- 25 Aug, 2023 1 commit
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Zebediah Figura authored
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- 27 Jul, 2023 1 commit
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Zebediah Figura authored
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- 14 Jul, 2023 1 commit
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Zebediah Figura authored
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- 19 Apr, 2023 1 commit
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Stefan Dösinger authored
We don't know which test the next draw will use when we place the barrier. We may be able to figure this out, but it is not trivial. This avoids a read-after-write hazard after the next patch. The layout transition from shader-read-only to depth stencil needs to be finished before the early depth test in a follow-up draw if this draw uses early depth.
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- 28 Mar, 2023 1 commit
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Stefan Dösinger authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54701
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- 22 Mar, 2023 1 commit
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Zebediah Figura authored
So that we can "detach" a wined3d surface from ddraw after creating it, in turn so that we can recreate the backing wined3d texture for a surface, namely for SetSurfaceDesc().
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- 02 Dec, 2022 2 commits
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Eric Pouech authored
Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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Eric Pouech authored
Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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- 28 Nov, 2022 1 commit
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Eric Pouech authored
Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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- 19 Oct, 2022 1 commit
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Zebediah Figura authored
d3d maps of such resources will map the CPU copy, and uploads and downloads use glBufferSubData() and glGetBufferSubData() respectively. There is no need to map the BO. This improves performance of Indivisible on NVidia GPUs. The game uses a d3d9 MANAGED buffer for streaming vertex data, which results in poor performance on NVidia when using GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT. With this change we use neither. This change should only affect managed resources, i.e. those with both CPU and GPU access. We never create a BO for CPU-only resources.
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- 16 Aug, 2022 1 commit
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Matteo Bruni authored
We would like to use two different textures for the CPU and GPU parts of managed textures, which means that wined3d_resource_access_is_managed() as such will no longer be useful.
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- 31 May, 2022 1 commit
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Stefan Dösinger authored
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
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- 24 May, 2022 4 commits
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Chip Davis authored
Signed-off-by: Chip Davis <cdavis5x@gmail.com>
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Chip Davis authored
Signed-off-by: Chip Davis <cdavis5x@gmail.com>
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Chip Davis authored
Signed-off-by: Chip Davis <cdavis5x@gmail.com>
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Chip Davis authored
There are only three unused format flags left. I will soon submit changes which add four more format flags. I've noticed that format flags generally fall into two groups: * The first group consists of flags describing the content of a pixel format, e.g. whether or not this is a depth format, or whether this is a blocked format. These flags are the same for all resource types. * The second group consists of flags describing capabilities of the implementation with this format. These can and do vary by resource type. Only the second group needs to be stored per-resource-type. Signed-off-by: Chip Davis <cdavis5x@gmail.com>
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- 16 May, 2022 2 commits
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Stefan Dösinger authored
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Stefan Dösinger authored
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 13 May, 2022 1 commit
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Stefan Dösinger authored
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 11 Mar, 2022 1 commit
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Stefan Dösinger authored
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 09 Mar, 2022 1 commit
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Stefan Dösinger authored
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 03 Mar, 2022 1 commit
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Alexandre Julliard authored
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 01 Dec, 2021 1 commit
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Alexandre Julliard authored
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 15 Oct, 2021 2 commits
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Zebediah Figura authored
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Zebediah Figura authored
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 05 Oct, 2021 1 commit
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Zebediah Figura authored
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 14 Sep, 2021 1 commit
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Henri Verbeet authored
It's effectively always true when using ORM_FBO, now that the "AlwaysOffscreen" setting is gone. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 12 Aug, 2021 1 commit
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Matteo Bruni authored
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 28 Jun, 2021 1 commit
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Zebediah Figura authored
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 24 May, 2021 1 commit
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Zebediah Figura authored
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 13 Apr, 2021 3 commits
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Zebediah Figura authored
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Zebediah Figura authored
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Zebediah Figura authored
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 11 Feb, 2021 1 commit
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Henri Verbeet authored
I.e., those used with wined3d_cs_init_object() and wined3d_cs_destroy_object(). Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 19 Jan, 2021 1 commit
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Henri Verbeet authored
A typical case would be between using a texture as render target and using it as a shader resource. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 04 Dec, 2020 1 commit
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Henri Verbeet authored
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 03 Dec, 2020 1 commit
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Henri Verbeet authored
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 30 Nov, 2020 1 commit
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Matteo Bruni authored
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 24 Sep, 2020 1 commit
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Paul Gofman authored
Signed-off-by: Paul Gofman <pgofman@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 05 Jun, 2020 1 commit
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Henri Verbeet authored
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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