Commit Graph

106 Commits

Author SHA1 Message Date
Marcus Meissner 0a7de6a758 Use correct minLookup[] array entry. 2005-10-03 10:15:08 +00:00
Oliver Stieber 329d017db3 Start to implement TestCooperativeLevel. 2005-09-21 10:55:03 +00:00
Oliver Stieber 5ea96a851f Implemented occlusion queries using either GL_ARB_occlusion_query or
GL_NV_occlusion_query.
2005-09-21 09:43:13 +00:00
Oliver Stieber b7603859f3 Return the adaptor mode as X8R8G8B8 when BPP is 24 or 32 bits. 2005-09-19 15:25:07 +00:00
Oliver Stieber 4752553d57 Prevent CheckDepthStencilMatch from causing problems if there is a
current active OpenGL context.
2005-09-19 14:31:21 +00:00
Karsten Elfenbein 13fc2f88d6 Added A2R10G10B10 and D3DFMT_D24FS8 modes to all other functions. 2005-09-07 09:25:26 +00:00
Oliver Stieber 33b2c1fd3c Added support for DXT2 and DXT4. 2005-08-29 12:20:02 +00:00
Francois Gouget bcd56fe0e5 Assorted spelling fixes. 2005-08-12 18:22:06 +00:00
Mike McCormack b814be9814 Fix gcc 4.0 warnings. 2005-08-11 10:57:47 +00:00
Oliver Stieber bb6f9b022b Move the setting of states from device to basetexture, states that
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 d15e2f1472 Fixed an off by one error in enumdisplaymodes, allowing sims 2 to
start up.
2005-07-30 19:11:38 +00:00
Oliver Stieber cc884e0ae6 Validate that the texture is no larger than the graphics cards largest
supported texture.
2005-07-30 19:05:58 +00:00
Mike McCormack c6602b406b Signed warning fixes. 2005-07-28 18:33:26 +00:00
Oliver Stieber 7cb748fed2 Makes sure any internal reference counting is passed onto the parent,
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
Raphael Junqueira cc8762a91e - add a new settings for vbo support
- use a struct to handle wined3d settings
- prepare VBO using some abstraction APIs
2005-07-24 17:11:33 +00:00
Oliver Stieber b220ce1343 Correct a few formats that were incorrect. 2005-07-13 19:38:39 +00:00
Oliver Stieber 9253e0e39c Tidy up some comments and formatting. 2005-07-13 14:15:54 +00:00
Francois Gouget 28dc5a8afc Assorted spelling fixes. 2005-07-11 10:59:41 +00:00
Oliver Stieber 9b75356fc4 Tidy up the way caps are managed in GetDeviceCaps and FillGlCaps. 2005-07-10 17:48:07 +00:00
Oliver Stieber 8a6799d47d Implement render targets using either textures, swapchains or
standalone surfaces.
2005-07-07 20:35:05 +00:00
Francois Gouget 02c25a8981 Assorted spelling fixes. 2005-06-30 18:19:33 +00:00
Oliver Stieber 18857f1170 Add support for samplers.
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
Oliver Stieber 784518d772 Correct GetDeviceCaps so that it uses wined3dcaps as required by the
earlier device caps patch.
2005-06-22 18:30:29 +00:00
Oliver Stieber 4dfabb0bd1 Rename _D3DCAPS9.MaxPixelShaderValue to the correct
_D3DCAPS9.PixelShader1xMaxValue.
2005-06-16 20:42:55 +00:00
Felix Nawothnig 2767543be9 - Output a FIXME when a surface with dimensions not being a power of
two is requested.
- Fail gracefully when IWineD3DImpl_CreateDevice fails to create the
  front- or backbuffer.
2005-06-08 18:34:52 +00:00
Dmitry Timoshkov eba47f1dfe Make remaining OLE interface vtables const. 2005-06-06 19:50:35 +00:00
Daniel Lund a87d8a3db9 Added D3DDEVCAPS_HWRASTERIZATION to the DevCaps for scene
rasterization. Allows GuildWars to start.
2005-05-09 19:32:49 +00:00
Raphael Junqueira 086f77a034 - implement memory access APIs to VertexBuffers
- more valid implementation for IWineD3DImpl_Check* APIs (not more
  S_OK for all cases)
2005-04-28 12:02:03 +00:00
Oliver Stieber 67f2ad4563 - Volume now inherits Resource. This isn't the way Microsoft implements
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
Francois Gouget 93416cdaf7 Assorted spelling fixes. 2005-03-23 13:15:18 +00:00
Oliver Stieber 16e8689008 Implemented guids for wined3d. 2005-03-02 13:44:58 +00:00
Jason Edmeades 1c8eea8b74 Enable parsing of vendor strings not matching the expected template. 2005-02-23 12:42:04 +00:00
Francois Gouget 4d801b66e6 Assorted spelling fixes. 2005-02-10 19:19:35 +00:00
Alexandre Julliard f777d70a63 Only create an X window for top-level windows, not for child windows.
Get rid of the X client window too, it's no longer needed.
2005-01-31 16:34:07 +00:00
Raphael Junqueira f12d5b243a - fix typo in wined3d_interface.h
- add needed defines in wined3d_interface.h
- add IWineD3DVertexDeclarationImpl_ParseToken9 for debug traces
- fix ParseDeclaration9
- limit flood of traces (single shot traces)
2005-01-27 10:40:57 +00:00
Raphael Junqueira b6317bd537 - a very basic blending support on fast drawing path (to have better
performances on last games)
- some defines for VBO support
2005-01-26 21:06:19 +00:00
Jason Edmeades 33025b203c - Handle failures to allocate storage more gracefully.
- Only prototype the interfaces which are subclassed (I overdid it
  last time!).
- Implement Get/Set Texture and GetBackBuffer, plus device's
  GetDisplayMode / GetDeviceCaps.
- Make some of the d3d9 skeleton code issue fixme's to highlight code
  which hasn't been migrated yet.
- Correct the d3d9 headers for D3DSURFACE_DESC which caused stack
  corruption in demos.
2005-01-18 11:42:29 +00:00
James Hawkins 11db0ea655 Use only stored result of Interlocked* in AddRef/Release. 2005-01-12 19:50:22 +00:00
Jason Edmeades 41427857b1 Add render target support, and ensure there is a front and back buffer
created during device creation.
2005-01-09 17:37:02 +00:00
Oliver Stieber 1b8629b3d7 Correct loop check for enum display and include 32bit modes in 24bit. 2005-01-09 16:33:01 +00:00
Jason Edmeades c4de952eb5 Add Clear, Present and EndScene support and fix a bug in the drawing
code.
2004-12-14 11:54:27 +00:00
Jason Edmeades 2003c7ab11 Add {G,S}etRenderState and {G,S}etTextureStageState support, and
ensure the stateblock is fully populated at device startup.
2004-12-13 13:35:38 +00:00
Alexandre Julliard ebe3c529b1 Janitorial: C booleans must not be compared against TRUE. 2004-12-09 14:07:59 +00:00
Jason Edmeades eba27af4f1 Add Get/Set Transform support, plus BeginScene (does nothing). 2004-11-28 15:04:41 +00:00
Jason Edmeades 289562eeb5 - Implement SetStreamSource
- Ensure wined3d objects maintain a reference count of at least that
  of the d3dx version.
2004-11-23 13:52:46 +00:00
Francois Gouget 3bb5b093e8 Assorted spelling fixes. 2004-10-22 22:27:51 +00:00
Jason Edmeades 447d5ed048 Implement the beginnings of the stateblock class, and a first method
to use it.
2004-10-21 20:59:12 +00:00
Jason Edmeades b9e2bedac1 Copy and tidy up the code from dx8 create device into wined3d. Call
from wined3d and d3d8, but short term only use the code for real from
d3d9.
2004-10-08 20:52:33 +00:00
Jason Edmeades ac490fabac Add a IWineD3DDevice object type (empty for now), and create one when
an IDirect3DDevice object is created.
2004-10-07 04:22:21 +00:00
Jason Edmeades b519893e41 Move the GetDeviceCaps into the wined3d library and call from d3d9. 2004-10-06 00:05:29 +00:00
Francois Gouget 67aa858a31 Assorted spelling fixes. 2004-10-05 18:15:29 +00:00
Jason Edmeades c579fa6213 Move the Check* type functions into wined3d and copy from d3d9, and
flag that they are mostly stubs.
2004-10-05 02:14:06 +00:00
Jason Edmeades c3421ea434 Move into wined3d and call from d3d9 the GetAdapterId function and
copy all the gl declarations into the more global wined3d_gl header
file.
2004-09-29 21:26:47 +00:00
Jason Edmeades ae5a436873 - Make d3d8 know about the wined3d device and start using it.
- Move some of the screen mode related functions into wined3d and add
  untested support for the new d3d9 options of providing the format to
  some of the calls.
- Move other functions from the directx interface into the common
  library and implement the calls from d3d9 as well.
- Copy across the first of the functions used to make traces more readable,
  creating utils.c to store them in. Eventually the ones in d3d8 will be
  removed but for now just duplicate the code.
2004-09-28 02:12:12 +00:00
Jason Edmeades 24ab49e250 Create a wined3d interface, and generate a wined3d object in the d3d9
create method. Make the first (simple) call implementation into the
new wined3d interface.
2004-09-23 04:34:27 +00:00