1888 Commits

Author SHA1 Message Date
Stefan Dösinger
7925ef35cd wined3d: Avoid hardcoding GL_TEXTURE_2D. 2007-11-29 13:36:05 +01:00
Stefan Dösinger
4dbee07ff5 wined3d: Disable GL_TEXTURE_2D in the standard blit setup. 2007-11-29 13:35:53 +01:00
Alexandre Julliard
57d1548b51 wined3d: Add printf format checking to the shader_addline function and fix resulting warnings. 2007-11-28 13:40:29 +01:00
Stefan Dösinger
218de935d1 wined3d: Fix a sign mistake in the code creating the sorted attrib. 2007-11-28 13:40:29 +01:00
Stefan Dösinger
a0127f2e1f wined3d: Allow using a different internal format for fbos.
OpenGL drivers do not support some low precision internal formats
like GL_RGB5 for fbo color targets. Direct3D application depend on them,
so provide a fallback format for render targets if the requested format
itself is not supported.
2007-11-28 13:40:29 +01:00
Stefan Dösinger
28170c1440 wined3d: Report some more geforce 7 cards as geforce 7. 2007-11-28 13:40:29 +01:00
Stefan Dösinger
3f32847494 wined3d: Do not try to disable unsupported texture units. 2007-11-28 13:40:28 +01:00
Stefan Dösinger
0353d031bc wined3d: Add some missing checkGLcall calls. 2007-11-28 13:40:28 +01:00
Stefan Dösinger
c66a3be49b wined3d: Work around nvidia beta driver bug. 2007-11-28 13:40:28 +01:00
Stefan Dösinger
b91c19af87 wined3d: Inform the texture about filtering changes.
The surface_blt_to_drawable function changes the filtering settings of
the texture object, but without informing the container about this
change. This patch makes sure that the basetexture knows about this and
reapplies the changed states to the settings chosen by the app.
2007-11-28 13:40:28 +01:00
Stefan Dösinger
f2c19fbc0b wined3d: Correctly handle the y offset with offscreen rendering.
This fixes a regression introduced with the MAD patch.
2007-11-27 16:02:34 +01:00
Stefan Dösinger
46647e58fa wined3d: Downgrade an ERR to a WARN. 2007-11-27 16:02:28 +01:00
Stefan Dösinger
ba5c61ba20 wined3d: Fog is applied after sRGB correction. 2007-11-27 16:01:44 +01:00
Stefan Dösinger
d2ac521cd3 wined3d: Make SRGB write correction working with 1.x shaders in arb. 2007-11-27 15:18:36 +01:00
Lauris Kaplinski
49ea085f11 wined3d: Fixed potential reference of freed backBuffer array in IWineD3DDeviceImpl_SetFrontBackBuffers. 2007-11-27 15:18:16 +01:00
Gerald Pfeifer
7670393508 wined3d: Rewrite condition in vshader_program_add_param() to actually distinguish between two cases. 2007-11-26 13:58:13 +01:00
Stefan Dösinger
afb06a1184 wined3d: Bool constants aren't vectors. 2007-11-21 12:18:09 +01:00
Stefan Dösinger
959212304d wined3d: Track vertex declaration changes on vertex shaders.
If an attribute has type D3DDECLTYPE_D3DCOLOR, the red and blue channels
are swizzled in the shader. Since the attribute is stored in the vertex
declaration and not the vertex shader, it can change by setting a new
vertex declaration. If this happens, we have to recompile the shader
with the swizzling of that specific attribute turned on or off.
2007-11-21 12:18:02 +01:00
Stefan Dösinger
cfc5725760 wined3d: Move glsl shader destruction to the glsl shader backend. 2007-11-21 12:06:27 +01:00
Stefan Dösinger
af4edef5e1 wined3d: Move destroying the glsl vshader into a separate function. 2007-11-21 12:06:15 +01:00
Stefan Dösinger
bf03075b5e wined3d: Do not cap fragment samplers to 8. 2007-11-21 12:06:04 +01:00
Stefan Dösinger
1fc1fe3c6e wined3d: Use standard wine lists for the resource list. 2007-11-20 13:10:46 +01:00
Stefan Dösinger
7a97d4e2ec wined3d: Free the shader function when freeing the shader. 2007-11-20 13:02:07 +01:00
Stefan Dösinger
bd97580683 wined3d: Move IUnknown functions to IWineD3DBaseShader. 2007-11-20 12:53:07 +01:00
Stefan Dösinger
c698052b31 wined3d: Destroy GL contexts before changing the screen resolution. 2007-11-16 13:23:15 +01:00
Stefan Dösinger
683c258ff4 wined3d: Remove a hack that slipped in. 2007-11-16 13:23:09 +01:00
Stefan Dösinger
f13bb40671 wined3d: Do not call PreLoad in surface_download_data. 2007-11-16 13:23:02 +01:00
Stefan Dösinger
73d992050f wined3d: Fix ATI video memory detection typo. 2007-11-14 11:59:28 +01:00
Stefan Dösinger
26f7eae9cf wined3d: Non power of two texture fixes. 2007-11-14 11:59:21 +01:00
Stefan Dösinger
0334c1760f wined3d: Apply matrices when switching from transformed vertices to shaders. 2007-11-14 11:59:09 +01:00
Stefan Dösinger
58a761a88b wined3d: Read the framebuffer size from the surface, not the window. 2007-11-14 11:58:47 +01:00
Stefan Dösinger
e4f8a2da2b wined3d: Depth stencil fixes. 2007-11-14 11:58:36 +01:00
Stefan Dösinger
9f41a359b6 wined3d: Partially revert "Get rid of the conditionals in shader_glsl". 2007-11-14 11:58:22 +01:00
Stefan Dösinger
ed7e520926 wined3d: Get rid of a few Nvidiaisms in glsl shaders. 2007-11-14 11:51:38 +01:00
Stefan Dösinger
edb78187a9 wined3d: Hardcode local constants into the shader if possible. 2007-11-14 11:51:26 +01:00
Francois Gouget
41643327ee wined3d: Add trailing '\n's to two shader_addline() calls. 2007-11-13 13:35:55 +01:00
Stefan Dösinger
894a705cc7 wined3d: Load GL_EXT_texture3D from gl 1.2 if the extension is not there. 2007-11-12 14:29:52 +01:00
Stefan Dösinger
c25a792902 wined3d: Mark extensions supported which are included in the gl core. 2007-11-12 14:29:45 +01:00
Stefan Dösinger
0587060a08 wined3d: Load GL functions from core if needed. 2007-11-12 14:28:21 +01:00
Stefan Dösinger
07bbf1899d wined3d: Extend the gl extension function loading table with ext info. 2007-11-12 14:26:49 +01:00
Stefan Dösinger
1978ef9a75 wined3d: Load extension functions after finding the supported extensions. 2007-11-12 14:26:05 +01:00
Roderick Colenbrander
817b520c3d wined3d: Prevent unneeded context switches. 2007-11-12 14:13:21 +01:00
Roderick Colenbrander
9b0d661e43 wined3d: Flush GL calls after drawing to the drawable. This fixes apps that use multiple GL contexts. 2007-11-12 14:13:14 +01:00
Francois Gouget
81a5701ca9 Assorted spelling fixes. 2007-11-09 13:07:12 +01:00
Stefan Dösinger
335bd99262 wined3d: Actually store the PS's vertex processing flag. 2007-11-09 12:41:12 +01:00
Roderick Colenbrander
33df806819 wined3d: Make sure the p8 shader is set to 0 after destroying the main render target.
This fixes a render target recreation problem in Age of Empires II.
2007-11-09 12:40:44 +01:00
Roderick Colenbrander
b238e39ec8 wined3d: Make sure SFLAG_LOCKED is set at the start of LockRect as various functions called from LockRect depend on it (e.g. LoadTexture if called from LoadLocation). 2007-11-09 12:40:26 +01:00
Stefan Dösinger
d050b4de9e wined3d: Reinstall the projected texture disabling for generated coords. 2007-11-09 12:35:40 +01:00
Stefan Dösinger
9fb70b99db wined3d: Load GLSL sampler uniforms at shader link time. 2007-11-09 12:32:11 +01:00
Stefan Dösinger
6fd4f8f699 wined3d: Store integer uniform locations. 2007-11-09 12:32:02 +01:00