Henri Verbeet
b7812932bc
wined3d: Don't respecify compressed textures in surface_upload_data().
...
Passing NULL to glCompressedTexImage2DARB() doesn't work particularly well
when both client storage and PBOs are enabled. Also, two years is long enough
to give driver developers a chance to fix the bug this was supposed to work
around.
2009-08-03 15:01:55 +02:00
Henri Verbeet
da1e5573da
wined3d: Rename WineD3DContext to struct wined3d_context.
2009-08-03 15:01:48 +02:00
Henri Verbeet
1d647283d5
wined3d: Don't use the GL texture flags to determine if a format is a depth stencil in CheckDepthStencilCapability().
...
The OpenGL implementation might not support ARB_depth_texture, but that
doesn't mean we can't use the format for the depth buffer.
2009-08-03 15:01:34 +02:00
Henri Verbeet
43bfb240ad
wined3d: Use the context's current render target the get the swapchain drawable size.
...
"surface" might point to the frontbuffer while we're rendering to the
backbuffer, etc.
2009-08-03 15:01:25 +02:00
Henri Verbeet
0047c55e86
wined3d: Handle destruction of a context's current render target.
2009-08-03 15:01:18 +02:00
Henri Verbeet
9baf7864c5
wined3d: Return proper NULLs from CreateContext().
2009-07-24 13:11:01 +02:00
Henri Verbeet
be536ebe2f
wined3d: Get rid of activeContext.
2009-07-24 13:10:57 +02:00
Henri Verbeet
c8fe24d29e
wined3d: Explicitly pass the context to surface_load_ds_location().
2009-07-24 13:10:47 +02:00
Henri Verbeet
2c71b85334
wined3d: Explicitly pass the context to get_drawable_size().
2009-07-24 13:10:37 +02:00
Henri Verbeet
fb77678e9f
wined3d: Manage event queries in the context.
2009-07-24 13:10:28 +02:00
Henri Verbeet
4ab7af6575
wined3d: Manage occlusion queries in the context.
2009-07-24 13:10:19 +02:00
Leonid Lobachev
f6cc091d75
wined3d: Add missing calling convention specifiers.
2009-07-23 13:20:29 +02:00
Henri Verbeet
357ea123d9
wined3d: get_drawable_size() needs a context.
2009-07-23 11:22:25 +02:00
Henri Verbeet
ea2caa9ba1
wined3d: Return the activated context from ActivateContext().
2009-07-23 11:22:22 +02:00
Henri Verbeet
85e2c05e4f
wined3d: Explicitly pass the wined3d context to context_apply_draw_buffer().
2009-07-23 11:22:18 +02:00
Henri Verbeet
9253bbcb05
wined3d: Get rid of last_device.
2009-07-23 11:22:13 +02:00
Henri Verbeet
401e99b0c0
wined3d: Remove some unnecessary code.
...
Now that we don't depend on activeContext and lastActiveRenderTarget to be
non-NULL this code can go.
2009-07-23 11:22:08 +02:00
Henri Verbeet
57ccdb7e36
wined3d: Don't reuse contexts marked for destruction.
2009-07-23 11:22:03 +02:00
Henri Verbeet
e5d621c081
wined3d: Try to reuse the thread's current context in FindContext().
2009-07-22 14:42:51 +02:00
Henri Verbeet
9ceda3a6fd
wined3d: Move some context selection code from ActivateContext() to FindContext().
2009-07-22 14:42:51 +02:00
Henri Verbeet
219d3abdd1
wined3d: Simplify FindContext() a bit.
2009-07-22 14:42:51 +02:00
Henri Verbeet
ce436a76e2
wined3d: Get rid of getActiveContext().
2009-07-22 14:42:50 +02:00
Henri Verbeet
377cda97e7
wined3d: Avoid destroying contexts that are current in another thread.
2009-07-22 14:42:50 +02:00
Henri Verbeet
1a43030664
wined3d: Keep track of a thread's wined3d context.
2009-07-22 14:42:50 +02:00
Henri Verbeet
c114b04016
wined3d: Remove the useless lastThread field from IWineD3DDeviceImpl.
2009-07-21 14:23:06 +02:00
Henri Verbeet
2d7500600b
wined3d: Get rid of lastActiveRenderTarget.
2009-07-21 14:23:02 +02:00
Henri Verbeet
223b9d5c01
wined3d: Get rid of lastActiveRenderTarget in FindContext().
2009-07-21 14:22:58 +02:00
Henri Verbeet
8402519c7a
wined3d: Call ModifyLocation on "target" in IWineD3DDeviceImpl_ClearSurface().
...
This is the same pointer, but lastActiveRenderTarget will go away.
2009-07-21 14:22:53 +02:00
Henri Verbeet
6c0c1671b2
wined3d: Keep track of a context's current render target.
2009-07-21 14:22:49 +02:00
Henri Verbeet
ee4d18cc83
wined3d: Pass NULL to ActivateContext() when we don't need a specific target.
...
Once we keep track of the wined3d context for each thread,
lastActiveRenderTarget won't do what we want here.
2009-07-21 14:22:44 +02:00
Henri Verbeet
e6f55c2650
wined3d: Remove an unused struct member.
2009-07-20 13:35:15 +02:00
Henri Verbeet
3a63552fd1
wined3d: Skip some unnecessary FBO binds.
2009-07-20 13:35:11 +02:00
Henri Verbeet
dedd62c0e2
wined3d: Recognize the SM4 log opcode.
2009-07-20 13:35:07 +02:00
Stefan Dösinger
e06997359f
wined3d: Set the highest dirty marker after marking shader constants dirty.
2009-07-20 12:23:14 +02:00
Stefan Dösinger
cd7f43b00d
wined3d: Don't activate a context unless we need one.
2009-07-20 12:23:07 +02:00
Henri Verbeet
a80247f58b
wined3d: Avoid redundant FBO binds.
...
Apparently this is an expensive operation for certain drivers, even if the
binding doesn't actually change.
2009-07-17 11:22:07 +02:00
Henri Verbeet
710f6f8456
wined3d: Always use context_bind_fbo() to change the framebuffer binding.
2009-07-17 11:22:07 +02:00
Henri Verbeet
7485173849
wined3d: Pass the context instead of the device to the various context functions.
2009-07-17 11:22:07 +02:00
Henri Verbeet
a01616a6c3
wined3d: Store a pointer to wined3d_gl_info in struct WineD3DContext.
2009-07-17 11:22:07 +02:00
Henri Verbeet
43e6686a78
wined3d: Rename _WineD3D_GL_Info to struct wined3d_gl_info.
2009-07-17 11:22:07 +02:00
Henri Verbeet
50f5abcad9
wined3d: Recognize the SM4 dp4 opcode.
2009-07-16 16:03:40 +02:00
Henri Verbeet
03acf9d207
wined3d: Recognize the SM4 dp3 opcode.
2009-07-16 16:03:36 +02:00
Henri Verbeet
7539cd5c85
wined3d: Recognize the SM4 rsq opcode.
2009-07-16 16:03:32 +02:00
Henri Verbeet
d6ffe00cd2
wined3d: Recognize the SM4 constant buffer register type.
2009-07-16 16:03:28 +02:00
Henri Verbeet
c4f8845bc9
wined3d: Recognize SM4 arrays.
...
This is for SM4 constant buffers, which look like cb<x>[<y>]. At some later
point we should probably translate pre-SM4 constants to constant buffers.
2009-07-16 16:03:23 +02:00
Stefan Dösinger
9d14dcab68
wined3d: Use the unmodified source in MOVA.
...
The code removed by this patch was a leftover from the time when we tried to
emulate MOVA with a plain ARL, which only supports one source in plain ARB.
This breaks the more sophisticated MOVA and 4 component ADDR register we have
now however.
2009-07-16 11:15:45 +02:00
Stefan Dösinger
6a04c2d5cc
wined3d: Don't call glGetError if nobody is listening.
2009-07-16 11:15:40 +02:00
Henri Verbeet
ae8e8ac73f
wined3d: Check the return values for some wgl calls.
2009-07-15 13:24:24 +02:00
Henri Verbeet
476c83522b
wined3d: Remove the remains of an ATI_fragment_shader hack.
...
This was originally added as a workaround for a Mesa bug by commit
ddf52dda15
. The other half of the hack has since
been removed. This code causes problems when wglDeleteContext() from a
different thread causes our current context to be destroyed, since
wglGetCurrentContext() will return a destroyed context in that case. That is a
flaw in our wgl implementation, since wglDeleteContext() shouldn't allow a
context that's current in a different thread to be destroyed, but this hack is
a bad idea regardless.
2009-07-15 13:24:19 +02:00
Stefan Dösinger
3c2fa6aea4
wined3d: Set the depth blit helper texture address mode to clamp.
...
On ATI cards we use the driver's GL_ARB_texture_non_power_of_two emulation to
support conditional NP2 textures without having to deal with the denormalized
coordinates. The default GL_TEXTURE_2D address mode is incompatible with
GL_ARB_texture_rectangle however.
2009-07-15 13:17:12 +02:00