Commit Graph

172 Commits

Author SHA1 Message Date
Raphael Junqueira e4a96cd571 Don't try to create HW Vertex Shaders when code is NULL (ie use
default rendering code using VertexShaderDeclaration for datas) as GL
drivers don't like empty programs.
2004-04-23 21:28:02 +00:00
Raphael Junqueira b42da1c51c Fix some random crashes found on some games in the new code (live
GLX/GL drivers).
2004-04-23 21:27:30 +00:00
Raphael Junqueira 58080d4f6a - more FIXME -> TRACE
- begin vendor/card detection (versions/names)
2004-04-22 23:46:05 +00:00
Christian Costa 1811e198f7 Converted some FIXMEs into TRACEs. 2004-04-21 22:24:22 +00:00
Francois Gouget 552dae7bf9 Fixed typos. 2004-04-20 20:16:16 +00:00
Raphael Junqueira 8e2da3e50d Fix the d3dcore_gl part of HW vertex shader support for brokens GL
headers.
2004-04-20 20:15:29 +00:00
Christian Costa 1337f2084f Fixed relative addressing.
Enable hw vertex shaders by default.
Moved registry d3d config key to Software\Wine\Direct3D.
2004-04-20 00:28:48 +00:00
Raphael Junqueira c87fd95f1f - fix the SetTextureStageState for D3DTADDRESS_MIRROR using dynamic GL
detection (and not build time GL headers)
- add a new debug channel for hardware vertex shaders
- hardware VS "compiler" fixes:
  -> special case for address registers (MOV must be replaced by ARL)
  -> add line numbers to trace (better to find why NVidia drivers complains)
  -> one parse to determine temporary and address registers needs
    (@todo: check GL limits)
  -> remove duplicate traces from Generic ParseProgram
2004-04-19 23:04:58 +00:00
Alexandre Julliard 4f56863300 Authors: Jason Edmeades <us@the-edmeades.demon.co.uk>, Christian Costa <titan.costa@wanadoo.fr>
Added support for vertex shader (using ARB_vertex_program extension).
2004-04-15 23:58:15 +00:00
Raphael Junqueira 5b17606a50 Fix the GL_MAX_VERTEX_UNITS_ARB undeclared compilation error. 2004-04-02 23:26:52 +00:00
Francois Gouget 359c709d59 Assorted spelling and case fixes. 2004-03-31 20:06:10 +00:00
Raphael Junqueira 114c9077d6 - more Extensions work (begin to detect ATI extensions)
- try to fix D3DTADDRESS_BORDER, D3DTADDRESS_MIRROR,
  D3DTADDRESS_MIRRORONCE using OpenGL extensions
- better set_tex_op: now use Runtime Extension support (and not
  compile support)
2004-03-30 05:14:57 +00:00
Raphael Junqueira 9fb52e7716 - support of D3DTSS_MAXMIPLEVEL
- support of D3DTSS_MIPMAPLODBIAS (using EXT_TEXTURE_LOD_BIAS extension)
- correct support of D3DTSS_MAXANISOTROPY for D3DTSS_MAGFILTER and
  D3DTSS_MINFILTER
- fixes for D3DTSS_MAGFILTER and D3DTSS_MAGFILTER
2004-03-27 20:42:14 +00:00
Alexandre Julliard 9e4ed6460c .spec.c files are no longer used for 32-bit dlls. 2004-03-24 03:36:44 +00:00
Francois Gouget b948778660 Assorted spelling fixes. 2004-03-23 23:20:16 +00:00
Ofir Petruska fe334f7e20 Keep the checkGLcall glActiveTexture/glActiveTextureARB separation in
all the file.
2004-03-23 23:13:56 +00:00
Ofir Petruska 4a8f7b23ad Define EXTRA_TRACES instead of #if 0. 2004-03-23 23:02:10 +00:00
Christian Costa 2616b57533 AddRef texture only if there is one for the requested stage. 2004-03-20 02:33:00 +00:00
Alexandre Julliard e8a339c1d2 Portability fixes for LSB compatibility. 2004-03-01 21:32:02 +00:00
Francois Gouget ad5ff7ceeb Assorted spelling and case fixes. 2004-02-09 22:07:42 +00:00
Alexandre Julliard 20b4585e3c Only link against libdxguid where necessary. 2004-01-27 00:11:16 +00:00
Ge van Geldorp 399901e054 Rename LARGE_INTEGER and ULARGE_INTEGER members "s" to "u" to conform
with PSDK.
2004-01-23 01:51:33 +00:00
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
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
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
- 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
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
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.
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
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
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
worth of bytes.
2003-10-07 03:31:46 +00:00
Jason Edmeades 78a7c5f28e Check for advertized vertex blend support before querying device
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
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
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
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
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
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
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
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