Commit Graph

2480 Commits

Author SHA1 Message Date
Stefan Dösinger dda59e361c wined3d: Update the arbfp shader on a texturetransformflags change. 2008-08-27 13:21:24 +02:00
Stefan Dösinger 8f20b882bb wined3d: Handle texture transforms in the TEXTURETRANSFORMFLAGS state.
This is a nop by itself, but it makes it easier for fragment pipelines
to read WINED3DTSS_TEXTURETRANSFORMFLAGS.
2008-08-27 13:21:24 +02:00
Stefan Dösinger 8dcc6b66dc wined3d: Clean up the texbeml parameter forward.
There's no point in separating scale and luminance since they're
uploaded at the same time. We still want to separate the stages
though.
2008-08-27 13:21:24 +02:00
Stefan Dösinger b294e43206 wined3d: D3DTOP_DOTPRODUCT3 colorop overrides the alphaop.
Note that the fix is only implemented in the arbfp and atifs fragment
pipeline. Unfortunately nvrc doesn't support dot3 as alpha operation.
2008-08-27 13:21:24 +02:00
Stefan Dösinger 97b57931d0 wined3d: Advertise a few line caps. 2008-08-27 13:21:24 +02:00
Stefan Dösinger 6bbcc5050b wined3d: Disable D3DFMT_R3G3B2. 2008-08-27 13:21:23 +02:00
Stefan Dösinger 9b94c0abb9 wined3d: Make the alphaop == colorop matching a bit smarter. 2008-08-26 12:07:41 +02:00
Stefan Dösinger 4767be8cde wined3d: The final luminance factor is clamped. 2008-08-26 12:07:41 +02:00
Stefan Dösinger f8ead75566 wined3d: Declare the texture factor when D3DTOP_BLENDFACTORALPHA is used. 2008-08-26 12:07:41 +02:00
Stefan Dösinger 9a6bc683e1 wined3d: Use the correct texture limit.
We have to use the texture limit of the fragment pipeline in use here,
not the fixed function GL texture limit.
2008-08-26 12:07:41 +02:00
Stefan Dösinger 8fc2cfe432 wined3d: Fix projected bump mapping. 2008-08-26 12:07:41 +02:00
Stefan Dösinger 6c6a6a2e61 wined3d: Implement D3DTA_ALPHAREPLICATE in arbfp and atifs.
Also adds a simple test for this. In the fixed function and nvrc/nvts
code this already works properly.
2008-08-26 12:07:41 +02:00
Stefan Dösinger 6c12b81552 wined3d: Implement D3DTOP_BUMPENVMAPLUMINANCE. 2008-08-26 12:07:41 +02:00
Stefan Dösinger e8b9f167d6 wined3d: Fix the texcoord size mask.
There is room for 8 texture coordinates, not just 4.
2008-08-26 12:07:41 +02:00
Stefan Dösinger e110f2c680 wined3d: Don't retry less strict formats if a match was found. 2008-08-25 12:26:26 +02:00
Stefan Dösinger 61a900fdfc wined3d: Fix the drawStridedSlow callback function calling convention.
Since some of those function pointers are direct GL functions the function
prototype needs the WINE_GLAPI calling convention. This makes prevents
drawStridedSlow from crashing with USE_WIN32_OPENGL.
2008-08-25 12:26:17 +02:00
Stefan Dösinger ec633bf789 wined3d: Disable D3DFMT_A2W10V10U10. 2008-08-25 12:25:33 +02:00
Stefan Dösinger 1043a04673 wined3d: Disable D3DFMT_A4L4. 2008-08-25 12:25:23 +02:00
Stefan Dösinger f39e122477 wined3d: Add fixed function sRGB write correction. 2008-08-25 12:25:13 +02:00
Stefan Dösinger 6c87a66355 wined3d: Get a GL context before creating a PBO. 2008-08-25 12:24:43 +02:00
Stefan Dösinger ba58adaaf6 wined3d: Remove a few texture initializations.
This is done by LoadLocation now.
2008-08-25 12:24:33 +02:00
Stefan Dösinger f0f32912a6 wined3d: Make sure the pixel shader is compiled.
If we're heading out of the pixelshader handler early, and a pixel
shader is in use, the pixel shader may not be compiled. The vertex
shader handler then checks if the pixel shader is dirty, and calls the
shader backend to apply the shader if it isn't.  Thus, in the case of
GLSL, the shader code could attempt to link an uncompiled shader into
the program. This isn't much of a problem because when the fog is
applied, the pixel shader is compiled and the program re-linked.
2008-08-25 12:24:24 +02:00
Stefan Dösinger 5b77a2f90b wined3d: Override the default filter of conditional np2 textures. 2008-08-25 12:24:06 +02:00
Chris Robinson 9f82368908 wined3d: Use the proper internal type for some formats. 2008-08-25 12:23:00 +02:00
Henri Verbeet 6fbbcd19e7 wined3d: Move a TRACE up a few lines. 2008-08-25 11:39:16 +02:00
Henri Verbeet e3507a725f wined3d: glDeleteFramebuffersEXT() needs a context. 2008-08-25 11:39:10 +02:00
Chris Robinson eca8577d53 wined3d: Use 8 bits-per-component for the PBO test internal format.
GL_RGBA doesn't gaurantee an internal storage depth, which can cause the test 
to fail if it's stored with less than 8 bits of precision. Some nVidia 
drivers would actually store with 4 bits of precision.
2008-08-25 11:29:38 +02:00
David Adam bb67a925d6 ddraw: Only ddraw checks wether one can give a null pointer to SetMaterial. 2008-08-22 11:32:09 +02:00
Roderick Colenbrander fd0e60180a wined3d: Fix window rewrite regression. 2008-08-22 10:39:23 +02:00
H. Verbeet b917bdaa52 wined3d: Remove useless hash_table_entry_t typedef.
It doesn't add much.
2008-08-22 10:39:08 +02:00
H. Verbeet 05931f4a5a wined3d: Track FBOs per-context.
Although sharing FBOs across contexts is allowed by EXT_framebuffer_object
(issue 76), it causes issues with nVidia drivers. Considering the GL 3 spec
explicitly disallows sharing of FBOs accross contexts (Appendix D), this
patch is probably the right thing to do.
2008-08-22 10:38:59 +02:00
H. Verbeet 2f99bcdde2 wined3d: Move depth stencil location handling code up a couple of lines.
This is just for clarity, so that render targets and the depth stencil are
handled in the same place.
2008-08-22 10:38:30 +02:00
Alexander Dorofeyev 67631163ff wined3d: Fix copy paste error in IWineGDISurfaceImpl_RealizePalette.
It has to update the whole surface, so NULL must be passed to 
x11_copy_to_screen. Fixes a regression in Red Alert.
2008-08-21 13:35:35 +02:00
Alexander Dorofeyev 03ae71dad9 wined3d: Set D3DPTEXTURECAPS_TRANSPARENCY.
It indicates support of colorkey transparency on textures, so set it because 
wined3d supports it. Fixes transparency problems in Forsaken.
2008-08-21 13:35:30 +02:00
Alexander Dorofeyev 1da8a032af wined3d: Disable TEXTURE_RECTANGLE in SetupForBlit. 2008-08-21 13:35:23 +02:00
Stefan Dösinger c38b2fe09e wined3d: Filter out more spam. 2008-08-21 13:34:23 +02:00
Stefan Dösinger c425bbccab wined3d: Set the texture wrap default with the NP2 emulation properly. 2008-08-21 13:33:42 +02:00
Stefan Dösinger 46109da87d wined3d: Don't skip applying texdims with shaders.
There's no need to do that with the nvts and opengl ffp fixed function
fragment pipeline, it's perfectly well defined in GL which one takes
effect. This removes a few more troubles when switching between
shaders and arbfp.
2008-08-21 13:33:30 +02:00
Stefan Dösinger ec94c2ea99 wined3d: Don't enable texture dimensions with shaders.
ARB and GLSL don't need that. If a shader backend like atifs or nvts
need it in the future, the shader backend should deal with that rather
than the ffp pipeline.
2008-08-21 13:33:20 +02:00
Stefan Dösinger 77204574d1 wined3d: Prefer aux buffer matches over alpha matches.
Half Life 2 uses D3DFMT_X8R8G8B8 for the back buffer, but macos
supports aux buffers only on D3DFMT_A8R8G8B8. I think having aux
buffers is more important right now than having a precise alpha
match.
2008-08-21 13:33:09 +02:00
Stefan Dösinger bbf313e76a d3d9: Test for fixed function value clamping. 2008-08-21 13:27:58 +02:00
Stefan Dösinger bab367e1a0 wined3d: Update the overlay when the destination was drawn to. 2008-08-21 13:27:47 +02:00
H. Verbeet 040c33de5a wined3d: Don't allocate This->draw_buffers in the error path for Init3D(). 2008-08-21 11:36:29 +02:00
H. Verbeet c33e03cca3 wined3d: Don't free backends if they're not created yet.
This would crash if CreateAdditionalSwapChain() failed.
2008-08-21 11:36:18 +02:00
Stefan Dösinger 8fe6bf0bad wined3d: Fix the unused arg marker. 2008-08-20 12:34:44 +02:00
Stefan Dösinger 5d75939b09 wined3d: Keep track of the last used device. 2008-08-20 12:33:25 +02:00
Stefan Dösinger 1f4cf3513d wined3d: Implement YUV emulation with GL_ARB_fragment_program. 2008-08-20 12:26:14 +02:00
Stefan Dösinger bfe7067973 wined3d: Ask the ffp/shader/blit implementation about format support.
If a format is not supported natively by opengl, a shader may be able
to convert it. Up to now, CheckDeviceFormat had magic knowldge which
GL extensions lead to which supported format. This patch adds
functions that allow CheckDeviceFormat to ask the actual
implementation for its capabilities.
2008-08-20 12:26:02 +02:00
Stefan Dösinger 438b6bd4c3 wined3d: Test formats for surface support. 2008-08-20 12:25:46 +02:00
Stefan Dösinger fc6b977486 wined3d: Start a framework for color conversion shaders in blits. 2008-08-20 12:25:26 +02:00