Henri Verbeet
b4f43e372e
wined3d: Remove useless hash_table_t typedef.
2008-08-29 12:26:55 +02:00
Stefan Dösinger
af8d268a39
wined3d: Handle projected textures properly in arbfp and atifs.
...
GL_ARB_fragment_program and GL_ATI_fragment_shader can disable
projected textures properly, and they can also handle
D3DTTFF_PROJECTED | D3DTTFF_COUNT3 properly.
2008-08-28 11:24:49 +02:00
Stefan Dösinger
ec4955630e
wined3d: Silence some format spam.
2008-08-28 11:24:49 +02:00
Stefan Dösinger
acc893c5cf
wined3d: Handle projected+bump mapped textures in atifs.
2008-08-28 11:24:49 +02:00
Stefan Dösinger
4635315655
wined3d: Replace a #if 0 with if(0).
2008-08-28 11:24:49 +02:00
Stefan Dösinger
a580325a47
wined3d: Remove some more junk code.
2008-08-28 11:24:49 +02:00
Stefan Dösinger
750973cec5
wined3d: Remove BaseTexture::UnBindTexture.
2008-08-28 11:24:49 +02:00
Stefan Dösinger
005e5e868e
wined3d: Replace an #if 0 with if(0).
2008-08-28 11:24:49 +02:00
Stefan Dösinger
462ddaa254
wined3d: Make the texture stage mapping nvrc independent.
2008-08-27 13:21:24 +02:00
Stefan Dösinger
0e2713a1e1
wined3d: Remove unneeded code.
...
The fixed function backend disables the extension. Also messing
with the final combiner shouldn't be needed if nvrc is disabled.
2008-08-27 13:21:24 +02:00
Stefan Dösinger
a674ae71ae
wined3d: Remove dead code.
2008-08-27 13:21:24 +02:00
Stefan Dösinger
43fe6b0bcf
wined3d: Remove some junk.
2008-08-27 13:21:24 +02:00
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.
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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