Stefan Dösinger
b4b295c2a5
wined3d: Add WINED3DMULTISAMPLE_TYPE to wined3d_types.h.
2006-03-27 11:30:49 +02:00
H. Verbeet
46b13aaa58
wined3d: glTypeLookup cleanup.
...
Use a struct instead of an UINT array as entries in the glTypeLookup
table.
2006-03-22 21:39:04 +01:00
Stefan Dösinger
913df5b143
wined3d: Consistently use WINED3DRESOURCETYPE.
2006-03-10 21:43:00 +01:00
Stefan Dösinger
46e8d67787
wined3d: Update the glOrtho between 2 rhw draws if the viewport was changed.
2006-02-13 13:25:21 +01:00
H. Verbeet
e43cfb1a68
wined3d: Fix SetContainer.
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Add/Release references to the container.
Change the type of the container from IUnknown to IWineD3DBase.
2006-02-06 11:30:48 +01:00
Oliver Stieber
7c482cb9a1
wined3d: Vertex shader 8 support.
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Start to add support for DirectX 8 vertex shaders, constants and
registers are now correctly assigned and loaded allowing support for
most basic d3d8 shaders.
2005-12-09 11:23:52 +01:00
Oliver Stieber
aa9ce3577a
Added support for vertex and pixel shader constants that have no type
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i.e. they haven't been set yet or are clear.
2005-11-29 17:05:54 +01:00
Francois Gouget
6d442aeb34
Assorted spelling fixes.
2005-11-23 20:14:43 +01:00
Oliver Stieber
932815d6f0
Implement a pixel shader parser and cross compiler. All version of
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shaders up to 3 should be parsed correctly, but only shaders 1-1.4
will be cross compiled.
2005-11-21 16:27:55 +00:00
Raphael Junqueira
705aec5a6f
- defined D3DCOLOR_B macros to access byte values of D3DCOLOR
...
- use D3DCOLOR macros instead of using shift + masks
- fix a bug where diffuse.lpData checked instead of specular.lpData
- implement color fixup on ARB VShader compilation code:
-> on input parameters using swizzle
-> add is_color parameter on vshader_program_add_param
2005-11-15 12:03:13 +00:00
Oliver Stieber
1f2a9e2c31
Move the softwareVertexProcessing flag from the stateblock to the
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device because its state shouldn't be recorded in a stateblock.
2005-10-29 10:30:36 +00:00
Oliver Stieber
b3563daca2
Implement state tracking for pixel shader constants.
2005-09-28 10:13:00 +00:00
Francois Gouget
a8c7284f92
Assorted spelling fixes.
2005-09-26 10:58:41 +00:00
Oliver Stieber
9e6957bbdc
Optionally repack nonpower 2 textures to the expected span length when
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a textures is locked. This is necessary for buggy games like Warhammer
40k that don't work with the odd span sizes produce by default
nonpower 2 support.
2005-09-23 11:08:03 +00:00
Oliver Stieber
329d017db3
Start to implement TestCooperativeLevel.
2005-09-21 10:55:03 +00:00
Oliver Stieber
0c2fcf2efe
Added support for state management of vertex shader constants via
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stateblocks.
2005-09-21 10:19:29 +00:00
Oliver Stieber
5ea96a851f
Implemented occlusion queries using either GL_ARB_occlusion_query or
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GL_NV_occlusion_query.
2005-09-21 09:43:13 +00:00
Mike McCormack
93ab695a5c
Fix gcc 4.0 warnings.
2005-08-26 08:53:31 +00:00
Oliver Stieber
2af36c646e
Implemented stubbed out pixel shaders and their states in wined3d.
2005-08-25 19:24:21 +00:00
Oliver Stieber
3f24b9164d
Fix quite a few texturing problems and cases where text isn't being
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correctly displated.
2005-08-22 10:07:10 +00:00
Oliver Stieber
1be54d8b79
Integrate hardware vertex shaders into the drawing pipeline.
2005-08-19 10:05:00 +00:00
Oliver Stieber
2c0e97e641
Copy the parser and cross compiler from d3d8 and update everything to
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vertex shaders 3.0.
The Parser will now display the input shader in DirectX style, and the
cross compiler now generates valid ARB_VERTEX_PROGRAM programs and
outputs the result in ARB_VERTEX_PROGRAM style.
Support for a number of extended attributes has been added, but this
may not be complete, and dereferencing from loop counters isn't
properly parsed yet.
2005-08-17 11:34:03 +00:00
Oliver Stieber
9b0b803b47
Add support for vertex shader constants to the stateblock.
2005-08-17 10:27:01 +00:00
Oliver Stieber
80cbb93163
Tidy up vertex shaders and bring the current code inline with the rest
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of wined3d.
2005-08-17 09:54:54 +00:00
Oliver Stieber
313b01073c
Track the state of softwareVertexProcessing.
2005-08-11 10:31:40 +00:00
Oliver Stieber
e31bc6cea4
Moved support for non power 2 texture to hardware.
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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
bb6f9b022b
Move the setting of states from device to basetexture, states that
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relate to the opengl texture object will only be updated when they are
out of sync, this reduces the number of texture object state changes
during game play in Axis and allies from several hundreds to 0 or 1.
2005-08-03 11:00:28 +00:00
Oliver Stieber
d344162f41
Separate the setting of the DirectX texture and sampler states from
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the setting of OpenGL states (now in applyTextureStateState and
applySamplerState).
2005-08-01 10:58:31 +00:00
Oliver Stieber
386470bedc
Tidy up some of the formatting in drawprim and add missing strided
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data.
2005-07-30 19:06:14 +00:00
Mike McCormack
8955ac43a3
gcc 4.0 -Wpointer-sign fixes.
2005-07-28 10:16:21 +00:00
Oliver Stieber
c93da09265
Changed swapchains held by the device from an array to a linked
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list. Also provide a notification function that that the swapchain can
be removed when it is released.
2005-07-27 15:33:17 +00:00
Oliver Stieber
052d108bf5
DirectX uses a R/Z transform to translate a texture but under OpenGL a
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Q transform must be used instead.
2005-07-26 20:01:29 +00:00
Oliver Stieber
7cb748fed2
Makes sure any internal reference counting is passed onto the parent,
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any objects referenced by the internal stateblock are released when
the stateblock is released (we don't reference count while a
stateblock is recording, so recorded stateblocks have no references to
clean up).
2005-07-26 18:49:30 +00:00
Oliver Stieber
ea6189e04b
Implement resource tracking, require for reset and evict managed
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resources and provides extra sanity checks.
2005-07-26 10:34:15 +00:00
Raphael Junqueira
cc8762a91e
- add a new settings for vbo support
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- use a struct to handle wined3d settings
- prepare VBO using some abstraction APIs
2005-07-24 17:11:33 +00:00
Francois Gouget
bd19d67ad1
Assorted spelling fixes.
2005-07-22 09:06:03 +00:00
Oliver Stieber
948563267e
Implement the use of PBuffers for offscreen textures.
2005-07-19 11:39:24 +00:00
Oliver Stieber
fe80b4ea48
Implemented Get/Set/Free private data in resource.
2005-07-15 09:54:57 +00:00
Oliver Stieber
b220ce1343
Correct a few formats that were incorrect.
2005-07-13 19:38:39 +00:00
Oliver Stieber
6a032491d3
Added basic memory management and tracking to wined3d.
2005-07-13 11:34:55 +00:00
Oliver Stieber
13621056db
Move parameters relating to opengl on the surface structure on to a
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glDesciption member.
Removed Level and Target from LoadTexture, and reduced the dependency
on surface->device.
Fixed a couple of compiler warnings in d3d9.
2005-07-11 20:38:27 +00:00
Oliver Stieber
520c2f0870
Implemented basic non-power 2 texture in wined3d.
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Also fixed a typo in drawprim that was causing vertex declarations to
crash.
2005-07-11 14:25:54 +00:00
Oliver Stieber
8a6799d47d
Implement render targets using either textures, swapchains or
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standalone surfaces.
2005-07-07 20:35:05 +00:00
Oliver Stieber
abb11f30cd
Implemented stateblocks in wined3d.
2005-07-05 14:05:18 +00:00
Francois Gouget
02c25a8981
Assorted spelling fixes.
2005-06-30 18:19:33 +00:00
Oliver Stieber
18857f1170
Add support for samplers.
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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
46e7c30a71
Implement swapchains.
2005-06-23 11:05:24 +00:00
Marcus Meissner
9c01e4274f
Fixed definition/declaration mismatches of newly static vtables.
2005-06-09 09:47:10 +00:00
Dmitry Timoshkov
eba47f1dfe
Make remaining OLE interface vtables const.
2005-06-06 19:50:35 +00:00
Oliver Stieber
67f2ad4563
- Volume now inherits Resource. This isn't the way Microsoft implements
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the interface but it is more correct way (Microsoft even have a
resource type of volume).
- Moved usage, format, allocatedMemory and size onto the resource
class structure.
- Refactored Preload for classes that inherit BaseTexture, preload now
binds the texture instead of bind texture calling preload, bindTexture
allocated a glTexture if there isn't one.
- Added two new class static members BaseTexture_CleanUp and
Resource_CleanUp that should be called by classes that implement
BaseTexture or Resource.
2005-03-29 19:01:00 +00:00