Oliver Stieber
8ff9a7eb55
wined3d: Allow NULL multi sample quality.
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Allow MultiSampleQuality to be passed as NULL, this is a
requirement for DirectX 8 and lower.
2005-12-16 12:49:22 +01:00
Oliver Stieber
74e28a354f
wined3d: Vertex declaration recording state.
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Stop SetVertexDeclaration from reference counting if a stateblock is
being recorded.
2005-12-16 12:38:24 +01:00
Oliver Stieber
e76969b0d6
wined3d: Internal reference counting.
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Change most references to resources parent into references to the
resource, so that external reference counts match DirectX but object
aren't released if they are still referenced by the stateblock.
2005-12-15 10:25:47 +01:00
H. Verbeet
dabcbe83e7
wined3d: Return the correct vertex declaration.
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In IWineD3DDeviceImpl_GetVertexDeclaration, return the vertex
declaration in This->stateblock instead of the one in
This->updateStateBlock.
2005-12-14 10:50:27 +01:00
H. Verbeet
6077c63feb
wined3d: Don't change the shader's refcount in SetVertexShader and
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SetPixelShader.
2005-12-13 11:11:01 +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
H. Verbeet
4880c586d8
wined3d: return D3DERR_INVALIDCALL when calling BeginStateBlock and
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already recording.
2005-12-03 18:04:26 +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
Oliver Stieber
5903c5df1b
Stop reporting not having swapchain 0 as an error and add an internal
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variable instead of modifying a parameter.
2005-11-28 10:59:41 +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
Oliver Stieber
bcb4201130
Disable support for creation FMT_Unknown textures. This gets most of
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the d3d8 demos from www.codesampler.com working.
2005-11-17 11:40:43 +00:00
Raphael Junqueira
705aec5a6f
- defined D3DCOLOR_B macros to access byte values of D3DCOLOR
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- 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
a8d9a2a4ac
Fix an intermittent lockup with ATI's driver, I expect the problem is
...
trying to clear the display before it's visible. Also correct the
clear alpha value.
2005-11-14 12:28:59 +00:00
Francois Gouget
0edbaf7e80
Remove spaces before '\n' in traces.
2005-11-10 12:14:56 +00:00
Oliver Stieber
39d6e30db0
Prevent SetFVF from clearing down the vertex declaration of the FVF is
...
zero. This is required for Prince of Persia, The sands of time.
2005-11-07 11:12:38 +00:00
Oliver Stieber
0e3a3555e9
Tidy up UpdateTexture and add support for updating cube textures.
2005-11-04 12:39:17 +00:00
Oliver Stieber
f52f6ce93d
Add support for updating to D3DFMT_UNKNOWN surfaces and tidy up update
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surface a little.
2005-11-04 11:13:45 +00:00
Oliver Stieber
d6fcc69ddb
Implement D3DFMT_UNKNOWN surfaces, this seems to be used a lot in d3d8
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but I haven't found any d3d9 application that uses D3DFMT_UNKNOWN
surfaces yet.
2005-11-02 20:01:54 +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
Vincent Béron
5eae622f44
Don't define some functions/variables if they won't be used after in
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wined3d.
2005-09-29 10:47:59 +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
357a484a7e
Enable dxt2 and dxt4 compressed textures to be created via
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Device_CreateSurface.
2005-09-23 10:48:01 +00:00
Oliver Stieber
0fac2d96fc
Clean up all the objects bound to the device when the device is
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destroyed as a result of its ref count reaching zero.
2005-09-23 10:07:46 +00:00
Alexandre Julliard
0ec0f048e6
Removed unused debug channels.
2005-09-22 10:44:40 +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
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GL_NV_occlusion_query.
2005-09-21 09:43:13 +00:00
Oliver Stieber
7df17cecce
Stop vertex shader constants from being set at the same time as the
...
vertex shader when a stateblock is applied.
2005-09-19 14:30:34 +00:00
Oliver Stieber
f7413fd63f
Implemented point sprites using ARB_POINT_SPRITE extension.
2005-09-03 09:36:48 +00:00
Oliver Stieber
55124ec05e
Added the tracking of stream frequency and flags. Stream flags and
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frequency aren't handled at the moment.
2005-09-02 11:17:17 +00:00
Oliver Stieber
33b2c1fd3c
Added support for DXT2 and DXT4.
2005-08-29 12:20:02 +00:00
Oliver Stieber
f1a2ee521d
Implemented IWineD3DDevice_GetRenderTargetData.
2005-08-29 10:15:47 +00:00
Oliver Stieber
42eff0f92b
Moved GetRasterStatus from device to swapchain.
2005-08-27 09:58:53 +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
45033446bb
Tidy up some formatting, improve error handling and error logging and
...
fix a couple of spelling mistakes.
2005-08-22 09:13:49 +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
Francois Gouget
bcd56fe0e5
Assorted spelling fixes.
2005-08-12 18:22:06 +00:00
Oliver Stieber
2e851544dd
Allow the palette to be set and retrieved.
2005-08-11 10:57:20 +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
...
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
5615513877
Separate the management of DirectX states and openGL states.
2005-08-01 09:20:55 +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