1. 02 Sep, 2008 2 commits
  2. 28 Aug, 2008 1 commit
  3. 27 Aug, 2008 2 commits
  4. 26 Aug, 2008 2 commits
  5. 22 Aug, 2008 3 commits
  6. 21 Aug, 2008 2 commits
  7. 20 Aug, 2008 1 commit
  8. 19 Aug, 2008 5 commits
  9. 05 Aug, 2008 5 commits
  10. 04 Aug, 2008 2 commits
  11. 31 Jul, 2008 1 commit
  12. 30 Jul, 2008 1 commit
  13. 24 Jul, 2008 1 commit
    • Stefan Dösinger's avatar
      wined3d: Support ATI's D3DFMT_ATI2N format. · dc25a86c
      Stefan Dösinger authored
      This is an ATI specific format designed for compressed normal maps,
      and quite a few games check for its existence. While it is an
      ATI-specific "extension" in d3d9, it is a core part of
      D3D10(DXGI_FORMAT_BC5), and supported on Geforce 8 cards.
      dc25a86c
  14. 22 Jul, 2008 1 commit
    • Stefan Dösinger's avatar
      wined3d: Fix a copy and paste bug. · d66c05ce
      Stefan Dösinger authored
      This happened to work because most cards have the same amount of
      pshader and vshader constants, but for some reason this doesn't hold
      true on this macbook pro here, which lead to a crash due to heap
      corruption
      d66c05ce
  15. 18 Jul, 2008 2 commits
    • Stefan Dösinger's avatar
      wined3d: Use the nofilter mipmap lookup for np2 textures. · cafec085
      Stefan Dösinger authored
      This is cleaner than the if statements in the code. Also np2 textures
      should in theory support linear filtering, but fglrx doesn't seem to
      like it. This needs further investigation. So far we've never used
      linear filtering on np2 textures, so there should not be a
      regression. Furthermore I think shader support is more important than
      filtering, since NP2 textures are mostly used for 1:1 copying to the
      screen.
      cafec085
    • Stefan Dösinger's avatar
      wined3d: Use GL_ARB_texture_non_power_of_two emulation. · c088edea
      Stefan Dösinger authored
      ATI cards prior to the radeon HD series did not have unconditional non
      power of two support. So far we've used texture_rectangle for that, or
      created a bigger power of two texture with padding. This had the
      disadvantage that we had to correct the coordinates, which causes
      extreme problems with shaders(doesn't work, pretty much).
      
      Both the MacOS and the fglrx driver have support for
      GL_ARB_texture_non_power_of_two, and run it on the hardware as long as
      we stay within the texture_rectangle limitations. This allows us to
      have conditional non power of two textures with normalized
      coordinates. This patch adds an internal extension, and the code
      creates a regular GL_TEXTURE_2D texture with NP2 size, but refuses
      mipmapping, filtering and texture_rectangle incompatible
      operations. This makes np2 textures work with shaders on fglrx and
      macos.
      c088edea
  16. 16 Jul, 2008 1 commit
  17. 14 Jul, 2008 1 commit
    • Stefan Dösinger's avatar
      wined3d: Remove the atifs shader backend. · e7733eac
      Stefan Dösinger authored
      Since atifs is only doing the fragment pipeline replacement right now
      there is no need for the shader backend structure any longer. The ffp
      private data is stored in new fragment pipeline private data(which
      could potentially be set to equal the shader private data if needed).
      e7733eac
  18. 11 Jul, 2008 1 commit
    • H. Verbeet's avatar
      wined3d: Destroy the shader backend after the stateblock. · 6129e92e
      H. Verbeet authored
      Destroying the stateblock potentially references the shader backend.
      If the stateblock has active shaders when it is released, the shader's
      destructor will tell the shader backend to destroy the corresponding
      resources. This was exposed by my patch that moved the glsl program
      lookup table into the backend's private data.
      6129e92e
  19. 10 Jul, 2008 1 commit
  20. 09 Jul, 2008 1 commit
  21. 08 Jul, 2008 1 commit
    • Stefan Dösinger's avatar
      wined3d: Start the state splitup. · 98faed8f
      Stefan Dösinger authored
      The idea of this patchset is to split the monolithic state set into 3
      parts, vertex processing, fragment processing and other states(depth,
      stencil, scissor, ...). The states will be provided in templates which
      can be (mostly) independently combined, and are merged into a single
      state table at device creation time. This way we retain the advantages
      of the single state table and having the advantage of separated
      pipeline implementations which can be combined without any manually
      written glue code.
      98faed8f
  22. 07 Jul, 2008 1 commit
    • Stefan Dösinger's avatar
      wined3d: Correct an off-by-one error in constant dirtification. · 9be8f36c
      Stefan Dösinger authored
      Constant numbers start at 0, and the loading loop has a for(i; i <
      dirtyconsts; i++). This means that the highest dirty constant isn't
      loaded correctly. Rather than replacing the < with <=, which would
      make it impossible to have no dirty constant, add 1 to the dirty
      constant counter.
      9be8f36c
  23. 03 Jul, 2008 2 commits
    • H. Verbeet's avatar
      wined3d: Track depth stencil location per-surface. · 4f77c29b
      H. Verbeet authored
      This gets rid of depth_copy_state in the device, and instead tracks
      the most up to date location per-surface. This makes things a lot
      easier to follow, and allows us to make a copy when switching depth
      stencils in SetDepthStencilSurface().
      4f77c29b
    • H. Verbeet's avatar
      wined3d: Use dst_fbo to do the depth blit. · e7d0ef72
      H. Verbeet authored
      This makes the depth copy independent of the currently attached render
      targets. This is important for the next patch because it might do a
      depth copy when the render targets aren't in a valid configuration
      (SetDepthStencilSurface()).
      e7d0ef72