Christian Costa
e64aae00e0
Handle more properly versions for Direct3D and Direct3DDevice
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objects.
2005-02-14 11:09:46 +00:00
Christian Costa
479c13b84e
Implemented IDirect3DDevice{2,3}::GetLightState.
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Fixed traces in execute buffers.
Updated copyright info.
2004-08-06 17:30:44 +00:00
Christian Costa
9713f651fe
Moved libtxc_dxt definitions into ddraw headers.
2004-08-02 18:24:40 +00:00
Christian Costa
eac96b5606
Added native and emulated S3TC support.
2004-07-30 18:54:32 +00:00
Lionel Ulmer
8c1c276b5b
- add ZBuffer write support
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- some TRACEing fixes
2003-09-15 20:00:03 +00:00
Alexandre Julliard
e37c6e18d0
Fixed header dependencies to be fully compatible with the Windows
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headers (with help from Dimitrie O. Paun).
2003-09-05 23:08:26 +00:00
Lionel Ulmer
815118a092
- GL state change optimizations
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- some more preparations for GL-accelerated Blts
- added debug code to compute FPS (nice when adding optimizations)
2003-06-16 01:23:58 +00:00
Lionel Ulmer
4aba282bb8
- proper (tested on Win2K) reference counting for Direct3D object
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- fix one case of reference counting on textures
- fix stupid bug in texture upload code
- yet another texture enumeration reordering
2003-06-04 23:31:39 +00:00
Christian Costa
1392c77d7e
Remove all openGL calls in execute buffers and use the Direct3D7 APIs.
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Enable retrieving the render target surface of a device through its
QueryInterface method.
Avoid lights updating when a viewport and a device have not been
associated to them.
Clear the Z buffer only when we're asked to by Checking D3DBTL_FILL
flag.
2003-05-20 17:49:40 +00:00
Lionel Ulmer
97f216c93c
- some tracing fixes
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- flush the right buffer to the screen
2003-05-20 04:27:04 +00:00
Lionel Ulmer
11b1b94a67
- implement the TFACTOR texture stage state
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- support Texture matrices
- various misc. clean-ups
2003-05-20 02:15:24 +00:00
Lionel Ulmer
783b3236f5
Support for device surface locking.
2003-05-17 18:41:26 +00:00
Lionel Ulmer
449f6b212f
- added mipmapping support
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- added locking for concurrent access to the D3D device
- improved tracing
- added support for most texture combine stages (inspired by the D3D8
code)
- disable current lock / unlock code pending proper solution
2003-05-11 03:44:53 +00:00
Lionel Ulmer
19e6bf96e8
Use the dwStartVertex argument in the Draw*PrimitiveVB methods.
2003-02-12 21:40:25 +00:00
Christian Costa
6d9630f397
Make D3D1..3 lights code rely on D3D7.
2003-01-20 23:24:05 +00:00
Lionel Ulmer
1213c17489
- rewrote a little bit the state magagement to remove the RenderState
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stucture and use only the state_block code
- factorize some code between interface revisions
- fix some smalls bugs
2003-01-07 23:08:31 +00:00
Christoph Frick
7f4cb0621b
Implementation of (Get|Set)ClipPlane for d3d7.
2003-01-07 19:42:26 +00:00
Christian Costa
4fc7a8495a
Beginning of state block.
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Initialize the device with the right D3D default values.
Implements GetRenderState, GetTextureStageState and GetLightState.
2003-01-03 21:08:50 +00:00
Lionel Ulmer
c064dcf50c
- hack for one case of the ProcessVertices case
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- some changes in the execute buffer to reuse the new Matrix code
- always reinitialize the enumeration structures in case some games
modify them
- added support for the (unused) Reserved1 field in the FVF formats
- fix 32 bit texturing and added more checks
- remove some useless and annoying fixme
2003-01-03 21:07:22 +00:00
Lionel Ulmer
0114945b6d
- create a function to set the various transformation matrices to
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factorize the code between the various code path
- fixed some logging stuff
2003-01-03 21:05:38 +00:00
Lionel Ulmer
5f87d778aa
- some additionnal flags logged
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- fixes in the vertex buffer thunking + optimized flag support
2003-01-03 19:10:48 +00:00
Lionel Ulmer
d70a2c0322
- beginning of Material and Light support for D3D7
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- new rendering states supported
2003-01-02 20:01:54 +00:00
Lionel Ulmer
bb9837d2a4
- added some tracing in the fake ZBuffer methods
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- added support for the DEPTH_FILL BLT
- set by defaut perspective correction to nicest.
- decrease the limit where 'w' is ignored
2003-01-02 19:58:21 +00:00
Lionel Ulmer
eb6e830727
Implement GetTransform and rework a bit the matrices storage.
2003-01-02 19:53:43 +00:00
Lionel Ulmer
8cd2609587
Enable the application to create first textures and then the D3D
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device.
2003-01-02 19:39:57 +00:00
Lionel Ulmer
74c3eab255
- actually use the background color when Clear-ing
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- replace glOrtho by a hand-built matrix
- fix applications doing SetTransform + using XYZRHW vertices
2002-12-24 01:07:21 +00:00
Lionel Ulmer
608da067ac
- factorize Clear method between Viewport and Device
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- some more rendering states handled
2002-12-24 01:03:04 +00:00
Lionel Ulmer
5f78568b53
Support viewports the D3D7 way.
2002-12-24 01:00:45 +00:00
Lionel Ulmer
91c6f817b9
- rework how texturing is done in the D3D driver
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- added the generic path for DrawPrimitive API in D3D 3 / 7
2002-12-15 01:17:59 +00:00
Lionel Ulmer
41fcb0bbe4
- implement the texturing the D3D3 way
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- prepare for multi-texturing support
2002-12-02 18:59:11 +00:00
Lionel Ulmer
c5f38756a2
- actually use the VertexBuffer stubs
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- implement Lock function to prevent crash when the stubs are used
2002-11-30 19:27:19 +00:00
Lionel Ulmer
4941a3aff2
- fix texture snooping (plus adds snoop for 1555 format)
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- add texture memory usage tracking
2002-11-27 21:38:28 +00:00
Lionel Ulmer
43c3dc4d33
- Clean up all the D3D COM handling (but the underlaying code is still
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as ugly as before).
- Handle properly (ie as on real Windows) negative values in
rectangles during blitting.
2002-11-21 21:04:16 +00:00
Christian Costa
b44822a4a2
Associate texture to the device when GetHandle is called and perform
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the appropriate AddRef/Release.
Fix 3_3_2 pixel format.
Move some ENTER_GL() calls to the right place.
Fix some FIXME/TRACE calls.
2002-10-16 18:57:52 +00:00
Lionel Ulmer
1c0a8ac4c0
Added some TRACEs to the ddraw code.
2002-10-10 22:47:02 +00:00
Vincent Béron
9a62491660
Removed trailing whitespace.
2002-05-31 23:06:46 +00:00
Alexandre Julliard
0799c1a780
Added LGPL standard comment, and copyright notices where necessary.
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Global replacement of debugtools.h by wine/debug.h.
2002-03-09 23:29:33 +00:00
Alexandre Julliard
d6c0f9f784
Authors: Andrew Lewycky <andrew@transgaming.com>, Gavriel State <gav@transgaming.com>, Ove Kaaven <ovek@transgaming.com>
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Major DirectDraw restructure/reimplementation, using an improved component
object model hierarchy. The implementation currently supports:
- DirectDraw over GDI/USER in a window (using DIBsections and
asynchronous updates)
- XVidMode
- XF86DGA2
- All DirectDraw interfaces from versions 1 to 7 (at least in theory)
- Hooks for Direct3D interfaces
2001-01-04 22:44:55 +00:00
Lionel Ulmer
a8cc5f543e
- fix Direct3D support and a lot of warnings
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- add support for DDraw in a window (not optimized yet)
- cleans up OpenGL extensions handling for D3D
2000-07-16 14:40:35 +00:00
Peter Hunnisett
8c735b9bdb
- Added ability to create 3D3 interfaces for Xlib
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- Changed DD_OK to D3D_OK in some places for consistency
- Cleaned up some compiler warnings present without DGA2
- Changed order for DirectDrawEnumerateExA to enumerate at least
what abilities are known rather than bailing on unsupported flags
- Added DirectDrawCreateEx stub
2000-05-13 01:28:49 +00:00
Marcus Meissner
10ad97c838
Restructured DirectDraw. Split into X11 and DGA driver, and multiple
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files/dirs for easier maintenance. Cleaned up structs and include
files. Reindented the code. Started the same for Direct3D. Driver
inclusion now done by using configure/Makefile/ELF constructor tricks.
2000-04-09 14:30:50 +00:00
Alexandre Julliard
ddce652cae
Made ddraw and dinput separate dlls.
2000-03-17 16:58:10 +00:00