1. 20 Jan, 2009 2 commits
    • Stefan Dösinger's avatar
      wined3d: Get rid of last_was_foggy_shader & friends. · 50109aa9
      Stefan Dösinger authored
      The fog settings do not depend on wether the shader writes to oFog or not,
      instead they depend on the FOGVERTEXMODE and FOGTABLEMODE settings, and if a
      vertex shader is bound at all.
      
      It works the same way as with the fixed function, and having a vertex shader
      is the same as using pretransformed vertices, just that the fog coord comes
      from the shader instead of the specular color:
      
      FOGTABLEMODE != NONE: The Z coord is used, oFog is ignored
      FOGTABLEMODE == NONE, with VS: oFog is used
      FOGTABLEMODE == NONE, no VS, XYZ: Z is used
      FOGTABLEMODE == NONE, no VS, XYZRHW: diffuse color is used
      50109aa9
    • Henri Verbeet's avatar
      5d875906
  2. 08 Jan, 2009 2 commits
  3. 06 Jan, 2009 1 commit
  4. 05 Jan, 2009 1 commit
  5. 03 Jan, 2009 1 commit
  6. 24 Dec, 2008 1 commit
  7. 20 Dec, 2008 1 commit
  8. 19 Dec, 2008 3 commits
  9. 12 Dec, 2008 2 commits
  10. 11 Dec, 2008 1 commit
  11. 10 Dec, 2008 1 commit
  12. 04 Dec, 2008 3 commits
  13. 02 Dec, 2008 1 commit
  14. 26 Nov, 2008 1 commit
  15. 25 Nov, 2008 1 commit
  16. 20 Nov, 2008 1 commit
  17. 04 Nov, 2008 1 commit
    • Stefan Dösinger's avatar
      wined3d: Kill the GL_ATI_envmap_bumpmap code. · 620a423b
      Stefan Dösinger authored
      GL_ATI_envmap_bumpmap provides two things: Signed V8U8 pixel formats,
      and bump mapping. The extension is only supported on fglrx, and this
      driver also supports GL_ARB_fragment_program.  Thus the bump mapping
      code is never used on any driver out there.  Furthermore, if it is
      used, it tends to crash the driver
      
      The signed pixel format is used, as it can be used by pixel shaders or
      the ARBfp replacement. However, the format is broken in fglrx, and
      negative values are clamped to 0.0. This results in test
      failures. WineD3D has an alternative codepath using scale+bias to
      enable V8U8 using a standard signed RGB which works correctly on
      fglrx.
      620a423b
  18. 18 Oct, 2008 2 commits
  19. 02 Sep, 2008 1 commit
    • Stefan Dösinger's avatar
      wined3d: Implement YV12 support for emulated overlays. · 3b48660f
      Stefan Dösinger authored
      This is the prefered format of many codecs, and for some codecs this
      is the only supported output format. As usual I try to handle all the
      conversion in the GPU and keep the CPU involvement minimal to gain the
      full performance of PBO transfers.
      3b48660f
  20. 29 Aug, 2008 1 commit
  21. 28 Aug, 2008 3 commits
  22. 27 Aug, 2008 1 commit
  23. 25 Aug, 2008 2 commits
  24. 22 Aug, 2008 1 commit
  25. 21 Aug, 2008 1 commit
    • Stefan Dösinger's avatar
      wined3d: Don't skip applying texdims with shaders. · 46109da8
      Stefan Dösinger authored
      There's no need to do that with the nvts and opengl ffp fixed function
      fragment pipeline, it's perfectly well defined in GL which one takes
      effect. This removes a few more troubles when switching between
      shaders and arbfp.
      46109da8
  26. 20 Aug, 2008 3 commits
  27. 04 Aug, 2008 1 commit