Commit Graph

107 Commits

Author SHA1 Message Date
Alexandre Julliard ac7b9451f7 Authors: Christian Costa <titan.costa@wanadoo.fr>, Jason Edmeades <us@the-edmeades.demon.co.uk>
Fixes for rendering targets.
2004-05-02 04:22:31 +00:00
Raphael Junqueira d52c5080cf - Fix compilation again using olders GL headers
(glCompressedTexImage2DARB problem).
- Fix typo on constant.
- Detection of NVidia texture_shader and register_combiners
  extensions.
- Begin to implement BUMPMAPPING using NVidia Texture shader extension
  (not really working for now).
2004-04-29 00:20:18 +00:00
Christian Costa 15ccb11ea5 Implemented fast rendering to a texture using glCopyTexImage2D
Fixed SetViewport.
Fixed SetRenderTarget (based on Jason Edmeades' work).
Improved trace.
2004-04-26 23:34:17 +00:00
Marcus Meissner 3795a08149 Fixed some strict aliasing issues in dlls/d3d8.
Incorporated bugfix from Christian Costa in vshader_expp.
2004-04-26 20:15:02 +00:00
Raphael Junqueira b4a37991ef - implement SetRenderState D3DRS_FOGENABLE/D3DRS_RANGEFOGENABLE
- implement SetRenderState D3DRS_RANGEFOGENABLE
- fix SetRenderState D3DRS_FOGVERTEXMODE Caps/Detection traces
- fix IDirect3D8::GetAdapterIdentifier to use FillGLCaps and provide
  more exact infos (driver versions, vendor, ...)
- split Fake GL Context creation from GetDeviceCaps for external use
- add a new channel (d3d_caps) for all IDirect3D8 Caps/detection traces
- rename fps channel to d3d_fps
- high use of runtime detected OpenGL Caps instead of defines
- update supported Caps using runtime detection
2004-04-26 20:12:28 +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 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
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
Francois Gouget ad5ff7ceeb Assorted spelling and case fixes. 2004-02-09 22:07:42 +00:00
Francois Gouget 640cc3f3e1 Assorted spelling fixes. 2004-01-06 22:08:33 +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
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
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
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 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
Alexandre Julliard e37c6e18d0 Fixed header dependencies to be fully compatible with the Windows
headers (with help from Dimitrie O. Paun).
2003-09-05 23:08:26 +00:00
Jason Edmeades beb4ac8fe1 DXT1/3/5 support was broken, but unnoticeable since we also indicated
it wasn't supported.
2003-08-15 03:50:08 +00:00
Jason Edmeades d8b2109e61 Only reapply the texture states necessary when a different texture
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.
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 564f5828b0 Add fps debug channel, so we can see how the d3d code is performing and
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
Jason Edmeades 021604c600 Implement UpdateTexture for 2D textures only.
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
Raphael Junqueira 44edc0c0ec - dsound and d3d works better when x11drv locks/unlocks are correct
- more traces
2003-06-18 03:17:42 +00:00
Jason Edmeades 21a092816a Fix the texture operations to resolve glitches shown in UT2003 when
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 3cf874bb04 Make the fixed function pipeline support multiple streams for created
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
Raphael Junqueira e4882b1548 - cleaning of volume.c/volumetexture.c as done previously for
surface.c/*texture.c (with add of lockable, locked and Dirty flags)
- add of dirtyRect/dirtyBox for better dirtification management (not
  used yet, but huge optimisation can be possible now)
- fix some debug traces (well it's better to use debug_d3dpool)
- fix some stupid regression on point parameters (forgot to check
  extension on fillcaps)
2003-06-04 23:05:46 +00:00
Raphael Junqueira 713013a978 - add a new private header d3dcore_gl.h that declares needed opengl
defines and the caps defines
- cleanup of device.c using the caps defines (avoid the #ifdef
  nigthmare)
- add {Set,Get}GammaRamp support
2003-06-04 23:01:49 +00:00
Raphael Junqueira 24be30657d - some cleanup and warning fixes
- split of CreateDevice gl/gxl detection code into FillGLCaps
- implementation of resolution change (using ChangeDisplaySettings)
  but desactived as ChangeDisplaySettings don't seem to work well
- begin of swap chain support (now need to split/clean
  gxlpbuffer/glxpixmap code for swap chain use)
2003-06-04 22:55:19 +00:00
Raphael Junqueira b050a3dbf1 - pixel shader program dump code
- pixel shader code split into a new "COM object" (as done before for
  vertex shader)
- some fixes on Validate* functions call types
- add pixel shader (ie fragment_program) detection on caps code
2003-06-04 22:45:57 +00:00
Jason Edmeades 3d51c865d4 Add support for a lot of the remaining texture ops, move code into the
utils module, and clean up the main code path.
2003-06-04 22:20:47 +00:00
Raphael Junqueira 0b5e9d9feb - some cleanups
- more cubetextures fixes (now d3d8 sdk cubemap sample work almost
  perfectly)
- add a new debug function "debug_d3dpool" and use it
- add a new param (the device) for the conversions functions (because
  we need to check caps to see how to convert)
- some crashes fixed in render to surface code with no stencil-depth
  surface
- a very simple cliplane fix
- a stupid palettes fix (stupid language)
- begin of anisotropic filter support
- begin of compressed textures support
- a very useful debug functions: IDirect3DSurface8Impl_SaveSnapshot to
  dump surfaces as png ;)
- many useful surfaces debug code (using SaveSnapshot)
2003-06-04 22:12:34 +00:00
Jason Edmeades 4e3100825f Correct specular enable renderstate. 2003-06-04 22:04:44 +00:00
Jason Edmeades 2eaf05bfd5 Avoid the use of glGet when we know the information locally. 2003-06-04 22:02:06 +00:00
Raphael Junqueira 3cae8cfa69 - implemented render to surfaces (and render to new rendertargets)
using glx pbuffers (with a useful debug code to display rendered
  surface into window drawable)
- better cubetextures
- split utilities functions into utils.c and added more
- more readable debug again
- a better caps code (not perfect but i'll use glx code later)
- use of the new caps code
- begin of UpdateTexture
- begin of Cursor support
- cleaning most of deprecated #if 0/#endif
- correct some lockable/unlockable behavior
- correct some returns code
2003-06-04 21:55:29 +00:00
Jason Edmeades 350aa2dcc4 Fill in lots of unimplemented render states. 2003-06-04 20:10:43 +00:00
Jason Edmeades 7f53bb8f8c Avoid setting and resetting the same values when there are many
rectangles.
2003-05-22 03:35:24 +00:00
Raphael Junqueira 9489f8bdc0 - mor usefull debug functions debug_d3dusage and debug_d3ddevicetype
- fix a crash in pixel shader parser (happened with unreal2)
- currently desactive pixel shaders caps (with #define) while hw
  shaders code isn't merged
- when we have a special debug channel for shader, use it ;)
- fix again some stubs return value
- more more readable traces now (principaly IDirect3D8 capacities
  check and surface locking code) using new debug functions
- fix/cleaning the surface locking code
- now we support D3DTOP_SUBSTRACT so declare it in caps
- now support true 32bit (well X 24 bit can be used as 32 bit in caps
  code)
- first try to get D3DTSS_TCI_CAMERASPACENORMAL and
  D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR look good
- native support 32 bit support (now application can choose 16 or 32
  bit support) if current resolution is 24 bit (as we can only launch
  games in windowed mode)
- textures palettes support
- fix reflexion placement code (the sdk sample begin to work)
- fix a stupid crash when using traces in vshaderdeclaration
- more more readable traces (init/caps)
- more cubetextures fixes
2003-05-17 18:33:02 +00:00