| Commit message (Collapse) | Author | Age | Files | Lines |
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According to MSDN the device is returned for surfaces that do
not have a regular container.
Such surfaces are:
OffscreenPlainSurface, DepthStencilSurface and RenderTarget
Tested and verified on Windows.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Allocate resources in surface ctor.
Allows to use statetracker internal memory accounting.
Fix for issue #231.
Signed-off-by: Patrick Rudolph <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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D3DFMT_NULL is mapped to PIPE_FORMAT_NONE.
Instead of relying on PIPE_FORMAT_NONE to
return a size, pick one.
The one picked is the same than Wine.
Signed-off-by: Axel Davy <[email protected]>
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Add DBG calls to NineTexture9_GetLevelDesc and
NineTexture9_GetSurfaceLevel to ease debugging.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Tests showed that is allowed to call this method on
object that have a zero refcount.
Required for issue #230.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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To ease debugging print interface id.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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To ease debugging print interface id.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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To ease debugging print interface id.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Move assert to function entry.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Fixes a softpipe assertion failure with wine tests
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Found reading msdn and checking Wine.
Signed-off-by: Axel Davy <[email protected]>
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Fixes hangs on radeonsi, and assert on llvmpipe.
Signed-off-by: Axel Davy <[email protected]>
Cc: "12.0" <[email protected]>
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Found looking at Wine formulas.
Fixes a few visual issues.
Signed-off-by: Axel Davy <[email protected]>
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Behaviour found in Wine sources, and checked with some test apps.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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According to spec.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Found with wine tests for the rTmp register.
Not sure for the other ones.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Same change than for vs ff.
This makes it easier to not introduce mistakes
reusing temporaries whose result shouldn't be
erased.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Error found with wine tests.
nine_shader was expecting another order
than the one device9 was using.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Thanks to wine tests.
Apparently 4x4 inverse is to be used, and
if the inverse can't be calculated, the
input matrix is to be used.
Signed-off-by: Axel Davy <[email protected]>
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Fix deduced from the spec.
Signed-off-by: Axel Davy <[email protected]>
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Behaviour checked with a test app.
Signed-off-by: Axel Davy <[email protected]>
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Wine tests for the passthrough feature are for positiont.
Nothing seems to indicate passthrough happens when positiont
it not used. However having passthrough with positiont makes
sense (to be used with ProcessVertices outputs).
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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The computation was reversed.
Deduced by tests on windows.
Signed-off-by: Axel Davy <[email protected]>
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This behaviour has been partially tested on windows.
Signed-off-by: Axel Davy <[email protected]>
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Deduced by test on windows.
Signed-off-by: Axel Davy <[email protected]>
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We were (wrongly) adding specular to diffuse
in vertex shaders when SPECULARENABLE was set.
However the spec says specular has to be added
after texture processing (which is in ps).
Besides SPECULARENABLE is flagged as a pixel state.
There was unused support for SPECULARENABLE
in the ps ff code.
Remove the vs code, and use the ps code.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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The formula is different from the one of the spec,
but otherwise nothing particular.
Signed-off-by: Axel Davy <[email protected]>
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Modern cards do advertise 8.
Signed-off-by: Axel Davy <[email protected]>
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There are several holes. This patch reduces
the holes a bit, which reduces the size of
the constant buffer uploaded.
Signed-off-by: Axel Davy <[email protected]>
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There was an multiplication by the world matrix 0
which had nothing to do there.
Signed-off-by: Axel Davy <[email protected]>
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The new order simplified the code a bit for
next patches.
Signed-off-by: Axel Davy <[email protected]>
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position_t disables fog computation.
Signed-off-by: Axel Davy <[email protected]>
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This has been a real mess up to now: the temporaries
were allocated once, and shared after that between
the different parts of the code.
To help maintaining the code, the temporaries are now
allocated and released on need.
As surprising as it could be, this patch, which was
supposed to introduce no behaviour change, actually
solved a visual bug observed on a sample program.
This was due to ureg_normalize3 polluting a temporary
variable.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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When this state is set, the normals computed
in the vs ff shader should be normalized.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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For now only VS 3 support is implemented.
This enables The Sims 2 to work.
Signed-off-by: Axel Davy <[email protected]>
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Software Vertex Processing allows:
. Less limitations for shaders (more loops, etc)
. Less limitations for ff (more enabled lights, 255
matrices for VertexBlend)
In particular shaders can get more constants.
This patch implements support for this (not using software
rendering, but hardware rendering, as llvmpipe and dx10+ hw
have the same limits...)
This is considered a second class path. Even apps asking for
"Mixed Vertex processing" (ie the ability to switch to swvp
on demand) do not use the feature much. Some just initialize
more constants than the normal limit at the start of the
application, but never use more than the normal limit.
When the apps do not need the software vertex processing
features, they do not seem to turn it on. This means it is
ok if that path is slow.
Thus no care has been made to make the path optimized.
Signed-off-by: Axel Davy <[email protected]>
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This will help to support swvp constants.
Signed-off-by: Axel Davy <[email protected]>
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This change makes easier to introduce tracking for
swvp constants.
Signed-off-by: Axel Davy <[email protected]>
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This path has been disabled for some time because
of some bugs with it. It hasn't been updated to the
new features, and is not faster.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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swvp has relaxed limits (more nested loops, etc).
In particular it enables more constants.
Signed-off-by: Axel Davy <[email protected]>
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In mixed vertex processing, the user can enable or disable
software vertex processing. It is on hardware by default.
This feature is not a state, and thus the setting doesn't
need to be recorded by stateblocks.
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Axel Davy <[email protected]>
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Buffers with this flag must be usable with both software
and hardware vertex processing. Use Staging for fast cpu access.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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ATIx are "unknown" formats that do not follow block format conventions.
Tests showed that pitch*height bytes are allocated.
apitrace used to depend on this behaviour.
It used to copy more bytes than it has to for the ATI1 block format,
but it didn't crash on Windows.
Increase buffersize for ATI1 to fix this crash.
The same issue was present in WINE but a patch has been sent by me.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Add missing break instruction.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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