Commit graph

1336 commits

Author SHA1 Message Date
Henri Verbeet
7e3985e1fe ddraw: Setup the device window in SetCooperativeLevel(). 2010-11-08 13:30:54 +01:00
Henri Verbeet
b898130a11 wined3d: Do not activate the window when restoring the styles.
This is consistent with device_setup_fullscreen_window(), and ddraw actually
has a test for this in ddrawmodes.c. (Although it doesn't actually use
device_setup_fullscreen_window() until the next patch.)
2010-11-08 13:30:46 +01:00
Henri Verbeet
45cee64295 wined3d: Move the fullscreen window setup / restore code to the device. 2010-11-08 13:30:40 +01:00
Henri Verbeet
feaf81f60d wined3d: Use SetWindowPos() to make the focus window active. 2010-11-05 17:15:37 +01:00
Michael Stefaniuc
809741d5ae wined3d: Move the checkGLcall() right after the corresponding GL call. 2010-11-05 17:15:34 +01:00
Henri Verbeet
b66478dfbc wined3d: Set an A window proc on non-unicode windows. 2010-11-02 13:17:25 +01:00
Henri Verbeet
1b2f9d29d7 wined3d: Get rid of the posFixup field from the device. 2010-10-26 11:58:12 +02:00
Henri Verbeet
6dd9109358 wined3d: Pass a sub-resource index instead of a face + miplevel to cube texture methods. 2010-10-25 14:29:31 +02:00
Henri Verbeet
95469309d6 wined3d: Consistently use Map/Unmap for mapping resources. 2010-10-14 17:54:52 +02:00
Henri Verbeet
3c45bba11e wined3d: Add traces to IWineD3DDeviceImpl_AcquireFocusWindow() / IWineD3DDeviceImpl_ReleaseFocusWindow(). 2010-10-11 17:11:34 +02:00
Henri Verbeet
a59d0f45c1 wined3d: Acquire / release the focus window during reset. 2010-10-06 14:42:08 +02:00
Henri Verbeet
e1b96eb347 wined3d: Set the depth/stencil buffer to NULL before releasing it.
To prevent device_resource_released() from detecting it as still in use.
2010-10-05 15:16:56 +02:00
Henri Verbeet
5fa84c56c3 ddraw: Remove another hack.
It breaks actual front buffer / back buffer flips.
2010-10-05 15:16:52 +02:00
Henri Verbeet
5097623dcf wined3d: Pass a wined3d_state structure to device_preload_texture(). 2010-09-30 17:51:16 +02:00
Henri Verbeet
a7ded9a67d wined3d: Pass a wined3d_state structure to use_ps(). 2010-09-28 17:33:17 +02:00
Henri Verbeet
9224751a13 wined3d: Pass a wined3d_state structure to use_vs(). 2010-09-28 17:33:17 +02:00
Henri Verbeet
e59fdb83a6 wined3d: Simply refuse to create shaders if they're disabled.
The functionality is a bit questionable in the first place, but there is some
use in the part that limits the maximum reported shader versions.
2010-09-28 17:33:16 +02:00
Henri Verbeet
d6d345fa8a wined3d: Remove IWineD3DStateBlock::InitStartupStateBlock() from the public wined3d interface. 2010-09-28 17:33:16 +02:00
Henri Verbeet
f870cf07e8 wined3d: Move clip status to wined3d_state. 2010-09-22 12:41:22 +02:00
Henri Verbeet
9ce3c61a41 wined3d: Move clip plane state to wined3d_state. 2010-09-22 12:41:18 +02:00
Henri Verbeet
4546a13d98 wined3d: Move light state to wined3d_state. 2010-09-22 12:41:13 +02:00
Henri Verbeet
f4df53c41a wined3d: Move the primitive type to wined3d_state. 2010-09-22 12:41:06 +02:00
Henri Verbeet
98a91e84bc wined3d: Move base vertex state to wined3d_state. 2010-09-21 14:17:07 +02:00
Henri Verbeet
902630efb5 wined3d: Move index buffer state to wined3d_state. 2010-09-21 14:17:03 +02:00
Henri Verbeet
153d8d43aa wined3d: Move stream state to wined3d_state. 2010-09-21 14:16:58 +02:00
Henri Verbeet
b37ce45d6c wined3d: Move pixel shader constants to wined3d_state. 2010-09-20 13:48:13 +02:00
Henri Verbeet
33dfb9539c wined3d: Move the pixel shader to wined3d_state. 2010-09-20 13:48:13 +02:00
Henri Verbeet
8a148cc7c5 wined3d: Move vertex shader constants to wined3d_state. 2010-09-20 13:48:12 +02:00
Henri Verbeet
dd4aea36c9 wined3d: Move the vertex shader to wined3d_state. 2010-09-20 13:48:12 +02:00
Henri Verbeet
e31ea51bab wined3d: Move the vertex declaration to wined3d_state. 2010-09-18 13:05:54 +02:00
Henri Verbeet
d728d5f0ec wined3d: Move texture bindings to wined3d_state. 2010-09-18 13:05:49 +02:00
Henri Verbeet
5a3a4ac77a wined3d: Remove IWineD3DBaseTexture::GetTextureDimensions() from the public wined3d interface. 2010-09-18 13:05:44 +02:00
Henri Verbeet
8fdfc736bf wined3d: Move sampler states to wined3d_state. 2010-09-16 10:12:24 -05:00
Henri Verbeet
5b3c1a2082 wined3d: Move texture states to wined3d_state. 2010-09-16 10:12:17 -05:00
Henri Verbeet
597da9907a wined3d: Move transforms to wined3d_state. 2010-09-16 10:12:06 -05:00
Henri Verbeet
5f6ced2767 wined3d: Move the material to wined3d_state. 2010-09-16 10:11:57 -05:00
Henri Verbeet
16d9c91b97 wined3d: Move the viewport to wined3d_state. 2010-09-15 10:33:26 -05:00
Henri Verbeet
937eb7e600 wined3d: Move the scissor rect to wined3d_state. 2010-09-15 10:33:20 -05:00
Henri Verbeet
1ef4f075c1 wined3d: Introduce a separate structure for stateblock states.
We'd like to not pass an entire stateblock to things like state handlers and
the shader backend, because those then use the stateblock to get to the
device and through there to all the rest of wined3d. This would also be
required for serialization of wined3d draw and state change commands into a
single GL context. Resource updates would be explicitly excluded from
serialization.
2010-09-15 10:33:14 -05:00
Rico Schüller
e6d52c0c8b wined3d: Add argument check for Type to Get/SetTextureStageState(). 2010-09-14 13:32:00 -05:00
Henri Verbeet
6ce848bee4 wined3d: Introduce a structure for stream state. 2010-09-14 11:43:54 -05:00
Henri Verbeet
b68d257710 wined3d: Get rid of redundant comparisons against NULL / 0. 2010-09-14 09:43:33 -05:00
Henri Verbeet
07b5c4becf wined3d: Getting the current pixel shader should never fail. 2010-09-07 11:23:31 +02:00
Henri Verbeet
0c54dfe7ba wined3d: Getting the current vertex shader should never fail. 2010-09-07 11:23:27 +02:00
Henri Verbeet
8e0cb60b09 wined3d: Do not call device_switch_onscreen_ds() while under the GL lock. 2010-09-06 16:14:18 +02:00
Henri Verbeet
e998fffc8f wined3d: Do not mark invalid blend matrices dirty. 2010-09-03 11:05:24 +02:00
Henri Verbeet
5a7091b8f7 wined3d: Do not preload buffers while under the GL lock in process_vertices_strided(). 2010-09-03 11:05:19 +02:00
Henri Verbeet
bc2db78c3a wined3d: Explicitly document some more consequences of GL locking policy.
The basic rule is that you can't call anything that takes the user32 / gdi32
lock while under the GL (winex11) lock. As a consequence, you can't call
anything like context_acquire() or context_destroy() either.
2010-09-03 11:05:10 +02:00
Henri Verbeet
6c4c351791 wined3d: Don't require wined3d object parents to be COM objects. 2010-09-01 14:01:02 +02:00
Henri Verbeet
7c675b522a wined3d: Queries don't need parents. 2010-09-01 12:40:08 +02:00