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
7165bd19c1
wined3d: WINED3DTEXF_NONE only makes sense as a mip filter.
2009-08-05 11:20:43 +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
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
Henri Verbeet
357ea123d9
wined3d: get_drawable_size() needs a context.
2009-07-23 11:22:25 +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
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
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
3a63552fd1
wined3d: Skip some unnecessary FBO binds.
2009-07-20 13:35:11 +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
69b7612265
wined3d: Get rid of struct glDescriptor.
...
In general it might not be a bad idea to group GL specific data into a
separate struct, but IWineD3DSurfaceImpl is currently the only thing that
bothers. It doesn't get it quite right either, since e.g. the PBO isn't in
glDescriptor either.
2009-07-10 12:13:24 +02:00
Henri Verbeet
038d939941
wined3d: Remove GetGlDesc() from the public IWineD3DSurface interface.
2009-07-10 12:13:09 +02:00
Henri Verbeet
2ac34bf231
wined3d: Add some missing float suffixes.
...
The compiler should be smart enough to fix most of these, but it looks sloppy.
2009-07-07 11:50:05 +02:00
Henri Verbeet
4075e45d81
wined3d: Add a WARN to IWineD3DDeviceImpl_SetFrontBackBuffers() about potentially being called without a GL context.
2009-06-29 12:30:37 +02:00
Henri Verbeet
7363b6e2e3
wined3d: Document GL context dependencies.
2009-06-26 12:05:07 +02:00
Henri Verbeet
4a137815db
wined3d: Make sure we have an active GL context in IWineD3DDeviceImpl_SetCursorProperties().
2009-06-25 11:47:34 +02:00
Henri Verbeet
94cd8656ea
wined3d: Make context_resource_released() responsible for activating a different GL context.
...
In case lastActiveRenderTarget is destroyed.
2009-06-25 11:47:24 +02:00
Henri Verbeet
11fd358cc6
wined3d: Make sure we have an active GL context in delete_opengl_contexts().
2009-06-25 11:47:09 +02:00
Stefan Doesinger
0188f96dd2
wined3d: Implement EvictManagedResources.
2009-06-19 14:54:04 +02:00
Henri Verbeet
9f252cd815
wined3d: Remove some useless code in IWineD3DDeviceImpl_SetLightEnable().
2009-06-18 15:17:27 +02:00
Henri Verbeet
41d93e1dd1
wined3d: Make sure we have a context in stretch_rect_fbo().
...
Specifically, in case the source surface was offscreen, we would sometimes to
GL calls without active context.
2009-06-18 15:17:27 +02:00
Henri Verbeet
88162fabb8
wined3d: Get rid of the pointers in WINED3DSURFACE_DESC.
2009-06-15 13:42:29 +02:00
Henri Verbeet
5f581975dc
wined3d: Introduce surface_init() to handle most of the surface initialization.
2009-06-15 13:42:28 +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
8f67918f1d
wined3d: Use WINED3DFMT_FLAG_COMPRESSED instead of checking for specific formats.
2009-06-12 17:33:15 +02:00
Henri Verbeet
e255f971e4
wined3d: Use the format info to calculate compressed surface size in IWineD3DDeviceImpl_CreateSurface().
2009-06-11 11:53:55 +02:00
Henri Verbeet
b052c6e8aa
wined3d: Remove some redundant s3tc extension checks.
...
If the extension isn't available to surface shouldn't have been created. We
don't do extension checks for all the other formats either.
2009-06-11 11:53:54 +02:00
Gerald Pfeifer
7856ac3c19
wined3d: Use & instead of && for bit test in IWineD3DDeviceImpl_CreateSurface().
2009-06-08 14:28:54 +02:00
Henri Verbeet
a2244051ef
wined3d: Use context_attach_depth_stencil_fbo() to clear FBO depth attachments.
2009-06-08 12:44:22 +02:00
Henri Verbeet
97f320a77b
wined3d: Introduce volumetexture_init() to handle most of the volume texture initialization.
2009-06-03 11:39:16 +02:00
Henri Verbeet
b0ba731bd5
wined3d: Introduce cubetexture_init() to handle most of the cube texture initialization.
2009-06-03 11:39:04 +02:00
Henri Verbeet
5171a65d81
wined3d: Introduce texture_init() to handle most of the 2D texture initialization.
2009-06-03 11:38:50 +02:00
Henri Verbeet
451a416fcf
wined3d: Call resource_init() from basetexture_init().
2009-06-02 11:57:22 +02:00
Henri Verbeet
5654544725
wined3d: Add device resources from resource_init().
...
This is consistent with removing them from resource_cleanup().
2009-05-29 11:26:44 +02:00
Henri Verbeet
5e0f541621
wined3d: Remove ResourceReleased() from the public device interface.
2009-05-29 11:26:38 +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
1d7845dd33
wined3d: Pass a proper format desc to resource_init() in IWineD3DDeviceImpl_CreateBuffer().
2009-05-26 13:49:37 +02:00
Henri Verbeet
639b258200
wined3d: Add missing GL locking to IWineD3DDeviceImpl_Uninit3D().
2009-05-14 11:12:52 +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
Henri Verbeet
2a5a6a3439
wined3d: Store the SM 1-3 opcode information tables in the SM 1-3 frontend.
2009-05-05 11:34:28 +02:00
Henri Verbeet
8d4c90496f
wined3d: Store the sampler type in struct shader_reg_maps.
...
Instead of the usage token.
2009-04-29 13:08:01 +02:00
Stefan Dösinger
3dc55010ea
wined3d: Fix a few more direct buffer accesses.
2009-04-28 13:10:02 +02:00
David Adam
33eb939390
wined3d: SetDepthStencilSurface is always called when AutoDepthStencil is enabled.
2009-04-24 11:51:27 +02:00