Stefan Dösinger
8eef221d20
d3d: Handle the pointsize_min default difference in d3d8.
2009-11-03 21:22:12 +01:00
Stefan Dösinger
83bca75707
d3d8: Fix device creation error handling.
2009-11-03 21:22:02 +01:00
Stefan Dösinger
63326b1925
wined3d: Add a usage flag for vertex buffer optimization.
2009-11-03 21:21:48 +01:00
Stefan Dösinger
90e443758a
wined3d: Add a parameter for SetRenderTarget viewport setup.
2009-11-03 21:21:30 +01:00
Henri Verbeet
bf10dbe8a6
wined3d: Map D3DFMT_D24S8 to WINED3DFMT_D24_UNORM_S8_UINT.
...
The internal order of the depth and stencil bits is unspecified since the
format isn't lockable.
2009-10-30 11:28:52 +01:00
Henri Verbeet
50f5c9253e
d3d8/tests: Properly release the first device in test_depth_stencil_reset().
2009-10-23 12:03:03 +02:00
Henri Verbeet
f8bd01a315
d3d8: Add traces.
2009-10-19 11:45:57 +02:00
Henri Verbeet
ec5c417019
d3d8/tests: Check some more return values (LLVM/Clang).
2009-10-16 13:37:05 +02:00
Henri Verbeet
f4005c371f
d3d8: Get rid of some unused variables in IDirect3DDevice8Impl_CopyRects() (LLVM/Clang).
2009-10-16 13:36:55 +02:00
Detlef Riekenberg
7189c58f2f
d3d8/tests: Mark a failure of GetLightEnable on Win9x as broken().
2009-10-16 13:36:11 +02:00
Stefan Dösinger
e80144c403
d3d: Make EndScene calls hookable.
2009-10-14 12:21:06 +02:00
Stefan Dösinger
f54d6c366d
d3d8: Make Direct3DCreate8 hookable.
2009-10-14 12:21:06 +02:00
Henri Verbeet
6bd741e3ce
d3d8: Add some stateblock tests for device resources.
2009-10-13 11:38:28 +02:00
Henri Verbeet
eb9727bbab
d3d8: Cleanup the stateblock test callbacks a bit.
...
This mostly just makes the naming more conistent with what we use in other D3D
code, but also passes the device to the init() and cleanup() callbacks to
allow device resources to be created there. Future tests require this.
2009-10-12 12:35:58 +02:00
Henri Verbeet
1e5c398439
d3d8: Add tests for D3DSBT_PIXELSTATE stateblocks.
2009-10-09 11:50:30 +02:00
Henri Verbeet
aa576b3d35
d3d8: Add tests for D3DSBT_VERTEXSTATE stateblocks.
2009-10-09 11:50:29 +02:00
Henri Verbeet
00e7ec9cd6
d3d8: Add some tests for CreateStateBlock().
2009-10-08 13:53:56 +02:00
Henri Verbeet
a5b2721706
d3d8: Don't test D3DRS_DEBUGMONITORTOKEN in the stateblock tests.
...
It looks like this render state isn't stored in the stateblock but directly in
the device. I doubt a lot of applications depend on that though, so just
disable the test for the moment.
2009-10-08 13:53:34 +02:00
Henri Verbeet
d6f4892722
d3d8: Rename abort_stateblock() to delete_stateblock() in the stateblock tests.
2009-10-07 12:24:25 +02:00
Henri Verbeet
fb5079815d
d3d8: Use separate fields for data to check/apply in the stateblock tests.
2009-10-07 12:24:15 +02:00
Henri Verbeet
17909a0c52
d3d8: Get rid of the unused "return_data_buffer" in the stateblock tests.
2009-10-07 12:24:03 +02:00
Henri Verbeet
6dd6074f60
d3d8: Make the individual stateblock tests responsible for checking data.
2009-10-05 13:46:01 +02:00
Henri Verbeet
d818e4edf6
d3d8: Always pass "struct event_data" to "event_fn" in the stateblock tests.
2009-10-05 13:46:01 +02:00
Allan Tong
6792bb8843
d3d8: Don't release the parent device before destroying its children.
2009-09-29 12:05:53 +02:00
Henri Verbeet
47c84f4f7f
wined3d: Use the DXGI naming convention for all formats.
2009-09-25 15:15:44 +02:00
Henri Verbeet
906071aa9f
d3d8: It's not an error to have a NULL texture bound to a stage.
2009-09-25 15:15:00 +02:00
Henri Verbeet
c64da00de7
wined3d: Rename IWineD3DDevice::GetIndices() to IWineD3DDevice::GetIndexBuffer().
2009-09-25 15:14:52 +02:00
Henri Verbeet
60e32659a7
wined3d: Rename IWineD3DDevice::SetIndices() to IWineD3DDevice::SetIndexBuffer().
2009-09-25 15:14:44 +02:00
Henri Verbeet
27723affc9
d3d8: Set the vertex declaration's shader handle in vertexdeclaration_init().
2009-09-25 15:14:09 +02:00
Henri Verbeet
789372afa8
wined3d: Don't free D3D pixel shaders until the wined3d pixel shader is destroyed.
2009-09-24 13:24:53 +02:00
Henri Verbeet
717419da11
d3d8: Add a separate function for pixel shader initialization.
2009-09-24 13:24:47 +02:00
Henri Verbeet
ca05ef5dd0
wined3d: Don't free D3D vertex shaders until the wined3d vertex shader is destroyed.
2009-09-24 13:24:19 +02:00
Henri Verbeet
afed6a3f77
d3d8: Add a separate function for vertex shader initialization.
2009-09-24 13:24:11 +02:00
Henri Verbeet
66a7236590
wined3d: Don't free D3D vertex declarations until the wined3d vertex declaration is destroyed.
2009-09-23 12:36:28 +02:00
Henri Verbeet
b6d422446b
d3d8: Add a separate function for vertex declaration initialization from an FVF.
2009-09-23 12:35:42 +02:00
Henri Verbeet
f394dfc0f8
d3d8: Add a separate function for vertex declaration initialization.
2009-09-23 12:35:08 +02:00
Henri Verbeet
93b0600829
wined3d: Don't free D3D buffers until the wined3d buffer is destroyed.
2009-09-18 08:55:25 -05:00
Henri Verbeet
b1bf50d751
d3d8: Add a separate function for vertex buffer initialization.
2009-09-18 08:55:18 -05:00
Henri Verbeet
0201ddf264
d3d8: Add a separate function for index buffer initialization.
2009-09-18 08:55:11 -05:00
Henri Verbeet
a8e8f763bf
wined3d: Don't free D3D textures until the wined3d texture is destroyed.
2009-09-18 08:54:34 -05:00
Henri Verbeet
76c61cf536
d3d8: Add a separate function for texture initialization.
2009-09-17 10:10:16 -05:00
Henri Verbeet
de3bd86fb6
wined3d: Don't free D3D cube textures until the wined3d cube texture is destroyed.
2009-09-17 10:09:44 -05:00
Henri Verbeet
b5b58e423d
d3d8: Add a separate function for cube texture initialization.
2009-09-17 10:09:33 -05:00
Henri Verbeet
d84e2fa747
d3d8: Mark internal symbols hidden.
2009-09-17 10:09:21 -05:00
Henri Verbeet
a286646f51
wined3d: Don't free D3D volume textures until the wined3d volume texture is destroyed.
2009-09-16 13:06:06 -05:00
Henri Verbeet
eedfc95eef
d3d8: Add a separate function for volume texture initialization.
2009-09-16 13:05:58 -05:00
Henri Verbeet
e9000d2e6c
wined3d: Don't free D3D volumes until the wined3d volume is destroyed.
2009-09-16 13:05:20 -05:00
Henri Verbeet
ff923245e1
d3d8: Add a separate function for volume initialization.
2009-09-16 13:05:06 -05:00
Henri Verbeet
a5214c306f
wined3d: Don't free D3D surfaces until the wined3d surface is destroyed.
...
This prevents for example a d3d9 depth stencil from being destroyed when it
has no external references but is still in use by the device/stateblock. A
nice side effect is that it simplifies handling of "implicit" surfaces like
the frontbuffer and backbuffers, as well as the forwarding of reference counts
for surfaces that are part of a texture.
2009-09-16 13:04:32 -05:00
Henri Verbeet
e02f7b2062
d3d8: Add a separate function for surface initialization.
2009-09-15 14:32:30 -05:00