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