Commit Graph

94 Commits

Author SHA1 Message Date
Stefan Dösinger a173c8e35a wined3d: Add IWineD3DDevice::DrawPrimitiveStrided. 2006-05-08 14:51:13 +02:00
Stefan Dösinger 1cfbc903d5 wined3d: Add some surface flags. 2006-05-08 14:50:58 +02:00
Stefan Dösinger a6f71af021 wined3d: Implement IWineD3DPalette. 2006-04-21 11:28:11 +02:00
Stefan Dösinger 04da3ce2d1 wined3d: Implement GetHWND and SetHWND. 2006-04-19 12:55:03 +02:00
Stefan Dösinger a6206836e6 wined3d: Implement IWineD3DDevice::EnumDisplayModes. 2006-04-19 12:53:30 +02:00
Stefan Dösinger d04f0507cf wined3d: Implement Init3D and Uninit3D. 2006-04-19 12:43:22 +02:00
Stefan Dösinger cff4e1ea4b wined3d: Add IWineD3DPalette. 2006-04-18 11:11:49 +02:00
Stefan Dösinger ffc8e46e76 wined3d: Add IWineD3DSurface::Blt. 2006-04-17 11:19:30 +02:00
Stefan Dösinger e0c8773199 wined3d: Add a resource dumper. 2006-04-12 12:54:28 +02:00
Ivan Gyurdiev 634698cb19 wined3d: Print all errors in checkGLcall. 2006-04-10 12:24:23 +02:00
Stefan Dösinger cf4b91f074 wined3d: Add WINED3DBOX to wined3d_types.h. 2006-04-07 14:55:50 +02:00
Stefan Dösinger 63fd9a7a98 wined3d: Add WINED3DTEXTUREFILTERTYPE to wined3d_types.h. 2006-04-06 22:22:35 +02:00
Stefan Dösinger f6ed704f96 wined3d: Make use of WINED3DDEVICE_CREATION_PARAMETERS. 2006-04-03 21:35:44 +02:00
H. Verbeet 59af5c4a62 wined3d: Move fields common to vertex shaders and pixel shaders to IWineD3DBaseShader. 2006-03-30 21:55:15 +02:00
H. Verbeet d4132cf7d7 wined3d: Move the vshader_ins and pshader_ins arrays into their respective objects. 2006-03-29 13:40:16 +02:00
H. Verbeet 3ee642bb09 wined3d: Move the SHADER_OPCODE definition to wined3d_private.h. 2006-03-29 13:39:33 +02:00
Stefan Dösinger d75fd75d48 wined3d: Add WINED3DPOOL to wined3d_types.h. 2006-03-28 17:34:42 +02:00
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.
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.
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
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
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
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
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
stateblocks.
2005-09-21 10:19:29 +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
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
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
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
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.
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
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
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
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
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
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,
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