Alexandre Julliard
4e4460eaef
There's no need for DUMMYUNIONNAME in private headers.
2004-01-08 05:27:23 +00:00
Francois Gouget
640cc3f3e1
Assorted spelling fixes.
2004-01-06 22:08:33 +00:00
Jason Edmeades
e086402f9a
Fix the draw*primitiveUP calls so they work directly after a draw
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which uses vertex shaders.
2004-01-06 00:36:45 +00:00
Jason Edmeades
912c09b8ef
Disable the use of the 'w' parm in rhw mode.
2003-11-17 20:04:44 +00:00
Jason Edmeades
61608b71fc
If swap mode is discard, clear the backbuffer before moving onto the
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next frame.
2003-11-17 20:04:30 +00:00
Jason Edmeades
96be4449f3
Use the current window visual only.
2003-11-17 20:04:08 +00:00
Raphael Junqueira
63c1093f24
- stupid typos fixes on software vertex shader operands
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- CopyRects fix (problem in error paths) based on Carlos Lozano patch
2003-11-11 00:43:51 +00:00
Jason Edmeades
dfccba7153
Pass through floats correctly to the render states at
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initialization. Fixes point problems.
2003-11-04 04:17:52 +00:00
Carlos Lozano
d970c097f4
Check that we don't write out of the defined range of palettes.
2003-11-04 04:17:28 +00:00
Jason Edmeades
2b832f11a5
Make support for CopyRects to a small area of the back buffer, and
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correct the general method of updating the back buffer.
2003-10-31 04:15:07 +00:00
Jason Edmeades
ef8a634cb4
Clear should not be affected by write masks.
2003-10-31 03:35:43 +00:00
Jason Edmeades
ef65d2a6a6
ColorWriteEnable should not impact clearing the screen.
2003-10-31 00:09:07 +00:00
Jason Edmeades
0b37bf74b9
CopyRects (per rect) copied one too many lines, trashing the heap.
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Also tidies up scissor test from previous patch.
2003-10-30 23:24:44 +00:00
Jason Edmeades
c922278bfa
Culling to different viewports failed as clearing the whole viewport
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cleared the screen.
2003-10-30 23:05:09 +00:00
Jason Edmeades
14231aa83b
Correct writing to back buffer in non-ortho mode, and ensure the line
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stipple is passed correctly to enable proper wireframe support.
2003-10-30 22:46:29 +00:00
Dimitrie O. Paun
fbdfd910c1
Remove SYMBOLFILE and LDDLLFLAGS from Makefiles.
2003-10-11 01:09:15 +00:00
Jason Edmeades
e0faa866e0
DXTn stride is to the next block, which is the equivalent to 4 rows
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worth of bytes.
2003-10-07 03:31:46 +00:00
Jason Edmeades
78a7c5f28e
Check for advertized vertex blend support before querying device
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capabilities, which silences issues about vertex blending.
2003-10-03 04:35:07 +00:00
Jason Edmeades
06fd1e25f7
Minor fixes - Remove light debug statements, handle disabled specular
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material properly, release surfaces when debugging and clean up trace
a little.
2003-10-03 03:35:53 +00:00
Jason Edmeades
8b2c10bcd4
MaxActiveLights means number of concurrent lights, but any number can
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be set up. Change support for lights into a linked list and only set
up an equivalent gl light when the light is enabled.
2003-09-30 00:21:07 +00:00
Jason Edmeades
ba69d05022
Make unlock of the backbuffer correctly restore the contents.
2003-09-30 00:20:08 +00:00
Jason Edmeades
b3ca47c689
Add real support for VS1.1, ie make the relative addressing mode
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work.
2003-09-25 20:22:40 +00:00
Jason Edmeades
de3b0dfffb
The 'w' component is used more than just for the vertex, so we cannot
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do the projection mapping ourselves. Also tidy up a tracepoint, and
preinitialize the shaders output as windows seems to.
2003-09-25 20:22:21 +00:00
Jason Edmeades
ce85a90538
DXTn format has odd mipmap levels in that the space allocated for
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small levels needs a lot of padding.
2003-09-19 04:02:35 +00:00
Jason Edmeades
7ac9d258c3
GL doesn't like incorrect lengths passed into DXTN processing.
2003-09-19 00:20:19 +00:00
Jason Edmeades
40b09a23e5
Vertex shader output is lit and transformed, so stop GL doing it all
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again.
2003-09-19 00:07:34 +00:00
Jason Edmeades
74c3281bef
Simple fix to handle the more common case of actually having a GL
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context!
2003-09-19 00:07:16 +00:00
Alex Pasadyn
ad22804e28
Enable resolution changes for D3D8 applications.
2003-09-16 20:24:49 +00:00
Alexandre Julliard
e37c6e18d0
Fixed header dependencies to be fully compatible with the Windows
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headers (with help from Dimitrie O. Paun).
2003-09-05 23:08:26 +00:00
Jason Edmeades
d9b8dfd7da
Use a dummy GL context if one is not available when GetDeviceCaps is
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called.
Remove the compiler warnings introduced in the last DXTn patch.
2003-09-02 00:53:21 +00:00
Jason Edmeades
beb4ac8fe1
DXT1/3/5 support was broken, but unnoticeable since we also indicated
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it wasn't supported.
2003-08-15 03:50:08 +00:00
Patrik Stridvall
ba78aac406
Fixed some issues found by winapi_check.
2003-08-08 21:07:23 +00:00
Jason Edmeades
d8b2109e61
Only reapply the texture states necessary when a different texture
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gets bound to the same texture unit.
2003-08-05 19:18:58 +00:00
Jason Edmeades
2ec3bbccc1
glColorMaterial enable/disable setup is only done when really necessary.
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If glColorMaterial is set to track current color and none is supplied,
it gets disabled.
glMaterial is reset when I think it is necessary.
Slow mode now has defaults for when fvf parms are not supplied (as per
fast mode).
Slow mode now sets up the specular color (forgot that bit previously,
I think!).
Trace now lists the front, back and stencil buffers for ease of
debugging.
2003-08-05 18:29:20 +00:00
Jason Edmeades
862a1073a5
Disable client texture states when not in use (fast mode) otherwise
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traps occur.
Correct number of texture coords supplied in both fast and slow mode.
Dont supply a default colour of white when diffuse mode is disabled.
Reenable fast mode.
2003-07-21 20:01:23 +00:00
Jason Edmeades
564f5828b0
Add fps debug channel, so we can see how the d3d code is performing and
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their impact of performance changes.
SetTransform almost rewritten in a much neater way, and in
coordination with drawprim it significantly reduces the number of
times that we reload the matrixes.
2003-07-19 03:02:42 +00:00
Alexandre Julliard
d09b2b988a
Warning fix.
2003-07-15 20:52:21 +00:00
Raphael Junqueira
d5ca917a36
- some cosmetic fixes
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- fix a bug on IDirect3DVolume8Impl_AddDirtyBox
2003-07-08 21:01:48 +00:00
Jason Edmeades
021604c600
Implement UpdateTexture for 2D textures only.
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Handle alphaop disabled but color op not-disable in a more appropriate
way (Docs say this is an illegal state and then proceed to use it).
Trace out textures as they are created.
Update the comments around the debug code and complete the debugging
set so textures which are used in the game can also be viewed.
2003-07-03 18:10:22 +00:00
Jason Edmeades
9a9fcd1ad4
Ensure MIPMAP levels is reset when rebinding an existing texture to a
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texture unit.
2003-07-02 00:38:01 +00:00
Jason Edmeades
39538a5a9c
Add GetLevelCount to the basetexture class.
2003-07-02 00:37:40 +00:00
Jason Edmeades
86cb1cec75
Ensure pixel coordinates point to the bottom left of the pixel not the
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middle.
2003-07-02 00:36:59 +00:00
Dmitry Timoshkov
4e1ef0c114
For all DLLs with defined DllMain and which do not require
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DLL_THREAD_ATTACH/DLL_THREAD_DETACH notifications, call
DisableThreadLibraryCalls() in order to slightly improve performance
on thread creation/exiting.
2003-06-30 20:53:48 +00:00
Raphael Junqueira
dcddfbc140
- currently always use sloaw path as fast path have some problems
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- fix APIENTRY mismatched value used by gl func pointers (in
d3dcore_gl.h)
2003-06-27 22:20:44 +00:00
Raphael Junqueira
44edc0c0ec
- dsound and d3d works better when x11drv locks/unlocks are correct
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- more traces
2003-06-18 03:17:42 +00:00
Raphael Junqueira
bf2121a312
Fix AddDirtyRect uncorrect behavior (crash in some cases). Based on a
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patch from Roderick Colenbrander.
2003-06-16 20:20:25 +00:00
Jason Edmeades
21a092816a
Fix the texture operations to resolve glitches shown in UT2003 when
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get quad damage.
checkGLcall must not supply a \n as that is supplied by its
expansion.
Performance fixes to save applying the same states 6 times and to
reduce function calls when accessing front/back buffers.
Make traces more readable by more constants -> english descriptions.
2003-06-13 19:14:34 +00:00
Jason Edmeades
5593a08334
When emulating fullscreen it helps to not allocate space for menu bars
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and borders. Make this window a popup window.
2003-06-13 18:53:06 +00:00
Jason Edmeades
3cf874bb04
Make the fixed function pipeline support multiple streams for created
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vertex shaders with no function supplied. Also split down draw
primitive along the lines of the d3dcore requirements and put in some
diagnostic aids.
2003-06-13 18:09:05 +00:00
Raphael Junqueira
85aa298ad2
Fixed compilation problems.
2003-06-06 18:12:59 +00:00