Stefan Dösinger
6f5a1d9a15
wined3d: Filter WINED3DSTENCILCAPS_TWOSIDED in d3d8.
2009-08-07 14:56:48 +02:00
Henri Verbeet
a25947fa7e
d3d8: Add WINED3DFMT_W11V11U10 <=> D3DFMT_W11V11U10 conversion.
2009-06-19 13:52:42 +02:00
Henri Verbeet
1bbc65b155
d3d8: Deleting an invalid pixel shader handle should return D3D_OK.
2009-06-16 13:36:54 +02:00
Henri Verbeet
dc3958c079
d3d8: Do some more verification on handles.
2009-06-16 13:36:48 +02:00
Henri Verbeet
88162fabb8
wined3d: Get rid of the pointers in WINED3DSURFACE_DESC.
2009-06-15 13:42:29 +02:00
Henri Verbeet
4bc6b376e0
wined3d: Remove the useless "resource_type" parameter from IWineD3DDevice::CreateSurface().
2009-06-12 17:33:15 +02:00
Henri Verbeet
13a05caa97
wined3d: Remove the "declaration" parameter to IWineD3DDeviceImpl_CreateVertexShader().
...
Once upon a time this was used for creating fake vertex shader
attribute semantics for d3d8 shaders. We don't need this anymore since
device_stream_info_from_declaration() will use the vertex
declaration's output slot to load the data, if present. That also
avoids the potentially expensive matching of attribute semantics
between vertex shader and declaration for d3d8.
2009-05-28 12:42:18 +02:00
Henri Verbeet
f0e303b0f2
wined3d: Add the output signature to IWineD3DDevice_CreateVertexShader().
2009-05-26 13:49:55 +02:00
Henri Verbeet
9a579a43b1
wined3d: Use the output signature to map SM4 pixel shader outputs to the appropriate register.
2009-05-11 12:43:00 +02:00
Stefan Dösinger
9f1731edb6
d3d: Limit d3d8 and d3d9 vshader constants to 256.
...
DX10 cards support 512(ATI) or 1024(Nvidia) vertex shader constants in
GL. The dx9 DXCapsViewer shows that dx10 windows drivers only claim
256 constants on Windows, so we can and should do the same.
2009-04-27 13:23:36 +02:00
Henri Verbeet
6f33b97c94
wined3d: Get rid of the shared_handle parameter.
...
I don't expect us to support this in the near future, and right now it's just
dead code.
2009-04-23 14:22:06 +02:00
Stefan Dösinger
cb1c9dcda9
d3d: Remove the format from index buffers.
2009-04-09 16:28:25 +02:00
Stefan Dösinger
f0efa97413
wined3d: Remove the buffer fvf.
2009-04-09 16:28:10 +02:00
Stefan Dösinger
ff16f30677
d3d8: Store the fvf in the d3d8 vertex buffer.
2009-04-09 16:27:43 +02:00
Stefan Dösinger
513a493f00
wined3d: Merge IWineD3DIndexBuffer and IWineD3DBuffer.
2009-04-08 11:37:29 +02:00
Henri Verbeet
c0cefb3501
d3d8: Cleanup the vertexshader handling code a bit.
2009-03-24 12:56:50 +01:00
Henri Verbeet
4131135a9f
d3d8: Cleanup the pixelshader handling code a bit.
...
This mostly just reduces the nesting to something more sane.
2009-03-24 12:56:33 +01:00
Henri Verbeet
3f559f26d6
d3d8: Properly handle unsetting the pixelshader in SetPixelShader().
2009-03-24 12:56:25 +01:00
Henri Verbeet
775ea907a3
d3d8: Fix locking.
2009-03-23 14:08:03 +01:00
Henri Verbeet
24100cd026
d3d8: Release the d3d8 shader once we're done with it in IDirect3DDevice8Impl_GetPixelShader().
2009-03-13 11:28:35 +01:00
Henri Verbeet
f9d82ed1de
d3d8: Handles aren't supposed to be pointers.
...
This might even make d3d8 a bit more 64-bit safe.
2009-03-10 12:08:58 +01:00
Henri Verbeet
cbc8630019
d3d8: Make the shader handle table a bit more generic.
2009-03-10 12:08:32 +01:00
Henri Verbeet
954c3e22e1
d3d8: Don't call Release() in a while loop.
...
There should only ever be a single reference to these objects, since only
their handle is exposed outside d3d8. Should there be more references than
that, calling Release() in a while loop probably isn't the right approach.
2009-03-10 12:07:59 +01:00
Henri Verbeet
aa3027a604
wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
...
That still leaves IWineD3DIndexBuffer, but that code is also mostly similar,
except for the conversion code (which will be unused there).
2009-03-06 15:35:58 +01:00
Henri Verbeet
702eeb6b0c
wined3d: Add separate methods for setting the primitive type.
2009-03-05 16:16:25 +01:00
Henri Verbeet
602bb1f551
wined3d: Pass the vertex count rather than the primitive count to wined3d draw methods.
2009-03-05 16:16:24 +01:00
Henri Verbeet
0048a0373b
d3d10core: Keep a reference to the wined3d device in the d3d10 device.
2009-02-23 12:20:29 +01:00
Henri Verbeet
8cefc47d81
wined3d: Add DXGI formats to WINED3DFORMAT.
2009-02-20 11:10:37 +01:00
Henri Verbeet
d575b5fecb
d3d8: Explicitly convert between D3DFORMAT and WINED3DFORMAT values.
2009-02-20 11:09:54 +01:00
Francois Gouget
1f601015cd
d3d8: Make some device_parent_*() functions static.
2009-01-26 15:13:29 +01:00
Henri Verbeet
b5eaca542e
d3d8: Properly test for dynamic usage in device_parent_CreateSurface().
2009-01-16 13:29:52 +01:00
Henri Verbeet
a966293f59
wined3d: Add an IWineD3DDeviceParent interface.
...
Other than being a bit nicer than passing function pointers all over the
place, this helps dxgi/d3d10. While the swapchain itself is created in dxgi,
its surfaces are constructed in d3d10core, which makes it impractical for dxgi
to pass the appropriate function pointers.
2009-01-16 13:29:32 +01:00
Michael Stefaniuc
357c3f4a2c
d3d8: Remove superfluous pointer casts.
2009-01-14 13:51:01 +01:00
Henri Verbeet
352e60e6ed
d3d: Explicitly translate texture stage states.
...
Ddraw and d3d8 already translate half of them, it turns out the lookup
table actually saves lines there.
2009-01-06 12:45:32 +01:00
Henri Verbeet
007c648c20
d3d: Correct some debug levels.
2008-12-30 11:36:50 +01:00
Henri Verbeet
4adb342327
wined3d: Remove GetFVF() and SetFVF() from IWineD3DDevice.
2008-12-17 14:02:03 +01:00
Henri Verbeet
46572f682c
wined3d: Refuse to create shaders with a NULL function.
2008-12-16 12:51:49 +01:00
Henri Verbeet
0a47e1beb4
d3d8: Use the wined3d declaration to retrieve the d3d8 shader in IDirect3DDevice8Impl_GetVertexShader().
...
This makes it no longer necessary to create a wined3d vertex shader
when the d3d8 vertex shader has a NULL function.
2008-12-15 14:00:46 +01:00
Henri Verbeet
b9468a89fc
d3d8: Create a d3d8 declaration as parent for FVF based declarations.
2008-12-15 14:00:37 +01:00
Francois Gouget
ec7cbc26f5
d3d8: Make D3D8CB_CreateSurface() static.
2008-12-15 12:25:02 +01:00
Alexandre Julliard
00e0d1510b
d3d8: Make a function static.
2008-12-04 12:46:52 +01:00
Francois Gouget
d3c7b2f7cc
d3d8: Remove WINAPI on static functions where not needed.
2008-11-24 14:18:42 +01:00
Michael Stefaniuc
4f199a10ad
Remove the remaining casts of NULL.
2008-11-03 13:42:09 +01:00
Stefan Dösinger
93af8d3631
d3d: Do not restore the display mode in ddraw.
2008-11-03 13:34:13 +01:00
Henri Verbeet
092b51e82a
wined3d: Rename CreateAdditionalSwapChain to CreateSwapChain.
2008-10-28 12:46:46 +01:00
Henri Verbeet
43f5d8e5ad
d3d8: Fix IDirect3DDevice8::SetRenderTarget().
...
The render target should be left alone if the render target argument is
NULL. WineD3D calls should be done inside the critical section.
2008-09-10 12:05:25 +02:00
Henri Verbeet
01539fb926
d3d8: GetDepthStencilSurface returns D3DERR_NOTFOUND when no depth stencil is present.
2008-09-10 12:05:10 +02:00
H. Verbeet
898c2c9778
d3d8: Don't store shader_handle's.
...
They're not stable across table resizes.
2008-08-20 10:26:51 +02:00
Stefan Dösinger
e178ddd9e1
wined3d: Use a swapchain for GDI surfaces.
...
This is a long-needed cleanup aimed at removing the ddraw_primary,
ddraw_window, ddraw_width and ddraw_height members from
IWineD3DDeviceImpl, which just do not belong there. Destination
window and screen handling is supposed to be done by swapchains.
2008-08-19 12:21:32 +02:00
Tobias Jakobi
9ba3d03e78
d3d8: Fix IDirect3DDevice8::CreateImageSurface pool type.
2008-07-08 21:08:32 +02:00