6511 Commits

Author SHA1 Message Date
Thomas Faber
c5b9bdc75a wined3d: Use correct FXCAPS constant in wined3d_get_device_caps. 2014-09-24 14:05:18 +02:00
Andrei Slăvoiu
9d0f924d1b wined3d: Pass the capabilities directly to d3d_level_from_gl_info and rename it to d3d_level_from_caps. 2014-09-23 17:17:12 +02:00
Andrei Slăvoiu
24f661674f wined3d: Adjust the Intel fallbacks to better reflect reality. 2014-09-23 17:17:12 +02:00
Henri Verbeet
8aa1137509 wined3d: Use the texture resource in wined3d_surface_depth_fill(). 2014-09-19 10:49:29 +02:00
Henri Verbeet
4f2110b0ce wined3d: Never pass a surface to wined3d_resource_is_offscreen(). 2014-09-19 10:49:27 +02:00
Henri Verbeet
a3daed9604 d3d10core: Implement d3d10_device_GetPredication(). 2014-09-19 10:49:24 +02:00
Henri Verbeet
fdf60e51fc d3d10core: Implement d3d10_device_SetPredication(). 2014-09-19 10:49:11 +02:00
Henri Verbeet
2f67b13918 wined3d: Set the initial primitive type to WINED3D_PT_UNDEFINED. 2014-09-18 13:06:34 +02:00
Henri Verbeet
74ab8e8ce9 wined3d: Do not increment the reference count of the returned buffer in wined3d_device_get_stream_source().
None of the other getters increment the reference count either.
2014-09-18 13:06:32 +02:00
Henri Verbeet
f06a57f678 d3d10core: Implement d3d10_device_PSGetShaderResources(). 2014-09-17 11:05:08 +02:00
Henri Verbeet
8080212f43 d3d10core: Implement d3d10_device_PSSetShaderResources(). 2014-09-17 11:05:05 +02:00
Henri Verbeet
354a6d4e2c d3d10core: Implement d3d10_device_GSGetShaderResources(). 2014-09-17 11:05:01 +02:00
Henri Verbeet
9c3266fe1d d3d10core: Implement d3d10_device_GSSetShaderResources(). 2014-09-17 11:04:58 +02:00
Henri Verbeet
482e5f589b d3d10core: Implement d3d10_device_VSGetShaderResources(). 2014-09-17 11:04:54 +02:00
Henri Verbeet
1e434b52d0 d3d10core: Implement d3d10_device_VSSetShaderResources(). 2014-09-16 12:24:59 +02:00
Henri Verbeet
e01d207699 d3d10core: Create wined3d views for shader resource views. 2014-09-16 12:24:50 +02:00
Johannes Brandstätter
de3cb3af6f wined3d: Fix trace output of emulated_textureram. 2014-09-02 15:07:09 +02:00
Henri Verbeet
429d72965d wined3d: Allow sRGB read/write and VTF on WINED3DFMT_R8G8B8A8_UNORM. 2014-09-01 13:12:44 +02:00
Matteo Bruni
33627f02aa wined3d: Store bool uniforms location in the GLSL shader structures. 2014-08-28 15:30:26 +02:00
Matteo Bruni
6eb242a275 wined3d: Handle half-float attributes in load_numbered_arrays().
Fixes a bunch of graphic glitches in WildStar on Nvidia.
2014-08-28 15:30:23 +02:00
Stefan Dösinger
ee0ac3663b wined3d: Initialize the map binding in resource_init. 2014-08-26 14:46:55 +02:00
Stefan Dösinger
b52214a288 wined3d: Move volume flags to volume.c. 2014-08-26 14:46:53 +02:00
Stefan Dösinger
7a1533a41c wined3d: Replace VFLAG_PBO with resource->map_binding. 2014-08-26 14:46:51 +02:00
Henri Verbeet
736b9e1c1c wined3d: Get rid of wined3d_device_color_fill(). 2014-08-22 12:53:26 +02:00
Henri Verbeet
07985a8c38 wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces.
I don't think the difference between d3d10 depth/stencil and rendertarget
views is large enough to justify a separate type. Unfortunately that does make
the name "wined3d_rendertarget_view" slightly awkward.
2014-08-22 12:53:11 +02:00
Henri Verbeet
9f9731410b wined3d: Also update the container in wined3d_surface_update_desc().
This fixes a bug exposed by commit 415b8037206b1d4c104d9623037458739f6cfdf5.
In particular, wined3d_resource_update_draw_binding() uses the multisample
type to determine to appropriate draw binding, and since we never updated that
for the container, we could end up with an incorrect draw binding after a
device reset.
2014-08-22 12:53:01 +02:00
Henri Verbeet
b005ad6f90 wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +02:00
Henri Verbeet
7ede9788d4 wined3d: Make wined3d_device_clear_rendertarget_view() work with texture resources. 2014-08-21 12:24:31 +02:00
Henri Verbeet
fb7135efd1 wined3d: Introduce struct wined3d_rendertarget_view_desc. 2014-08-21 12:24:28 +02:00
Henri Verbeet
eb24c9578c wined3d: Keep a reference to the resource in rendertarget views. 2014-08-21 12:24:21 +02:00
Henri Verbeet
3a160432f8 wined3d: Pass a texture instead of a surface to upload_palette(). 2014-08-21 12:24:16 +02:00
Andrei Slăvoiu
2c9c968a14 wined3d: Replace vendor specific callbacks with generic code that uses vendor specific arrays. 2014-08-20 14:07:07 +02:00
Henri Verbeet
d3387cf77b wined3d: Keep a reference to the backbuffer textures instead of the surfaces in the swapchain. 2014-08-20 13:29:53 +02:00
Henri Verbeet
ec87407e7c wined3d: Keep a reference to the frontbuffer texture instead of the surface in the swapchain. 2014-08-20 13:29:52 +02:00
Henri Verbeet
415b803720 wined3d: Use the texture draw binding instead of the surface draw binding. 2014-08-20 13:29:50 +02:00
Henri Verbeet
aa7016054a wined3d: Move the "swapchain" field from struct wined3d_surface to struct wined3d_texture. 2014-08-20 13:29:47 +02:00
Henri Verbeet
1ce3269ac1 wined3d: Replace surface_update_draw_binding() with wined3d_resource_update_draw_binding(). 2014-08-20 13:29:45 +02:00
Henri Verbeet
f753ff90be wined3d: Replace surface_is_offscreen() with wined3d_resource_is_offscreen().
Introducing rendertarget views will (eventually) allow rendering to 3D
textures and buffers.
2014-08-19 14:49:39 +02:00
Henri Verbeet
694cdcc41c wined3d: Move the "map_binding" field from struct wined3d_surface to struct wined3d_resource.
Like "draw_binding".
2014-08-19 14:49:36 +02:00
Henri Verbeet
ed230a426a wined3d: Explicitly destroy the surface in texture2d_sub_resource_cleanup().
Like volumes. We can do this now because we no longer have standalone
surfaces.
2014-08-19 14:49:32 +02:00
Henri Verbeet
64a1fde181 wined3d: Explicitly destroy the volume in texture3d_sub_resource_cleanup().
The texture always has the only reference to its subresources. This also means
we never have to set the container to NULL.
2014-08-19 14:49:30 +02:00
Henri Verbeet
df59ac1d0c wined3d: Recognize some more AMD cards. 2014-08-19 14:49:24 +02:00
Henri Verbeet
7cdaece711 wined3d: Store the amount of video memory as a UINT64. 2014-08-18 12:47:13 +02:00
Andrei Slăvoiu
e9b0a0e181 wined3d: Use capabilities from the shader backend or the fragment pipeline to determine the D3D level. 2014-08-07 17:53:56 +02:00
Andrei Slăvoiu
48e25d0d21 wined3d: Make d3d_level_from_gl_info return an enum instead of a plain int. 2014-08-07 17:53:55 +02:00
Henri Verbeet
5ef8e97414 wined3d: Move the "draw_binding" field from struct wined3d_surface to struct wined3d_resource. 2014-08-04 14:23:52 +02:00
Henri Verbeet
d079066f5d wined3d: Get rid of the get_drawable_size() callback in struct wined3d_surface. 2014-08-04 14:23:49 +02:00
Henri Verbeet
9020ef9675 wined3d: Make the "desc" parameter to wined3d_buffer_create() const. 2014-08-04 14:23:40 +02:00
Henri Verbeet
6a1a18e7e2 d3d10core: Implement d3d10_device_CopyResource(). 2014-08-04 14:23:36 +02:00
Henri Verbeet
80bca9bc9c wined3d: Add constant buffer support to the GLSL shader backend. 2014-08-04 14:23:29 +02:00