Commit Graph

595 Commits

Author SHA1 Message Date
Henri Verbeet
fecbf7b416 d3d8: Remove trailing spaces. 2009-08-31 12:41:21 +02:00
Michael Stefaniuc
ebe5219c6b d3d8: Release the lock instead of locking a second time (Smatch). 2009-08-26 12:10:27 +02:00
Henri Verbeet
f9c791f9ca d3d8: Use a wined3d cs for wined3d locking.
We will need this for d3d10, where both dxgi and d3d10core are making wined3d
calls. Right now d3d8/d3d9 also use this to protect their own data, but
eventually we should push this down into wined3d itself and use something a
bit more fine-grained. There's no good reason that doing e.g. a vertex buffer
upload in some thread should block all of wined3d.
2009-08-25 11:12:17 +02:00
Henri Verbeet
4d1379f6a9 d3d8: Remove stray tabs. 2009-08-25 11:09:52 +02:00
Stefan Dösinger
6f5a1d9a15 wined3d: Filter WINED3DSTENCILCAPS_TWOSIDED in d3d8. 2009-08-07 14:56:48 +02:00
Stefan Dösinger
296573caae d3d: Filter R8G8B8 in d3d8 and d3d9. 2009-08-07 14:56:40 +02:00
Henri Verbeet
699f68cdee wined3d: Get rid of some pointers in WINED3DADAPTER_IDENTIFIER.
This also avoids some unchecked strcpy() calls.
2009-07-07 11:50:30 +02:00
Henri Verbeet
7d3beb6b79 d3d: Add a test for releasing the device after destroying the window. 2009-06-29 12:30:32 +02:00
Henri Verbeet
f0e8307566 d3d8/tests: Make sure the device is released properly. 2009-06-23 11:48:02 +02:00
Henri Verbeet
a25947fa7e d3d8: Add WINED3DFMT_W11V11U10 <=> D3DFMT_W11V11U10 conversion. 2009-06-19 13:52:42 +02:00
Paul Vriens
91e306579b d3d8/tests: Fix some tests (logical || with non-zero constant). 2009-06-19 13:52:32 +02:00
Henri Verbeet
7dd5cc8749 d3d8: Add tests for deleting invalid shader handles. 2009-06-16 13:36:59 +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
621da64245 wined3d: Get rid of the silly pointers in WINED3DVOLUME_DESC. 2009-06-09 17:01:14 +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
David Adam
33eb939390 wined3d: SetDepthStencilSurface is always called when AutoDepthStencil is enabled. 2009-04-24 11:51:27 +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
David Adam
458902b5b2 d3d8: Add tests for IDirect3D8Device_Reset. 2009-04-22 12:55:45 +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
Stefan Dösinger
3ed94329a3 wined3d: Use Map and Unmap for index buffers.
Just a change in name to prepare for the next patch
2009-04-08 11:36:18 +02:00
Stefan Dösinger
dc80a3ede5 d3d: Unify WINED3DVERTEXBUFFER_DESC and WINED3DINDEXBUFFER_DESC. 2009-04-08 11:36:02 +02:00
Stefan Dösinger
bc07ad0579 d3d8, d3d9: Don't rely on the wined3d buffer type. 2009-04-08 11:35:29 +02:00
Henri Verbeet
4434d00f84 wined3d: Unify vertex and texture formats.
Some fields should be redundant now, eg. gl_vtx_type and glType. I'll leave
that for a different patch to fix though.
2009-03-27 15:51:25 +01:00
Henri Verbeet
6f206c75ec wined3d: Don't create an END element for wined3d vertex declarations.
Wined3d doesn't need it since it already has the element count.
2009-03-27 15:51:25 +01:00
Henri Verbeet
41ea1e1df7 d3d8: Fix some indentation. 2009-03-26 14:47:21 +01:00
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
72b5378758 d3d8: Get rid of resource.c. 2009-03-23 14:08:03 +01:00
Henri Verbeet
7c0931b7c2 d3d8: Get rid of basetexture.c. 2009-03-23 14:08:03 +01:00
Michael Stefaniuc
d4c2a387c8 d3d8/tests: Use ULONG instead of unsigned long. 2009-03-23 12:41:08 +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
57d971121a d3d8: Fix some sign compare warnings. 2009-03-10 12:07:41 +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
Paul Vriens
1dc4d5caae d3d8/tests: Use win_skip() and skip() where appropriate. 2009-03-02 12:29:01 +01:00