Henri Verbeet
18a7653c78
wined3d: Get rid of the WINED3DDISPLAYMODE typedef.
2011-11-17 11:37:26 +01:00
Henri Verbeet
e0a0d611af
wined3d: Pass a wined3d_color struct to wined3d_device_clear().
2011-11-16 09:41:53 +01:00
Matteo Bruni
77fa1a5c67
d3d8: Remove D3DFMT_R8G8B8 special handling.
2011-11-15 19:37:37 +01:00
Stefan Dösinger
a3ca9a8bff
d3d8/tests: Port the block lock test to d3d8.
2011-11-08 13:41:25 +01:00
Stefan Dösinger
ecb403ee2a
d3d8/tests: Port the double unlock test to d3d8.
2011-11-08 13:41:21 +01:00
Henri Verbeet
94fd6dc03d
d3d8: Implement CopyRects() on top of wined3d_surface_blt().
2011-10-31 16:46:19 +01:00
Matteo Bruni
7254f5e661
wined3d: Return only the shader major version.
2011-10-26 12:41:34 +02:00
Henri Verbeet
b42ec21d76
d3d8/tests: Add a small test for IDirect3DDevice8::SetCursorPosition().
2011-10-21 12:09:37 +02:00
Henri Verbeet
fd1afd24f4
d3d8/tests: Add a small test for multisampled CopyRects().
2011-10-20 11:03:07 +02:00
Henri Verbeet
d607586d62
wined3d: Make the present_parameters parameter to wined3d_device_reset() const.
2011-10-19 12:24:36 +02:00
Stefan Dösinger
054ec0b42b
d3d8: Remove the palette implementation methods.
2011-10-11 13:37:49 +02:00
Stefan Dösinger
14a245690d
d3d8: Implement FPUSETUP for msvc.
2011-09-26 17:59:45 +02:00
Matteo Bruni
dffce5c01a
d3d8/tests: Test creating shaders with wrong type or version.
2011-09-26 17:57:53 +02:00
Matteo Bruni
2a146448f4
wined3d: When creating a new shader, check shader type and version.
2011-09-26 17:57:48 +02:00
Stefan Dösinger
c7b509b16c
d3d8/tests: State getters don't work with PUREDEVICEs.
2011-09-16 17:23:10 +02:00
Stefan Dösinger
8b57a585ad
d3d8/test: Add slop to some fog tests.
2011-09-16 17:23:10 +02:00
Michael Stefaniuc
99f770e4ef
d3d8: Remove pointless casts to the type of the casted expression.
2011-09-15 19:13:15 +02:00
Austin English
6e69d1168f
d3d8/tests: Make sure to use return values (LLVM/Clang).
2011-08-22 17:21:50 +02:00
Frédéric Delanoy
760faf01a9
tests: Assorted spelling fixes.
2011-08-04 18:27:37 +02:00
Frédéric Delanoy
f932abf326
dlls: Assorted spelling fixes.
2011-08-01 18:26:27 +02:00
Henri Verbeet
2256a7e804
wined3d: wined3d_device_evict_managed_resources() doesn't need a return value.
2011-07-29 12:09:39 +02:00
Matteo Bruni
332a2c05cb
d3d8/tests: Add a couple of fog tests.
2011-07-25 22:30:40 +02:00
Matteo Bruni
8e522b7fb8
d3d8/tests: Fix some error messages.
2011-07-25 22:30:22 +02:00
Matteo Bruni
9475065273
d3d8/tests: Rename a variable.
2011-07-25 22:30:17 +02:00
Henri Verbeet
44e109debe
wined3d: Unbind resources inside wined3d_device_reset().
2011-07-25 21:25:15 +02:00
Henri Verbeet
0739cae273
wined3d: Pass "reset_enum_callback" directly to wined3d_device_reset().
...
It would have been nice if we could do all of this inside wined3d, but we need
to determine what resources are in use by d3d8/d3d9, not wined3d. This is
mostly an issue for "implicit" resources like swapchain render targets and the
depth / stencil surface. The fact that we're having this problem probably
means we're doing it wrong. Since these implicit resources should only be
referenced by wined3d, we could probably just destroy and recreate the
swapchain, instead of the little updateSurfaceDesc() dance we currently do.
2011-07-25 21:25:01 +02:00
Michael Stefaniuc
9ab233ea24
d3d8: COM cleanup for the IDirect3DVertexBuffer8 iface.
2011-07-08 14:45:14 +02:00
Michael Stefaniuc
aa8e4dd81b
d3d8: Use unsafe_impl_from_IDirect3DVertexBuffer8 for app provided ifaces.
2011-07-08 14:45:09 +02:00
Michael Stefaniuc
638cf80c4f
d3d8: COM cleanup for the IDirect3DIndexBuffer8 iface.
2011-07-05 13:47:38 +02:00
Michael Stefaniuc
c1eeeec2d2
d3d8: Use unsafe_impl_from_IDirect3DIndexBuffer8 for an app provided iface.
2011-07-05 13:47:35 +02:00
Michael Stefaniuc
d615be8eea
d3d8: COM cleanup for the IDirect3DSurface8 iface.
2011-07-05 13:47:30 +02:00
Michael Stefaniuc
cce8294f39
d3d8: Use unsafe_impl_from_IDirect3DSurface8 for app provided ifaces.
2011-07-05 13:47:26 +02:00
Michael Stefaniuc
bdd8459a53
d3d8: Avoid an unsafe IDirect3DSurface8 to object cast.
2011-07-05 13:47:22 +02:00
Henri Verbeet
ddc29c40e6
wined3d: Make D3DRS_ZBIAS work.
...
D3DRS_ZBIAS is poorly defined, but it makes sense that the bias should be
format independent. Looking at application behaviour, it seems to include a
slope scale factor as well. This fixes a couple of regressions introduced by
96b758f7b3
, although it was broken before as
well, just in a different way.
2011-07-05 13:46:07 +02:00
Henri Verbeet
c461d312ba
wined3d: Request per-surface palettes in the client libs.
2011-06-24 08:49:48 -05:00
Henri Verbeet
b296f181dd
wined3d: Explicitly set surface alignment in the client libs.
...
Instead of using dxVersion.
2011-06-24 08:49:42 -05:00
Henri Verbeet
330ffc83f2
d3d8: Implement IDirect3DVolume8 private data handling on top of wined3d_resource.
2011-06-23 09:47:34 +02:00
Henri Verbeet
f6bfdd47c9
d3d8: Implement IDirect3DSurface8 private data handling on top of wined3d_resource.
2011-06-22 11:25:22 +02:00
Henri Verbeet
792060d67f
d3d8: Implement IDirect3DVolumeTexture8 private data handling on top of wined3d_resource.
2011-06-20 11:28:40 +02:00
Henri Verbeet
5b077584d2
d3d8: Implement IDirect3DTexture8 private data handling on top of wined3d_resource.
2011-06-20 11:28:36 +02:00
Henri Verbeet
ccf2ff7089
d3d8: Implement IDirect3DCubeTexture8 private data handling on top of wined3d_resource.
2011-06-20 11:28:32 +02:00
Stefan Dösinger
ae5ca837d5
d3d8: Don't print the ResourceManagerDiscardBytes fixme when Bytes == 0.
2011-06-17 15:37:38 +02:00
Henri Verbeet
37d70103a1
d3d8: Implement IDirect3DIndexBuffer8 private data handling on top of wined3d_resource.
2011-06-17 11:02:43 +02:00
Henri Verbeet
dc6581ce5e
d3d8: Implement IDirect3DVertexBuffer8 private data handling on top of wined3d_resource.
2011-06-17 11:02:36 +02:00
Andrew Nguyen
174b03cad8
d3d8: Increment the reference count of the IDirect3D8 parent when creating a device.
2011-06-06 21:49:19 +02:00
Henri Verbeet
c866eab730
d3d8: Just return the resource type in IDirect3DResource8::GetType() implementations.
...
There's no need to ask wined3d, since it's constant for a given
implementation.
2011-06-06 16:19:04 +02:00
Henri Verbeet
708d94212b
wined3d: Don't clamp vertex depth values.
...
Since we report D3DPMISCCAPS_CLIPTLVERTS.
2011-06-06 16:18:33 +02:00
Andrew Nguyen
eef74e5e4b
d3d8/tests: Avoid a shift overflow in render_state_test_data_init.
2011-05-31 18:32:59 +02:00
Stefan Dösinger
d8224118ab
d3d: Make the INTZ test more reliable.
2011-05-25 12:23:24 +02:00
Henri Verbeet
022db68080
d3d8/tests: Fix the depth clamping test.
2011-05-24 11:54:45 +02:00