Commit Graph

17 Commits

Author SHA1 Message Date
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 b3ca47c689 Add real support for VS1.1, ie make the relative addressing mode
work.
2003-09-25 20:22:40 +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 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 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 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
Raphael Junqueira c816f31416 - new debug channel for shaders code 'd3d_shader'
- more debugging traces
2003-05-14 19:34:00 +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 31e78f479e Header files must not include config.h. 2003-04-12 00:06:42 +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
Alexandre Julliard f8aa3b506c Added -Wpointer-arith gcc flag, and fixed the resulting warnings. 2003-01-23 21:32:35 +00:00
Raphael Junqueira 6b03dd5c85 - move input and output data in VertexShader struct
- better traces
- specific input data filling function for vertex shaders using vertex
  shader declaration (and not FVF ... maybe FVF will return for fast
  path with simples vertex shader declarations)
- huge vertex shader fixes:
  - add and fix many vs (1.0->2.0) used opcodes in complex shaders
  - improvements to programs parser: parse comments, version, ..
  - add a vertex shader input filler function (parsing vertex shader
    declaration): almost complete
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 20:29:33 +00:00
Patrik Stridvall 46304a7361 Fixed some issues found by winapi_check. 2003-01-02 19:28:09 +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
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