Commit Graph

348 Commits

Author SHA1 Message Date
Henri Verbeet 1ef4f075c1 wined3d: Introduce a separate structure for stateblock states.
We'd like to not pass an entire stateblock to things like state handlers and
the shader backend, because those then use the stateblock to get to the
device and through there to all the rest of wined3d. This would also be
required for serialization of wined3d draw and state change commands into a
single GL context. Resource updates would be explicitly excluded from
serialization.
2010-09-15 10:33:14 -05:00
Henri Verbeet 6ce848bee4 wined3d: Introduce a structure for stream state. 2010-09-14 11:43:54 -05:00
Henri Verbeet b68d257710 wined3d: Get rid of redundant comparisons against NULL / 0. 2010-09-14 09:43:33 -05:00
Henri Verbeet 3a7f08a56f wined3d: Rename wined3d_format_desc to wined3d_format. 2010-08-31 14:23:47 +02:00
Henri Verbeet b233e7b301 wined3d: Rename the "format" field in wined3d_format_desc to "id". 2010-08-26 12:41:44 +02:00
Henri Verbeet cc5271d1b7 wined3d: Rename WINED3DFORMAT to wined3d_format_id. 2010-08-24 12:25:01 +02:00
Stefan Dösinger 612801d3aa wined3d: Use float functions in drawprim.c. 2010-08-23 13:37:02 +02:00
Henri Verbeet f7760656f3 wined3d: Remove LoadLocation() from the public wined3d surface interface. 2010-07-22 10:13:24 +02:00
Henri Verbeet 147f24dd78 wined3d: Remove ModifyLocation() from the public wined3d surface interface. 2010-07-22 10:13:13 +02:00
Rico Schüller 894a150f69 wined3d: Add GL_NV_point_sprite extension. 2010-07-19 15:10:32 +02:00
Henri Verbeet b1abafcf8d wined3d: Also flip the point sprite coordinate origin when rendering offscreen. 2010-06-11 16:22:25 +02:00
Henri Verbeet 1b5cc39a86 wined3d: Get rid of some dead code. 2010-06-01 11:03:56 +02:00
Henri Verbeet e8ac9bbd7f wined3d: Get rid of GLINFO_LOCATION. 2010-05-25 13:29:00 +02:00
Henri Verbeet 5178e475d6 wined3d: Set the drawprim.c GLINFO_LOCATION to *gl_info. 2010-05-24 11:31:23 +02:00
Michael Stefaniuc 6d89364ad1 wined3d: Avoid using the long type. 2010-05-21 18:58:04 +02:00
Henri Verbeet 5dff410254 wined3d: Explicitly pass GL info to buffer_get_sysmem(). 2010-05-21 14:37:52 +02:00
Henri Verbeet 44ab3d70f1 wined3d: Handle depth/stencil surfaces in IWineD3DSurfaceImpl_LoadLocation(). 2010-05-17 13:19:40 +02:00
Henri Verbeet 49e076eabd wined3d: Separate context acquisition and state application. 2010-05-04 13:14:59 +02:00
Henri Verbeet f09b8e454d wined3d: Avoid some needless depth buffer copies.
If an application switches between render targets of a different size, but
with the same depth/stencil surface it'll typically clear the depth/stencil
surface before drawing. However, in case of the smaller render target that
wouldn't be a full clear, so we'd have to do a depth copy if we also switched
between onscreen and offscreen rendering. Keeping track of which part of the
depth/stencil surface is current for onscreen/offscreen allows us to avoid
most of these kinds of copies. The current scheme requires the current/dirty
rectangle to have an origin at (0,0). This could be extended to an arbitrary
rectangle, but the bookkeeping becomes somewhat more complex in that case, and
it's not clear that there would be much of a benefit at this point.
2010-04-29 10:19:39 -05:00
Henri Verbeet 6b34b8e6d1 wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_acquire(). 2010-04-22 11:28:17 +02:00
Henri Verbeet 7b47dabd09 wined3d: Avoid some unnecessary invalidations of the the onscreen depth buffer.
This can happen for example when the application switches to a different
depth/stencil for offscreen rendering and back again.
2010-04-21 11:57:32 +02:00
Henri Verbeet c5de1e1045 wined3d: Store the depth/stencil surface as an IWineD3DSurfaceImpl pointer in the device. 2010-04-20 11:14:42 +02:00
Henri Verbeet c7a1848656 wined3d: Store render targets as IWineD3DSurfaceImpl pointers in the device. 2010-04-20 11:14:30 +02:00
Henri Verbeet efb3993a3a wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_modify_ds_location(). 2010-04-19 14:55:24 +02:00
Henri Verbeet ae46589f53 wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_load_ds_location(). 2010-04-19 14:55:19 +02:00
Henri Verbeet 8eb2a2cf0c wined3d: Disable strict draw ordering by default.
While some performance hit from the extra flushes was expected and would be
acceptable, the performance hit can be over 50% on some configurations, which
clearly isn't acceptable. This patch introduces a "StrictDrawOrdering"
registry key for applications affected by this, until we have a more
structural solution.
2010-04-13 21:13:36 +02:00
Stefan Dösinger 1181762f99 wined3d: Implement manual buffer fencing. 2010-03-23 12:31:15 +01:00
Henri Verbeet 7c930589bc wined3d: Avoid some common invalid context accesses.
Unfortunately there are plenty of other places left. Perhaps we should
consider creating our own window when the context becomes invalid and making
the context current on that instead.
2010-03-18 10:25:09 +01:00
Henri Verbeet 135f364110 wined3d: Kill VTRACE. 2010-03-18 10:25:02 +01:00
Henri Verbeet ce42470138 wined3d: Ensure draw ordering across contexts. 2010-01-28 11:07:59 +01:00
Henri Verbeet 98568f0ba1 wined3d: Add support for ARB_vertex_array_bgra. 2010-01-26 12:08:27 +01:00
Paul Vriens c8681f885d wined3d: Fix use of memset (Coccinelle). 2010-01-08 10:13:51 +01:00
Henri Verbeet ea0af93c19 wined3d: Get rid of some redundant local variables.
E.g. "This" variables that are only used in traces.
2009-12-22 13:48:25 +01:00
Henri Verbeet 111307dfba wined3d: Get rid of the GL_SUPPORT macro. 2009-10-29 13:09:33 +01:00
Henri Verbeet 48e03bc189 wined3d: Introduce a separate structure for various OpenGL implementation limits. 2009-10-29 13:09:27 +01:00
Henri Verbeet eeb54b9922 wined3d: Keep better track of where we're using wined3d contexts.
The idea here is that we can restore the thread's current GL context on
context_release() if it doesn't correspond to the current wined3d context on
context_acquire().
2009-10-28 11:15:19 +01:00
Henri Verbeet 6be41fd59a wined3d: Get rid of GL_LIMITS. 2009-10-22 10:46:05 +02:00
Henri Verbeet 47c84f4f7f wined3d: Use the DXGI naming convention for all formats. 2009-09-25 15:15:44 +02:00
Henri Verbeet 2b2fc827ce wined3d: Remove unused parameters to drawPrimitive(). 2009-09-11 12:09:14 +02:00
Stefan Dösinger 65f3d54da5 wined3d: Silence a compiler warning. 2009-09-08 13:03:24 +02:00
Henri Verbeet 560d63548d wined3d: Remove trailing spaces. 2009-08-27 11:45:37 +02:00
Henri Verbeet c514323442 wined3d: Properly check if an attribute is used in drawStridedInstanced(). 2009-08-27 11:45:37 +02:00
Henri Verbeet d4e167dfbc wined3d: Properly check if an attribute is used in remove_vbos(). 2009-08-26 12:10:45 +02:00
Henri Verbeet c9f270a5d9 wined3d: Properly check if an attribute is used in drawStridedSlow(). 2009-08-25 11:09:34 +02:00
Henri Verbeet c1c58f85ca wined3d: Properly check if an attribute is used in drawStridedSlowVs(). 2009-08-24 15:17:33 +02:00
Henri Verbeet b8078fc747 wined3d: Use WINED3D_UNMAPPED_STAGE in some more places. 2009-08-17 13:57:50 +02:00
Henri Verbeet 0479fb13b5 wined3d: Explicitly pass the context to drawStridedSlow(). 2009-08-07 12:11:10 +02:00
Henri Verbeet a7251f0f4e wined3d: Track render_offscreen in the context.
This makes sure the relevant states in FindContext() are actually marked dirty
when needed.
2009-08-06 17:26:30 +02:00
Henri Verbeet da1e5573da wined3d: Rename WineD3DContext to struct wined3d_context. 2009-08-03 15:01:48 +02:00
Henri Verbeet be536ebe2f wined3d: Get rid of activeContext. 2009-07-24 13:10:57 +02:00