- 06 Feb, 2024 1 commit
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Zebediah Figura authored
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- 26 Jan, 2024 2 commits
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Zebediah Figura authored
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Zebediah Figura authored
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- 19 Jan, 2024 2 commits
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Fan Wenjie authored
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Zebediah Figura authored
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- 20 Dec, 2023 1 commit
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Rémi Bernon authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55773
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- 08 Dec, 2023 4 commits
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Matteo Bruni authored
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Matteo Bruni authored
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Zebediah Figura authored
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Matteo Bruni authored
Make sure we poll queries before we go to sleep, to e.g. avoid hangs in Rocket League. With significant contributions by Zebediah Figura.
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- 04 Dec, 2023 1 commit
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Zebediah Figura authored
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- 01 Dec, 2023 2 commits
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Zebediah Figura authored
The idea is to reuse the existing code to handle SRVs, which simplifies the GL code and essentially allows the Vulkan code to work "for free" (which is to say, by writing this patch, rather than by adding support for flat textures to the Vulkan renderer.) This is a large patch; it consists the following parts: * Create identity SRVs for d3d 1-9 textures. Store those in state->shader_resource_view instead of in state->texture. * (Re)use wined3d_context_gl_bind_shader_resources() instead of state_sampler() to bind them. - Introduce code to that function to handle FFP textures. - Bind the sRGB texture if necessary in wined3d_shader_resource_view_gl_bind. * (Re)use context_gl_load_shader_resources() instead of context_preload_textures() to load them. - Introduce code to that function to handle FFP textures. - Load the sRGB texture if necessary. - Port the SRV/RTV feedback loop check from context_preload_textures(). * Invalidate STATE_GRAPHICS_SHADER_RESOURCE_BINDING in places that now need to account for texture binding being guarded by that state instead of STATE_SAMPLER. Transitioning the remaining users of STATE_SAMPLER to STATE_GRAPHICS_SHADER_RESOURCE_BINDING, and removing STATE_SAMPLER, is left for future patches.
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Zebediah Figura authored
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- 28 Nov, 2023 1 commit
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Alexandre Julliard authored
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- 17 Nov, 2023 1 commit
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Zebediah Figura authored
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- 10 Nov, 2023 1 commit
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Zebediah Figura authored
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- 07 Nov, 2023 2 commits
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Zebediah Figura authored
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Christian Costa authored
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- 18 Oct, 2023 2 commits
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Matteo Bruni authored
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Zebediah Figura authored
Make the fields names consistent with each other and with the usual scheme for field naming.
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- 06 Oct, 2023 5 commits
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Zebediah Figura authored
Instead of duplicating multiple members.
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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- 26 Sep, 2023 2 commits
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Zebediah Figura authored
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Zebediah Figura authored
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- 14 Sep, 2023 1 commit
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Zebediah Figura authored
This is no longer used. It was previously used in two places to perform an open-coded wined3d_context_gl_draw_textured_quad(), but the latter checks wined3d_texture_gl.target instead, which is set to GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE_ARB under the exact same conditions, making this flag redundant even at the time. The two uses were removed in 012f9b03 [which changed the relevant code to use wined3d_context_gl_draw_textured_quad() instead], and cdacbd98 [which removed the relevant code entirely.]
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- 25 Aug, 2023 6 commits
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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- 24 Aug, 2023 6 commits
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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