Added some stencil / D3DDevice7 capabilities.
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@ -160,7 +160,9 @@ static void fill_opengl_caps(D3DDEVICEDESC *d1)
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d1->dcmColorModel = D3DCOLOR_RGB;
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d1->dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY |
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D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY |
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D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY;
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D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY |
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/* D3D 7 capabilities */
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D3DDEVCAPS_DRAWPRIMITIVES2 | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_HWRASTERIZATION;
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d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS);
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d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP;
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d1->bClipping = TRUE;
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@ -190,7 +192,8 @@ static void fill_opengl_caps(D3DDEVICEDESC *d1)
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d1->dvGuardBandTop = 0.0;
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d1->dvGuardBandBottom = 0.0;
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d1->dvExtentsAdjust = 0.0;
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d1->dwStencilCaps = 0; /* TODO add proper caps according to what OpenGL can do */
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d1->dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP |
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D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO;
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d1->dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1;
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d1->dwTextureOpCaps = 0; /* TODO add proper caps according to OpenGL multi-texture stuff */
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d1->wMaxTextureBlendStages = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */
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