Commit Graph

253 Commits

Author SHA1 Message Date
H. Verbeet 02a8f74490 wined3d: Add a couple of traces to the vertexdeclaration creation code. 2006-08-07 19:42:31 +02:00
Jason Green d353ab7879 wined3d: Start checking for D3DUSAGE_QUERY_* items, improve traces. 2006-07-29 11:49:51 +02:00
Jason Green ac8f2c033c wined3d: Improve traces for D3DTRANSFORMSTATETYPE.
Added debug function for WINED3DTRANSFORMSTATETYPE and changed all
references from D3DTS_* to WINED3DTS_*.
2006-07-24 19:55:27 +02:00
Stefan Dösinger 127613bc6f wined3d: Whitelist pixelformats instead of blacklisting. 2006-07-24 12:57:34 +02:00
H. Verbeet 0924f969d1 wined3d: Texture stages that reference NULL textures should just pass
through the result of the previous stage.
2006-07-12 13:21:04 +02:00
Stefan Dösinger 1a82976908 wined3d: Flip WINED3DFMT_R8G8B8 to GL_RGB. 2006-07-06 12:45:27 +02:00
Ivan Gyurdiev 7e9fd0b4c1 wined3d: Add a function to print out D3DDECLUSAGE9 values. 2006-07-03 12:04:37 +02:00
H. Verbeet f3a2a9f30a wined3d: Add code for using register combiners for texture stage operations.
On nVidia cards the value of GL_MAX_TEXTURE_UNITS is generally not
larger than 4. In Direct3D that would correspond to
MaxSimultaneousTextures in the caps, rather than MaxTextureBlendStages
(which can be much larger) to which it currently corresponds in
wined3d. Using register combiners we can get around that limitation
and get up to GL_MAX_GENERAL_COMBINERS_NV (typically 8) texture
stages. This patch adds code for doing the texture operations with
register combiners instead of ARB_texture_env_combine or
NV_texture_env_combine4, but doesn't make use of that code yet. That's
what the next patch will do.
2006-06-28 16:08:36 +02:00
H. Verbeet 085e20c0da wined3d: Add & use D3DTEXTUREOP dumping code. 2006-06-28 15:43:53 +02:00
Francois Gouget 9bfbfcbeb4 Assorted spelling, case and grammar fixes. 2006-06-26 13:06:11 +02:00
Stefan Dösinger 3518747165 wined3d: Pixel format cleanup. 2006-06-21 12:15:50 +02:00
Jan Zerebecki 7528fc0de1 wined3d: Fix stencil related render states. 2006-06-13 10:50:55 +02:00
Jan Zerebecki df3e078b20 wined3d: Also print the format like a fourcc if unknown in debug_d3dformat. 2006-06-13 10:35:14 +02:00
H. Verbeet 405e11ea62 wined3d: Cleanup GetSrcAndOpFromValue().
- Cleanup GetSrcAndOpFromValue().
- Use naming more consistent with the rest of the file.
2006-06-12 16:07:58 +02:00
H. Verbeet 7b8bf46f3f wined3d: Remove a redundant break. 2006-06-07 11:47:54 +02:00
Jonathan Ernst 360a3f9142 Update the address of the Free Software Foundation. 2006-05-23 14:11:13 +02:00
Stefan Dösinger 158691ea3b wined3d: OpengGL accelerated blits.
Implement some basic opengl accelerated blts from and to render
targets. It's not perfect yet, but enought to make some D3D apps
happy. For now the only supported operations are:

- Full screen back -> Front buffer: Just call present
- Offscreen surface -> render target
- Render target -> offscreen surface(slow)
- render target colorfill
2006-05-23 12:41:31 +02:00
Stefan Dösinger 2a35f769e3 wined3d: Add missing render states to the dumping function. 2006-05-16 12:41:51 +02:00
Stefan Dösinger 2f724834f8 wined3d: Implement IWineGDISurface. 2006-05-15 14:02:03 +02:00
Stefan Dösinger 9abdac6aaa wined3d: Implement IWineD3DDevice::ProcessVertices. 2006-05-15 13:57:17 +02:00
Stefan Dösinger af462957c3 wined3d: Implement IWineD3DSurface::GetDC and IWineD3DSurface::ReleaseDC. 2006-05-08 20:58:27 +02:00
Ivan Gyurdiev ecba4d5cbd wined3d: Texture format corrections.
- add missing GL type and make GL cfg entries for A16B16G16R16
- correct L16 type to UNSIGNED_SHORT (..16 = short, not byte)
- change internal format for X8R8G8B8 from GL_RGB to GL_RGB8 which
  seems more correct
2006-04-21 11:35:06 +02:00
Stefan Dösinger a6206836e6 wined3d: Implement IWineD3DDevice::EnumDisplayModes. 2006-04-19 12:53:30 +02:00
Jason Green 5f4b424553 wined3d: Add case 0 to switch statement and fix the fixme.
Screwed up a copy/paste from one of my recent patches.  This
eliminates the erroneous FIXME for calls to D3DFmtMakeGlCfg() with 0
as the Stencil format.  Also, it changes the FIXME to print the
correct variable.
2006-04-13 11:23:50 +02:00
Jason Green 3f591ecb13 wined3d: Add some more debugging info.
Adds more debugging FIXME's if a specific WINED3DFMT_??? isn't supported.
2006-04-10 16:32:30 +02:00
Ivan Gyurdiev 5c12c043df wined3d: Map D3DFMT_L16, D3DFMT_A16B16G16R16 to OpenGL formats.
Map:
D3DFMT_L16 -> GL_LUMINANCE16_EXT
D3DFMT_A16B16G16R16 -> GL_RGBA16_EXT
as Raphael suggested.

Also increase the returned Bpp for unknown and unhandled formats from
4 to 8 bytes - this part fixes segfault in the F.E.A.R demo. It now
shows some flashy graphics before it dies again :)
2006-04-10 12:23:38 +02:00
Jan Zerebecki 10fc948093 wined3d: Add D3DFMT_L16. 2006-04-04 20:30:53 +02:00
Jason Green bb704ea951 wined3d: Add a couple more debugging output formats. 2006-04-04 12:08:40 +02:00
Stefan Dösinger d75fd75d48 wined3d: Add WINED3DPOOL to wined3d_types.h. 2006-03-28 17:34:42 +02:00
Stefan Dösinger 913df5b143 wined3d: Consistently use WINED3DRESOURCETYPE. 2006-03-10 21:43:00 +01:00
Stefan Dösinger 270afeb5e8 wined3d: Define D3D usage flags in wined3d_types.h. 2006-03-07 10:53:02 +01:00
Jason Green 6d30800db6 wined3d: Add a few more WINED3DFMT formats to be recognized. 2006-03-06 11:36:07 +01:00
Aric Cyr 252c4adb96 wined3d: Reverse GL_BGR to GL_RGB for the D3D RGB formats.
This fixes texture colours in many D3D games (verified with Age Of Mythology).
2006-03-01 20:05:11 +01:00
Jan Zerebecki 41e5478cdd wined3d: Extend debug_d3drenderstate with missing states. 2006-02-11 12:15:31 +01:00
Christoph Frick c99cab705e wined3d: Support for WINED3DFMT_A8B8G8R8. 2006-02-09 12:07:40 +01:00
Francois Gouget 6d442aeb34 Assorted spelling fixes. 2005-11-23 20:14:43 +01:00
Karsten Elfenbein 13fc2f88d6 Added A2R10G10B10 and D3DFMT_D24FS8 modes to all other functions. 2005-09-07 09:25:26 +00:00
Oliver Stieber 33b2c1fd3c Added support for DXT2 and DXT4. 2005-08-29 12:20:02 +00:00
Oliver Stieber e31bc6cea4 Moved support for non power 2 texture to hardware.
Fix for the texture state separation patches, ApplyTextureStates is
now called instead of being commented out.
2005-08-03 19:49:05 +00:00
Oliver Stieber d344162f41 Separate the setting of the DirectX texture and sampler states from
the setting of OpenGL states (now in applyTextureStateState and
applySamplerState).
2005-08-01 10:58:31 +00:00
Oliver Stieber 052d108bf5 DirectX uses a R/Z transform to translate a texture but under OpenGL a
Q transform must be used instead.
2005-07-26 20:01:29 +00:00
Oliver Stieber b220ce1343 Correct a few formats that were incorrect. 2005-07-13 19:38:39 +00:00
Oliver Stieber 9253e0e39c Tidy up some comments and formatting. 2005-07-13 14:15:54 +00:00
Oliver Stieber 8a6799d47d Implement render targets using either textures, swapchains or
standalone surfaces.
2005-07-07 20:35:05 +00:00
Oliver Stieber 18857f1170 Add support for samplers.
Switch from using d3d9 constants to wined3d constants so that there's
no recursive dependencies.
2005-06-24 11:53:07 +00:00
Oliver Stieber 7b261656fd Added a stubbed out version of query to d3d9 and wined3d.
Update the d3d9 headers and creates wined3d types where d3d9 and d3d8
are incompatible.
2005-03-03 13:57:15 +00:00
Alexandre Julliard d0ee9f9309 Avoid spaces before preprocessor directives, that's not portable. 2005-03-02 12:23:20 +00:00
Jason Edmeades bcecddc084 - Add texture support for all the texture types for d3d9->wined3d.
- Add prototypes for the COM interfaces.
- Fix some incorrect types from the last patch.
2005-01-17 13:44:57 +00:00
Jason Edmeades 41427857b1 Add render target support, and ensure there is a front and back buffer
created during device creation.
2005-01-09 17:37:02 +00:00
Jason Edmeades 2003c7ab11 Add {G,S}etRenderState and {G,S}etTextureStageState support, and
ensure the stateblock is fully populated at device startup.
2004-12-13 13:35:38 +00:00
Jason Edmeades f738c146e2 Add {G,S}etIndices, {G,S}Viewport and enable the basic drawing
functionality into wined3d and call from d3d9.
2004-12-09 11:42:34 +00:00
Jason Edmeades c579fa6213 Move the Check* type functions into wined3d and copy from d3d9, and
flag that they are mostly stubs.
2004-10-05 02:14:06 +00:00
Jason Edmeades ae5a436873 - Make d3d8 know about the wined3d device and start using it.
- Move some of the screen mode related functions into wined3d and add
  untested support for the new d3d9 options of providing the format to
  some of the calls.
- Move other functions from the directx interface into the common
  library and implement the calls from d3d9 as well.
- Copy across the first of the functions used to make traces more readable,
  creating utils.c to store them in. Eventually the ones in d3d8 will be
  removed but for now just duplicate the code.
2004-09-28 02:12:12 +00:00