Commit Graph

5759 Commits

Author SHA1 Message Date
Henri Verbeet
e55416a113 wined3d: wined3d_swapchain_set_window() never fails. 2012-10-03 11:19:41 +02:00
Henri Verbeet
50c61959eb wined3d: Just return the surface from wined3d_device_get_surface_from_dc(). 2012-10-03 11:19:41 +02:00
Henri Verbeet
6d948e1a8c wined3d: Recognize the SM4 dcl_constantBuffer opcode. 2012-10-01 23:08:00 +02:00
Henri Verbeet
2ad5808996 wined3d: wined3d_device_get_creation_parameters() never fails. 2012-10-01 23:07:55 +02:00
Henri Verbeet
6e5cf8c698 wined3d: wined3d_device_set_depth_stencil() never fails. 2012-10-01 23:07:51 +02:00
Oleg Bosis
81525453f1 wined3d: Add correct detection of GeForce GT 650M video card. 2012-10-01 12:21:06 +02:00
Marcus Meissner
8ec6ebe4fb wined3d: Move texture reference decrement to end of usage (Coverity). 2012-10-01 12:20:40 +02:00
Henri Verbeet
95b4207c7f wined3d: Just return the surface from wined3d_device_get_depth_stencil(). 2012-10-01 12:11:02 +02:00
Henri Verbeet
972217fd6a wined3d: Just return the surface from wined3d_device_get_render_target(). 2012-10-01 12:10:55 +02:00
Henri Verbeet
e13a589bfc wined3d: Set more accurate limits for SM4 shaders. 2012-09-28 11:26:44 +02:00
Henri Verbeet
aa9daa285e wined3d: Unify GLSL input / output variable naming. 2012-09-28 11:26:40 +02:00
Henri Verbeet
49f9d39493 wined3d: Introduce a separate function to retrieve the GLSL variable prefix. 2012-09-27 13:10:54 +02:00
Henri Verbeet
c0f52fbf1c wined3d: wined3d_device_set_software_vertex_processing() never fails. 2012-09-27 13:10:48 +02:00
Henri Verbeet
f9d494294a wined3d: Just return the texture from wined3d_device_get_texture(). 2012-09-27 13:10:43 +02:00
Henri Verbeet
8168e18443 wined3d: Add some basic SM4 bytecode dumping code. 2012-09-26 14:40:37 +02:00
Henri Verbeet
c0a83b1d96 wined3d: wined3d_device_get_texture_stage_state() never fails. 2012-09-26 14:40:35 +02:00
Henri Verbeet
26c0714009 wined3d: wined3d_device_set_texture_stage_state() never fails. 2012-09-26 14:40:33 +02:00
Ričardas Barkauskas
06a8cbcc35 wined3d: Don't leave leftover textures when destroying and creating dxgi swapchains. 2012-09-25 11:20:05 +02:00
Henri Verbeet
1ff07a7d68 wined3d: Take the data type of registers into account in the GLSL shader backend. 2012-09-25 11:19:15 +02:00
Henri Verbeet
6e4c40689c wined3d: Just return the shader from wined3d_device_get_pixel_shader(). 2012-09-25 11:19:11 +02:00
Henri Verbeet
fc711d4955 wined3d: wined3d_device_set_pixel_shader() never fails. 2012-09-25 11:19:07 +02:00
Henri Verbeet
eb4d20ef31 wined3d: Take the data type of immediates into account in shader_glsl_get_register_name(). 2012-09-24 09:58:09 +02:00
Henri Verbeet
6909b5143b wined3d: Just return the shader from wined3d_device_get_vertex_shader(). 2012-09-24 09:58:06 +02:00
Henri Verbeet
b97ec7ae0c wined3d: wined3d_device_set_vertex_shader() never fails. 2012-09-24 09:58:03 +02:00
Henri Verbeet
f298b96972 wined3d: Simplify shader_glsl_destroy() control flow a bit. 2012-09-21 10:53:13 +02:00
Henri Verbeet
2f03ad1a40 wined3d: Just return the declaration from wined3d_device_get_vertex_declaration(). 2012-09-21 10:53:10 +02:00
Henri Verbeet
01918d05ed wined3d: wined3d_device_set_vertex_declaration() never fails. 2012-09-21 10:53:06 +02:00
Francois Gouget
ea61d59651 wined3d: Remove an unwanted trailing '\n' in shader_dump_register(). 2012-09-19 23:56:05 +02:00
Henri Verbeet
00cdf1aaf1 wined3d: Merge the glsl_vshader_private and glsl_pshader_private structures. 2012-09-19 23:55:01 +02:00
Henri Verbeet
de1ae1eb8a wined3d: wined3d_device_get_scissor_rect() never fails. 2012-09-19 23:54:59 +02:00
Henri Verbeet
2de9fc640b wined3d: wined3d_device_set_scissor_rect() never fails. 2012-09-19 23:54:56 +02:00
Henri Verbeet
fb989f1d1e wined3d: Implement version checks for geometry shaders. 2012-09-19 13:04:56 +02:00
Henri Verbeet
62670c7ba5 wined3d: wined3d_device_get_sampler_state() never fails. 2012-09-19 13:04:52 +02:00
Henri Verbeet
0d96be2c20 wined3d: wined3d_device_set_sampler_state() never fails. 2012-09-19 13:04:48 +02:00
Bruno Jesus
10cdc26542 wined3d: Recognize GeForce 9300 properly. 2012-09-18 10:19:57 +02:00
Henri Verbeet
0932129993 wined3d: Implement WINED3DSIH_EMIT in the GLSL shader backend. 2012-09-18 10:18:57 +02:00
Henri Verbeet
343974e2fd wined3d: wined3d_device_get_material() never fails. 2012-09-18 10:18:51 +02:00
Henri Verbeet
2669feeb8c wined3d: wined3d_device_set_material() never fails. 2012-09-18 10:18:42 +02:00
Henri Verbeet
c982e5f64b wined3d: Implement WINED3DSIH_CUT in the GLSL shader backend. 2012-09-17 12:28:50 +02:00
Henri Verbeet
a67ee02a48 wined3d: Recognize the SM4 dcl_outputTopology opcode. 2012-09-17 12:28:40 +02:00
Henri Verbeet
0fbb98424c wined3d: Recognize the SM4 dcl_inputPrimitive opcode. 2012-09-17 12:28:36 +02:00
Henri Verbeet
d574d639a4 wined3d: Recognize the SM4 dcl_maxOutputVertexCount opcode. 2012-09-17 12:28:28 +02:00
Henri Verbeet
0a17173bc2 wined3d: Introduce a union for declaration shader instruction arguments. 2012-09-17 12:28:20 +02:00
Henri Verbeet
a7bad0bde5 wined3d: Just handle all instructions in the shader backend. 2012-09-14 15:43:28 +02:00
Henri Verbeet
90bd04c6b6 wined3d: wined3d_device_multiply_transform() never fails. 2012-09-14 15:43:20 +02:00
Henri Verbeet
b8feef8833 wined3d: wined3d_device_set_base_vertex_index() never fails. 2012-09-13 10:23:14 +02:00
Henri Verbeet
706ece827b wined3d: wined3d_device_get_transform() never fails. 2012-09-12 12:46:12 +02:00
Henri Verbeet
f79bbc767d wined3d: wined3d_device_set_transform() never fails. 2012-09-12 12:46:07 +02:00
Henri Verbeet
d601a0dede wined3d: wined3d_device_get_render_state() never fails. 2012-09-11 18:03:57 +02:00
Henri Verbeet
75cec973d5 wined3d: wined3d_device_set_render_state() never fails. 2012-09-11 18:03:53 +02:00