Commit Graph

104 Commits

Author SHA1 Message Date
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 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 7ac9d258c3 GL doesn't like incorrect lengths passed into DXTN processing. 2003-09-19 00:20:19 +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
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 d9b8dfd7da Use a dummy GL context if one is not available when GetDeviceCaps is
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
it wasn't supported.
2003-08-15 03:50:08 +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
Jason Edmeades 5593a08334 When emulating fullscreen it helps to not allocate space for menu bars
and borders. Make this window a popup window.
2003-06-13 18:53:06 +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
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 84cd1925fe Opengl 1.4 added stencil wrap support as per directx (also in the
GL_EXT_stencil_wrap extension).
2003-06-04 22:01:05 +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
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
Jason Edmeades 1e9689e487 Previous viewport fix only works for full screen applications as we
didn't change the back buffer size information until after copying the
presentation parameters, so when setting up the viewport the
backbufferwidth/height was 0. Moved the copy until after it has been
corrected.
2003-05-15 04:16:16 +00:00
Raphael Junqueira 128fd3496a Declare that we can support cube textures now (currently only creation
is done).
2003-05-14 19:32:24 +00:00
Jason Edmeades 3a812c6435 Make sure we advertize our capabilites correctly. 2003-05-13 23:50:05 +00:00
Christian Costa 6e0703d11b Mark some surface formats as not supported. 2003-05-13 23:39:14 +00:00
Raphael Junqueira 89ec35fe43 - minor COM fixes (fixes some crashes on stupid games)
- minor indentation changes
- fix SELECTARG2 behavior (with help from Lionel Ulmer)
- surface locking/unlocking (only rendering and textures surfaces
  supported now)
- beginning of Target/Front surface support
- try to get D3DTOP_SELECTARG_* working
- implemented D3DTOP_SUBTRACT: currently only if OpenGL1.3 is used, we
  have to use GL_SUBTRACT_ARB for other versions
2003-05-11 03:35:27 +00:00
Raphael Junqueira 18af8d8611 - Disable some 'classic' debug traces (avoid useless flood of traces
while debugging games).
- Fix the texture size caps using GL_MAX_TEXTURE_SIZE.
2003-05-08 17:36:00 +00:00
Jason Edmeades 8534f79124 - Move texture loading into PreLoad for 2D textures (needs doing for
the others as well), and call when needed as well.
- Change D3DFMT_R5G6B5 handling to make backdrop of Max Payne appear.
- Add code to reject attempts to use invalid texture units (Max Payne
  did this a lot).
- ValidateDevice fixme silenced as harmless but occurs frequently.
- Add trace which can be compiled in to debug vertex shaders, and
  correct fixmes and dprintf's into appropriate trace statements.
- Ensure we trace what we return when querying the device caps.
- Correct bug with negative numbers in vertex shader code.
2003-05-08 03:49:04 +00:00
Alexandre Julliard 69361e08b9 Moved x11drv.h to dlls/x11drv. 2003-04-22 04:05:08 +00:00
Jason Edmeades 53391ac33f DOT3 isn't there on earlier opengl versions. 2003-04-21 22:37:48 +00:00
Jason Edmeades 4df43cc263 When a game requests fullscreen, make its window the dimensions
requested. Ideally this should be followed by making the screen that
resolution, but this suffices for now.
2003-04-20 02:47:22 +00:00
Jason Edmeades 02f3df3988 Windows never reports 24 bit colours, and some games fail to work
unless in specific modes. Report 16bit colour for 24bit modes.
2003-04-20 02:43:05 +00:00
Jason Edmeades 5abc0654b5 Correct device capabilites including support in previous patch, as
well as making the texture operations capabilities more accurate.
2003-04-19 20:33:23 +00:00
Jason Edmeades 55e85807f8 Add DotProduct3 support if supported by opengl. 2003-04-19 20:30:58 +00:00
Christian Costa 7f1250e5cf Handle creation of a depth/stencil buffer when creating a device.
Implement IDirect3D8DeviceImpl_GetDepthStencilBuffer.
2003-04-17 02:16:07 +00:00
Christian Costa 074d293c85 Increase MaxStreams to 2 in CAPS. 2003-04-13 01:03:05 +00:00
Jason Edmeades 043680c140 Correct some capabilities, and default others to fully supported for
now.
2003-02-01 00:35:36 +00:00
Raphael Junqueira 92155f158f - Defer of IDirect3DVertexShader_SetConstant, waiting for
DrawPrimitive call.
- Beginning of VertexShader constants support into stateblock (only
  stored, not captured yet).
- Fix compiation with nivdia GL/gl.h and mesa Gl/glext headers as
  reported by Andrew John Hughes.
- One glActiveTexture/glActiveTextureARB missing.
2003-01-30 00:18:27 +00:00
Raphael Junqueira 4b0297d894 Some needed cleanups for future dx9 and d3d common layer support:
- stateblocks to IDirect3DStateBlockImpl interface and moving into
    a new file (stateblock.c)
  - shaders to IDirect3D*ShaderImpl interfaces
  - splitting vshader and vshader declaration as in dx9 into 2
    interfaces (for future common layer use)
  - vshader declaration code to a new file (vsaderdeclaration.c)
  - device calls to new interfaces (redirect stubs)
Simple texture fix for a little regression after last Jason's patches.
Some caps code using the GL/glext.h defines (GL_VERSION_*).
2003-01-28 01:12:23 +00:00
Jason Edmeades 5840a1bffc Use device max lights and clipplane support. Also change clipplane to
be affected by view matrix.
2003-01-23 22:38:51 +00:00
Raphael Junqueira 9e43683316 - beginning of vertex matrix blending using extensions (currently
alpha alpha stage as i haven't understand needed extension behavior)
- modify SetRenderState for matrix blending specific params
- by default diffuse color is white ;)
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 23:12:37 +00:00
Raphael Junqueira 72fb7acf8d Beginning of more COM compliant behavior:
- AddRef/Release where needed
- use IUnknown* instead void*
- fix many GetDevice using AddRef
- fix IDirect3DSurface8Impl_GetContainer using QueryInterface
2003-01-14 23:05:39 +00:00
Jason Edmeades bcb05fd43e Add support for some of the texture address states and border colour. 2003-01-14 22:50:00 +00:00
Dimitrie O. Paun 297f3d898d Define NONAMELESS{STRUCT,UNION} explicitly in the files that need them. 2003-01-07 20:36:20 +00:00
Raphael Junqueira 559b10699f - integration with DrawPrimitive
- remove non-esthetic c++ comments into c comments block ;)
- more more debug
- indent, cleanups
- trying to use DIFFUSE and SPECULAR for vertex shader
- many fixes
- integration with Jason's texture patch
2003-01-02 17:59:01 +00:00
Jason Edmeades 13ee7cd154 Query opengl to ensure it supports multitexture, and honour the number
of supported texture units. Especially important for NVidia drivers
which only support 2 texture units.
2002-12-23 01:34:59 +00:00
Raphael Junqueira 1df8f18e46 - some fixes in CreateDevice init
- vertex shader declaration parser (with output dump) and
   interpretation (generate the FVF descriptor for program input)
 - vertex shader program parser (with output dump)
 - software vertex shader program emulation
2002-12-18 05:05:41 +00:00
Raphael Junqueira e31ae92630 - some D3D8 fixes
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on
  DirectX8)
- beginning of D3DX8 support the D3D8 utility API (very basic, only
  the core header)
2002-12-17 01:15:15 +00:00
Jason Edmeades ca6bcdcc99 - Stencil mapping now works (it helps to actually allocate a stencil
buffer).
- Texture mapping corrected if no real texture bound.
- Code now detects which opengl extensions are present - to be
  extended later.
- More debug tracepoints.
2002-11-06 19:56:32 +00:00
Jason Edmeades ec7155b608 - Initialize the texture state information.
- Add dummy textures so texture operations which dont reference the
  texture can work.
- Support 2d and 3d textures properly.
- Reapply the texture state information as textures get set, as opengl
  stores the state along with the bound texture whereas directx uses the
  current state information during the draw stage.
- 3rd attempt to sort out lighting, for programs which dont set normals.
- Temporarily silence some unnecessary fixmes.
2002-10-28 19:00:23 +00:00
Jason Edmeades 99cd0de7d9 Add the basic support for volume textures / volumes (3d textures). 2002-10-21 18:21:59 +00:00
Alexandre Julliard b34fb35b31 Fixed warnings caused by conversion to -DSTRICT. 2002-10-18 23:48:57 +00:00
Jason Edmeades 9240bc3fbe Various fixes, typos corrected and clarifying trace points. 2002-10-07 18:24:28 +00:00
Jason Edmeades 26258ce06a Initial D3D8 implementation. 2002-09-27 22:46:16 +00:00