruni 472fed41dd wined3d: Improve invalid TEXTURETRANSFORMFLAGS handling. 2011-12-28 18:55:15 +01:00
Henri Verbeet 6623a8cfa9 wined3d: Get rid of the WINED3DFOGMODE typedef. 2011-12-22 10:08:52 +01:00
Henri Verbeet 00096c82fd wined3d: Get rid of the WINED3DZBUFFERTYPE typedef. 2011-12-22 10:08:48 +01:00
Henri Verbeet 1ec609670f wined3d: Get rid of the WINED3DCMPFUNC typedef. 2011-12-21 10:14:54 +01:00
Henri Verbeet b79dc388c3 wined3d: Get rid of the WINED3DVERTEXBLENDFLAGS typedef. 2011-12-21 10:14:50 +01:00
Henri Verbeet 0feb72f000 wined3d: Handle client storage in surface_remove_pbo(). 2011-12-21 10:14:44 +01:00
Henri Verbeet 317d5406d5 wined3d: Handle client storage in surface_init_sysmem(). 2011-12-21 10:14:41 +01:00
Henri Verbeet b57d1e7c33 wined3d: Don't call surface_init_sysmem() on surfaces with a PBO. 2011-12-21 10:14:37 +01:00
Henri Verbeet 3082c1a9de wined3d: Get rid of the WINED3DRENDERSTATETYPE typedef. 2011-12-20 10:11:47 +01:00
Henri Verbeet 5bddd4427d wined3d: Get rid of the WINED3DDEGREETYPE typedef. 2011-12-20 10:11:39 +01:00
Henri Verbeet 969f3be73f wined3d: Get rid of the WINED3DBLENDOP typedef. 2011-12-19 20:15:49 +01:00
Henri Verbeet b39125d2f0 wined3d: Get rid of the WINED3DBLEND typedef. 2011-12-19 20:15:49 +01:00
Henri Verbeet 67bca436ee wined3d: Get rid of the WINED3DDEVTYPE typedef. 2011-12-13 18:58:58 +01:00
Henri Verbeet ebb85da5f7 wined3d: Get rid of the WINEDDCAPS typedef. 2011-12-13 18:58:58 +01:00
Henri Verbeet 943fcb0fc4 wined3d: Use the correct source pitch and byte_count for uploading converted surfaces. 2011-12-13 18:58:57 +01:00
Henri Verbeet e6fb4537f0 ddraw: Move clipper handling to ddraw. 2011-12-13 18:58:37 +01:00
Matteo Bruni 68e0cd430f wined3d: Ignore invalid texture transform flags. 2011-12-13 14:00:24 +01:00
Matteo Bruni fdd4df446f wined3d: Fix some flag checks. 2011-12-13 14:00:24 +01:00
Henri Verbeet e6a4a86608 wined3d: Get rid of the WINED3DPRIMITIVETYPE typedef. 2011-12-12 10:21:01 +01:00
Henri Verbeet b55b683b08 wined3d: Get rid of the WINED3DLIGHTTYPE typedef. 2011-12-12 10:20:57 +01:00
Henri Verbeet d806c37b4a wined3d: Trace all swapchain_desc fields in wined3d_device_reset(). 2011-12-12 10:20:52 +01:00
Henri Verbeet 38c3cde6fd wined3d: Get rid of the WINED3DPSHADERCAPS2_0 typedef. 2011-12-09 21:15:25 +01:00
Henri Verbeet af6b98c44b wined3d: Get rid of the WINED3DVSHADERCAPS2_0 typedef. 2011-12-09 21:15:24 +01:00
Henri Verbeet f3afa69f8d wined3d: Introduce a helper function for checking colors against a color key. 2011-12-09 21:15:24 +01:00
Henri Verbeet d2ca44a597 wined3d: Print the GL_RENDERER string when no "card selector" is available in wined3d_guess_card(). 2011-12-09 21:15:24 +01:00
Henri Verbeet 11efbbf140 wined3d: The VertexAttrib*h[v] calls in NV_half_float depend on NV_vertex_program.
Based on a patch by Aurélien Couderc.
2011-12-09 21:15:23 +01:00
Henri Verbeet 3dd03f642d wined3d: Get rid of the WINEDDCOLORKEY typedef. 2011-12-08 10:27:53 +01:00
Henri Verbeet 52231bc467 wined3d: Get rid of the WineDirect3DVertexStridedData typedef. 2011-12-08 10:27:50 +01:00
Henri Verbeet ada8ad76b9 wined3d: Avoid clearing the current wined3d context in WineD3D_CreateFakeGLContext().
There should be no need to clear the thread's current wined3d context as long
as we properly restore the corresponding GL stuff. This avoids hitting the
context restore code in context_enter() when we have e.g. two d3d9 devices,
one of which is inactive, because now we can see that the GL context that's
active belongs to another wined3d context, and we don't need to bother
saving and restoring it.
2011-12-08 10:27:40 +01:00
Henri Verbeet 2d1a941b7d wined3d: Properly check if a surface has a DIB section in gdi_surface_map(). 2011-12-08 10:27:32 +01:00
Henri Verbeet 56e3e05e57 wined3d: Read the PBO back into the DIB section if we have one in surface_remove_pbo(). 2011-12-08 10:27:29 +01:00
Henri Verbeet 4c3dfa1bca wined3d: Get rid of the WineDirect3DStridedData typedef. 2011-12-07 17:49:56 +01:00
Henri Verbeet 5c5216e609 wined3d: Get rid of the WINED3DBOX typedef. 2011-12-07 17:49:56 +01:00
Henri Verbeet 3f455832a3 wined3d: Unbind stateblock resources in wined3d_device_uninit_3d(). 2011-12-07 17:49:55 +01:00