Correct device capabilites including support in previous patch, as

well as making the texture operations capabilities more accurate.
This commit is contained in:
Jason Edmeades 2003-04-19 20:33:23 +00:00 committed by Alexandre Julliard
parent 55e85807f8
commit 5abc0654b5
1 changed files with 13 additions and 2 deletions

View File

@ -322,6 +322,9 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps (LPDIRECT3D8 iface,
pCaps->CubeTextureFilterCaps = 0;
pCaps->VolumeTextureFilterCaps = 0;
pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP;
#if defined(GL_VERSION_1_3)
pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
#endif
pCaps->VolumeTextureAddressCaps = 0;
pCaps->LineCaps = D3DLINECAPS_TEXTURE | D3DLINECAPS_ZTEST;
@ -347,7 +350,15 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps (LPDIRECT3D8 iface,
D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO /* | D3DSTENCILCAPS_DECR | D3DSTENCILCAPS_INCR */;
pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x80000;
pCaps->TextureOpCaps = 0xFFFFFFFF;
pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD | D3DTEXOPCAPS_ADDSIGNED | D3DTEXOPCAPS_ADDSIGNED2X |
D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_MODULATE2X | D3DTEXOPCAPS_MODULATE4X |
D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_DOTPRODUCT3 | D3DTEXOPCAPS_DISABLE;
/* FIXME: Add D3DTEXOPCAPS_ADDSMOOTH D3DTEXOPCAPS_BLENDCURRENTALPHA D3DTEXOPCAPS_BLENDDIFFUSEALPHA D3DTEXOPCAPS_BLENDFACTORALPHA
D3DTEXOPCAPS_BLENDTEXTUREALPHA D3DTEXOPCAPS_BLENDTEXTUREALPHAPM D3DTEXOPCAPS_BUMPENVMAP D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
D3DTEXOPCAPS_LERP D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA D3DTEXOPCAPS_MULTIPLYADD
D3DTEXOPCAPS_PREMODULATE D3DTEXOPCAPS_SELECTARG2 D3DTEXOPCAPS_SUBTRACT */
{
GLint gl_max;
@ -653,7 +664,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
IDirect3DDevice8Impl_SetViewport((LPDIRECT3DDEVICE8) object, &vp);
}
TRACE("(%p,%d)\n", This, Adapter);
TRACE("(%p,%d) All defaults now set up, leaving CreateDevice\n", This, Adapter);
return D3D_OK;
}