Henri Verbeet
ee9b1311cd
wined3d: Separate loading shader resources and updating their binding points.
2015-08-18 18:28:41 +09:00
Henri Verbeet
8f6f9096d7
wined3d: Also invalidate STATE_SHADER_RESOURCE_BINDING in wined3d_texture_bind_and_dirtify().
2015-08-18 18:28:39 +09:00
Andrey Gusev
5cdcd4493f
Assorted spelling and typos fixes.
2015-08-18 15:00:13 +09:00
Henri Verbeet
fca2d19423
dxgi: Implement dxgi_swapchain_ResizeBuffers().
2015-08-07 23:44:19 +09:00
Henri Verbeet
2735947d76
wined3d: Introduce a separate function to resize swapchain buffers.
2015-08-07 23:44:14 +09:00
Henri Verbeet
7f29d994ad
wined3d: Add base format info for WINED3DFMT_R8G8B8A8_UNORM_SRGB.
2015-08-06 23:36:01 +09:00
Henri Verbeet
7f416ff339
wined3d: Validate "data" in buffer_init().
2015-07-31 12:08:53 +02:00
Henri Verbeet
62454ae71d
wined3d: Validate "data" in wined3d_texture_upload_data().
2015-07-31 12:08:49 +02:00
Stefan Dösinger
34d8b987c4
wined3d: Try to detect the polygon offset scale value.
...
FEAR draws the same geometry twice, the second time using zfunc=equal.
In both cases it sets a huge depth bias of -0.5, presumably to get
better precision for the fragile Z comparison. The GL polygon offset we
set ends up being so large that it pulls the geometry into the negative
Z range. It isn't clipped (or no longer, older NV drivers probably had a
separate bug there), but the Z value gets clamped to 0.0 in the first
draw and doesn't match the incoming Z in the second draw.
2015-07-30 23:50:57 +02:00
Matteo Bruni
1eb6e5dd80
wined3d: Update GLSL vertex pipe replacement TODO comment.
...
It turns out most of that has been implemented since the comment was
originally written.
2015-07-29 20:56:44 +02:00
Matteo Bruni
a064797e0f
wined3d: Don't unnecessarily fallback to immediate mode for FFP draws with the PSIZE attribute.
2015-07-29 20:56:41 +02:00
Michael Stefaniuc
d700dbbae7
wined3d: Merge two adjacent ifs with identical condition (PVS-Studio).
2015-07-28 13:41:49 +02:00
Matteo Bruni
f2989a2522
wined3d: Only install emulation wrappers when required.
2015-07-28 13:41:48 +02:00
Matteo Bruni
6244735f7a
wined3d: Don't crash when emulating GL_EXT_fogcoord.
2015-07-28 13:41:48 +02:00
Matteo Bruni
930d3e6269
wined3d: Allow to apply extension emulation wrappers independently.
2015-07-28 13:41:47 +02:00
Matteo Bruni
12ef1756d2
wined3d: Don't run check_filter() on core contexts.
...
The code uses glBegin() / glEnd() and other APIs removed from core
profile.
2015-07-28 13:41:47 +02:00
Matteo Bruni
53d1527945
wined3d: Avoid glBegin() / glEnd() in check_fbo_compat() when possible.
2015-07-28 13:41:46 +02:00
Henri Verbeet
e2c0c611d4
d3d10core: Implement d3d10_device_CopySubresourceRegion().
2015-07-20 11:50:27 +02:00
Matteo Bruni
a7315eb76a
wined3d: Bind a VAO when using core profile contexts.
2015-07-13 22:06:38 +09:00
Matteo Bruni
3c49a012c0
wined3d: Add more entries to the core extensions table.
2015-07-13 22:06:38 +09:00
Matteo Bruni
6dc3ac2b04
wined3d: Make the core extensions enabling table-based.
2015-07-13 22:06:38 +09:00
Matteo Bruni
4c0b1a5038
wined3d: Use GLSL 1.50 on core contexts.
2015-07-09 17:18:22 +09:00
Matteo Bruni
a1e718ccab
wined3d: Add a setting for the maximum OpenGL version to use.
2015-07-09 17:18:22 +09:00
Matteo Bruni
6521fc78be
wined3d: Use the correct texture coordinates in swapchain_blit() in the non-glBlitFramebuffer, NP2 case.
2015-07-09 17:18:22 +09:00
Matteo Bruni
04a195a980
wined3d: Use a core-compatible GL format for ATI2N.
2015-07-07 21:04:12 +09:00
Matteo Bruni
8839e7fb94
wined3d: Use a lookup table to select the sampler function name.
2015-07-07 21:04:05 +09:00
Józef Kucia
4a8e0ec3d6
wined3d: Implement normals transformation for vertex blending.
2015-07-03 16:51:37 +09:00
Józef Kucia
1f680c52fe
wined3d: Implement vertex blending in glsl_vertex_pipe.
2015-07-03 16:51:34 +09:00
Józef Kucia
1fc4a17175
wined3d: Show fixme about unimplemented vertex processing once.
2015-07-03 16:51:29 +09:00
Matteo Bruni
13ceb3fddc
wined3d: Don't hardcode WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL cap flag.
2015-07-03 16:51:27 +09:00
Matteo Bruni
4f57581310
wined3d: Improve NP2 fixups in GLSL PS texture sampling code.
2015-07-03 16:51:25 +09:00
Matteo Bruni
a8fb1eee49
wined3d: Fix NP2 fixups in GLSL fragment FFP replacement.
2015-07-03 16:51:23 +09:00
Matteo Bruni
30031f6da4
wined3d: Replace an open-coded implementation of LIST_FOR_EACH_ENTRY_SAFE.
2015-07-03 16:51:21 +09:00
Matteo Bruni
93c88d34a8
wined3d: Fix GLSL backend with non-GLSL vertex and pixel pipeline combination.
...
That can only happen by manually modifying
select_vertex_implementation() and select_fragment_implementation(),
which may be useful for testing non-default vertex / fragment pipeline
implementations.
2015-07-03 16:51:17 +09:00
Matteo Bruni
af55ae1379
wined3d: Don't flag WINED3D_SHADER_CONST_FFP_PROJ on transformed <-> untransformed vdecl change.
...
It's unnecessary since the vertex shader is going to change and
shader_glsl_select() flags all the constants used by the shader anyway.
2015-06-19 20:30:10 +09:00
Matteo Bruni
438f68cc38
wined3d: Drop unused gl_info parameter from shader_glsl_ffp_vertex_lighting().
2015-06-19 20:30:07 +09:00
Matteo Bruni
498e55a182
wined3d: Make use of the EXT_BLEND_SUBTRACT flag.
...
MSDN mentions a fallback to D3DBLENDOP_ADD if the selected blendop
is not supported. In theory it would be nice to write a test for that but
I don't think this is particularly important and moreover hardware
without that cap seems hard to come by (i.e. I have none)...
2015-06-17 20:01:20 +09:00
Matteo Bruni
35a2406900
wined3d: Drop WINED3D_RS_TEXTUREPERSPECTIVE handling.
...
The hint is not supported on core profiles. It's not guaranteed to do
anything on compatibility profile either: "The interpretation of hints is
implementation dependent. An implementation may ignore them entirely."
This state was only available on D3D 7 and below (and not guaranteed to
do anything there either, according to older DX SDK docs).
If necessary we could implement it via the GLSL 1.50 "noperspective"
interpolation qualifier, which is what we need to use for the equivalent
D3D10 feature anyway.
2015-06-17 20:01:20 +09:00
Matteo Bruni
f6e7e01744
wined3d: Cleanup and simplify texture sampling code generation.
...
Makes it easier to support the different names and syntax in GLSL 1.50
in the (hopefully) near future.
2015-06-17 20:01:19 +09:00
Matteo Bruni
170dca7741
wined3d: Handle per-vertex point size in the GLSL FFP replacement.
2015-06-17 20:01:19 +09:00
Henri Verbeet
c9227bccc5
wined3d: Implement SM4 discard in the GLSL shader backend.
2015-06-15 22:10:35 +09:00
Henri Verbeet
b4b2a29dec
wined3d: Use surface_get_rect() in wined3d_surface_update_overlay().
2015-06-15 22:10:35 +09:00
Matteo Bruni
4189d29776
wined3d: Avoid the builtin GLSL vertex attributes.
2015-06-12 21:23:12 +09:00
Stefan Dösinger
4e53faf77b
wined3d: Disable the depth stencil on multisample mismatch.
2015-06-10 23:25:04 +09:00
Stefan Dösinger
985c061ad3
wined3d: Downgrade the framebuffer attachment FIXMEs to WARNs.
2015-06-09 22:09:58 +09:00
Stefan Dösinger
733d4b5ecc
wined3d: Don't use depth textures without ARB_depth_texture.
2015-06-09 22:09:57 +09:00
Stefan Dösinger
28af7b407b
wined3d: Require FBO attachability for render targets and depth stencils.
2015-06-09 22:09:57 +09:00
Stefan Dösinger
04c3c97072
wined3d: Set WINED3DFMT_FLAG_FBO_ATTACHABLE on depth stencil formats.
2015-06-09 22:09:57 +09:00
Stefan Dösinger
e8ec01ad51
wined3d: Use renderbuffers if the resource type is RB.
2015-06-09 22:09:57 +09:00
Nikolay Sivov
68fcf9d7cf
wined3d: dst_surface can't be NULL at this point (Coverity).
2015-06-08 18:51:54 +09:00