Vitaliy Margolen
9e0426538a
d3d8: Remove no longer used imports.
2006-09-26 20:01:43 +02:00
Louis. Lenders
34e03fc042
d3d8: More correct stub for ValidatePixelShader + tests.
2006-09-20 12:24:23 +02:00
Alexandre Julliard
32ab895e46
makefiles: Generate the dependencies line to avoid some code duplication.
2006-09-14 09:38:16 +02:00
H. Verbeet
112810a480
d3d8: Free the shader handle table.
2006-09-12 10:52:47 +02:00
Louis. Lenders
9002468c7b
d3d8: Better stub for ValidateVertexShader + tests.
2006-09-11 11:29:56 +02:00
Alexandre Julliard
5cf75e615a
makefiles: Only run test and documentation targets in directories that need them.
2006-08-28 13:37:44 +02:00
H. Verbeet
9a4ce31737
d3d8: Use proper handles for pixel shaders.
2006-08-28 11:49:06 +02:00
H. Verbeet
4a48e38e7d
d3d8: Improve shader handle management.
2006-08-28 11:47:02 +02:00
H. Verbeet
7ac5bd67d5
d3d: Don't crash when SetRenderTarget() is called with a NULL pSurface.
2006-08-07 13:12:37 +02:00
Alexandre Julliard
77dc0d9be5
.gitignore: Added wildcards to ignore generated resource files.
2006-07-10 21:39:00 +02:00
Alexandre Julliard
0fa8baafcb
make_dlls: Recursively ignore .ok files in all tests directories.
2006-07-10 21:26:50 +02:00
Alexandre Julliard
edd100b899
make_dlls: Recursively ignore testlist.c in all tests directories.
2006-07-10 21:19:42 +02:00
Alexandre Julliard
5258e061dc
make_dlls: Ignore generated import libraries from the top-level .gitignore.
2006-07-10 20:55:58 +02:00
Alexandre Julliard
cc2b3b48e6
Take advantage of the recursive nature of .gitignore for Makefile entries.
...
Prefix other entries with '/' to make them non-recursive.
2006-07-10 20:47:54 +02:00
Vitaliy Margolen
145442a79d
d3d8: Fix remaining refcount tests and tighten all tests.
2006-07-07 16:57:41 +02:00
Stefan Dösinger
cea41b0a0f
wined3d: Vertex buffer can be locked multiple times.
2006-06-27 21:14:02 +02:00
Alexandre Julliard
558fbb8af8
d3d8: Remove dependencies on OpenGL headers and libraries.
2006-06-15 16:51:57 +02:00
Stefan Dösinger
3862f8e3d7
wined3d: Support more than one back buffer.
2006-06-15 16:51:41 +02:00
Alexandre Julliard
7bf49faf23
d3d8: Don't use sizeof in traces to avoid printf format warnings.
2006-06-13 14:09:36 +02:00
H. Verbeet
142a62be74
d3d8: Make some test functions static.
2006-06-12 13:21:47 +02:00
Alexandre Julliard
c3bd09e563
d3d8: Make the virtual table functions static where possible.
2006-06-10 11:48:24 +02:00
H. Verbeet
d06aa8d857
d3d8: Fix QueryInterface.
...
QueryInterface should return S_OK on success and set the object
pointer to NULL on failure. This is similar to the patch Ivan
submitted a while ago for wined3d.
2006-06-07 15:28:06 +02:00
Stefan Dösinger
6311d44488
d3d8: Backport of the d3d9 swapchain test to d3d8.
2006-05-31 11:44:47 +02:00
Stefan Dösinger
1c46c693c7
d3d8: Back buffer count fix.
2006-05-31 11:44:32 +02:00
Jonathan Ernst
360a3f9142
Update the address of the Free Software Foundation.
2006-05-23 14:11:13 +02:00
Vitaliy Margolen
4054c06e55
directx: Update file versions to dx9c (compared to win2k).
2006-05-22 11:32:17 +02:00
Vitaliy Margolen
1175a2f3a2
d3d8: Add refcount test.
2006-05-22 11:31:36 +02:00
Vitaliy Margolen
1cc318c5a6
d3d8: All objects created by device should keep reference to it.
2006-05-22 11:29:27 +02:00
Peter Beutner
5c4a1fc8de
d3d8: Fix GetDesc and GetLevelDesc for surfaces and textures.
...
In DX8 the D3DSURFACE_DESC structure has a size field which needs to be set.
2006-05-20 17:47:45 +02:00
Stefan Dösinger
d04f0507cf
wined3d: Implement Init3D and Uninit3D.
2006-04-19 12:43:22 +02:00
Stefan Dösinger
03b256b16d
wined3d: Add a parameter for surface type selection.
2006-04-18 11:09:17 +02:00
Stefan Dösinger
ffc8e46e76
wined3d: Add IWineD3DSurface::Blt.
2006-04-17 11:19:30 +02:00
Stefan Dösinger
d2510847b0
wined3d: Split device creation and opengl initialization.
2006-04-13 11:22:45 +02:00
Vitaliy Margolen
99136998e2
d3d8: VertexShader should keep reference to the parent device object.
2006-04-12 11:20:07 +02:00
Stefan Dösinger
cf4b91f074
wined3d: Add WINED3DBOX to wined3d_types.h.
2006-04-07 14:55:50 +02:00
Stefan Dösinger
e71468c786
wined3d: Add WINED3DLOCKED_BOX to wined3d_types.h.
2006-04-07 11:46:36 +02:00
Stefan Dösinger
bbe490abcc
wined3d: Add WINED3DLOCKED_RECT to wined3d_types.h.
2006-04-06 22:23:31 +02:00
Stefan Dösinger
be720179b6
wined3d: Add WINED3DCUBEMAP_FACES to wined3d_types.h.
2006-04-04 20:01:10 +02:00
Stefan Dösinger
c289b3cc51
wined3d: Define WINED3DGAMMARAMP based on D3DGAMMARAMP / DDGAMMARAMP.
2006-04-04 20:00:41 +02:00
Stefan Dösinger
08c38a87e1
wined3d: Add WINED3DRASTERSTATUS to wined3d_types.h.
2006-04-04 11:51:37 +02:00
Stefan Dösinger
f6ed704f96
wined3d: Make use of WINED3DDEVICE_CREATION_PARAMETERS.
2006-04-03 21:35:44 +02:00
Vitaliy Margolen
fc13420770
d3dx: VertexBuffer should keep reference to the parent device object.
2006-04-03 14:14:24 +02:00
Stefan Dösinger
0ad31f819d
wined3d: Add WINED3DBACKBUFFER_TYPE to wined3d_types.h.
2006-04-03 12:17:35 +02:00
Stefan Dösinger
fce54bcc49
wined3d: Add WINED3DDISPLAYMODE to wined3d_types.h.
2006-04-03 12:17:22 +02:00
Stefan Dösinger
6a8578f847
wined3d: Add WINED3DDEVTYPE to wined3d_types.h.
2006-03-30 12:45:57 +02:00
H. Verbeet
1e421c7da9
d3d8: Add a TRACE for IDirect3DDevice8Impl_CreateVertexBuffer.
2006-03-28 17:52:59 +02:00
Stefan Dösinger
1d47556195
wined3d: Use WINED3DSWAPEFFECT in the wined3d headers and code.
2006-03-28 17:51:45 +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
Stefan Dösinger
0f7eb52789
wined3d: Add WINED3DTRIPATCH_INFO to wined3d_types.h.
2006-03-27 11:30:49 +02:00
Stefan Dösinger
6af24c816d
wined3d: Rectpatch code fix.
...
Update the wined3d code to use WINED3DRECTPATCH_INFO, which was added
with an older patch.
2006-03-24 12:13:50 +01:00
H. Verbeet
bb370f3582
d3d8: Change the default debug channel to d3d8 for device.c.
2006-03-20 12:09:33 +01:00
H. Verbeet
2940fd9170
d3d8: Downgrade a FIXME to a TRACE in IDirect3DDevice8Impl_SetVertexShader.
2006-03-20 12:09:10 +01:00
H. Verbeet
0ea6686134
d3d8: Fix comparison in IDirect3DDevice8Impl_DeleteVertexShader.
2006-03-20 12:09:00 +01:00
Roderick Colenbrander
bcbf5f397e
d3d8/wined3d: Vertex shader fixes.
2006-03-17 13:11:06 +01:00
Stefan Dösinger
6cc87406cf
wined3d: Add WINED3DINDEXBUFFER_DESC to wined3dtypes.h.
2006-03-15 11:30:39 +01:00
Stefan Dösinger
9f46792ba2
wined3d: Add WINED3DVERTEXBUFFER_DESC to wined3d_types.h.
2006-03-13 13:32:01 +01:00
Stefan Dösinger
913df5b143
wined3d: Consistently use WINED3DRESOURCETYPE.
2006-03-10 21:43:00 +01:00
H. Verbeet
07004966a8
wined3d: Fix the relation between volumes and their container.
2006-03-06 20:08:36 +01:00
H. Verbeet
f7356a34c3
wined3d: Fix the relation between surfaces and their container.
2006-03-06 20:08:22 +01:00
Francois Gouget
339a4dbd5b
d3d: Fix Validate(Pixel|Vertex)Shader() prototypes.
...
Fix Validate(Pixel|Vertex)Shader() prototypes so they match the spec file.
Fix the stub message so it is more standard and use consistent
parameter names.
2006-03-03 13:17:20 +01:00
Francois Gouget
555a06075f
d3d8: Remove spaces before '\n'.
2006-02-28 12:01:47 +01:00
Roderick Colenbrander
a9665eda79
d3d8: Header cleanup.
...
Remove unneeded structures and functions from d3d8_private.h, clean
some datatypes up and remove d3dcore_gl.h.
2006-02-28 12:01:30 +01:00
Roderick Colenbrander
d13469c1d8
d3d8: Moved the remaining code over to WineD3D (based on patches by
...
Oliver Stieber).
2006-02-27 12:20:03 +01:00
Francois Gouget
a323238301
d3d8: Remove spaces before '\n', spelling fix.
2006-02-24 21:07:47 +01:00
Roderick Colenbrander
b24e69dc38
d3d8: Move the capability detection code over to WineD3D.
...
Let the few existing parts which need the capabiliteis use the WineD3D
capability structure (gl_info). This info structure contains next to
'flags' inidicating certain features also all GL/GLX functions
pointers. Because D3D8 moves over to the wined3d gl_info structure all
the gl prototypes in d3dcore_gl.h were unneeded and removed.
2006-02-21 11:28:58 +01:00
Roderick Colenbrander
3da999a1f7
d3d8: Move texturing code over to wined3d (based on Oliver Stieber's work).
2006-02-20 11:11:35 +01:00
Alexandre Julliard
45bf26cbdb
d3d8: Fixed compile with older GL versions.
2006-02-16 12:10:41 +01:00
Roderick Colenbrander
4e4fc93645
d3d8: Move d3d8 surface over to wined3d (based on the work of Oliver Stieber).
2006-02-14 17:13:19 +01:00
Roderick Colenbrander
a874487f95
d3d8: fbconfig fix.
...
Right now the ActiveRender code in D3D8 requests a GLX_DEPTH_SIZE of
32 in case the direct3d color format also has a depth of 32. As
verified on various linux drivers (Ati fglrx, Ati (dri) and Nvidia)
the color depth needs to be 24. This patch sets the depth to 24 and it
fixes bugs in 3dmark2001 and other programs.
2006-02-07 16:51:08 +01:00
H. Verbeet
e9c3f601ea
d3d8: Use GL_EXTCALL to call OpenGL extension glPointParameterfvARB.
2006-02-05 12:19:13 +01:00
H. Verbeet
172a9e1fcd
d3d8: Add detection for GL_ARB_point_parameters support.
2006-02-05 12:19:04 +01:00
Vitaly Budovski
d68f7a68c0
d3d8: Fixed point sprite scaling when size < 1.0f.
2006-02-04 17:14:38 +01:00
Vitaly Budovski
ecacc1ebcb
d3d8: Fixed POINTSPRITEENABLE.
2006-02-04 17:14:13 +01:00
Vitaly Budovski
80c82f527f
d3d8: Fixed POINTSCALEENABLE.
2006-02-04 17:13:13 +01:00
Jan Zerebecki
c1c3cc2a07
d3d8: CreateDevice should use the root of the current window.
2006-01-30 18:16:33 +01:00
H. Verbeet
ac16181790
d3d8: For render states D3DRS_POINTSPRITEENABLE and
...
D3DRS_MULTISAMPLEANTIALIAS, use GL_SUPPORT correctly.
2006-01-23 11:26:25 +01:00
H. Verbeet
66770e4ca0
d3d8: Add GL_ARB_multisample definitions.
2006-01-23 11:26:15 +01:00
H. Verbeet
76319f7c8d
d3d8: Add detection for GL_ARB_point_sprite support.
2006-01-23 11:24:27 +01:00
H. Verbeet
b645b9ed53
d3d8: Added GL_ARB_point_sprite definition.
2006-01-19 12:40:05 +01:00
Vitaly Budovski
624efed78e
d3d8: Render state additions.
...
Implemented D3DRS_EDGEANTIALIAS.
Implemented D3DRS_POINTSPRITEENABLE.
Implemented D3DRS_MULTISAMPLEANTIALIAS.
2006-01-17 15:58:43 +01:00
Alexandre Julliard
0ec7e1a591
Renamed all .cvsignore files to .gitignore.
2005-11-26 13:10:33 +01:00
Francois Gouget
6d442aeb34
Assorted spelling fixes.
2005-11-23 20:14:43 +01:00
Francois Gouget
0edbaf7e80
Remove spaces before '\n' in traces.
2005-11-10 12:14:56 +00:00
Vincent Béron
8a4c4ef278
Remove already included headers.
2005-11-07 11:07:19 +00:00
Raphael Junqueira
74c6321a15
- 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
2005-11-03 09:54:31 +00:00
Oliver Stieber
009cc4e403
Release the OpenGL context when the device is released.
2005-10-27 12:08:00 +00:00
Oliver Stieber
9c676e6c19
Changed index and vertex buffer so that internal references are
...
counted separately to external ones.
2005-10-27 10:23:41 +00:00
Oliver Stieber
bda8a5c08a
Allow cube textures to be updated.
2005-10-13 13:44:03 +00:00
Alexandre Julliard
7e22be4d84
We are no longer generating .dbg.c files.
2005-09-29 10:35:58 +00:00
H. Verbeet
9a86a0b046
Fix DXT2 & DXT4 support for d3d8.
2005-09-29 10:31:22 +00:00
H. Verbeet
f469b6f8de
Fix missing prototypes when using nVidia OpenGL headers.
2005-09-28 18:12:00 +00:00
Francois Gouget
6ccb80d9a5
Documentation tweaks to make winapi_check happy.
2005-09-26 09:52:56 +00:00
Oliver Stieber
f7eb64ce97
Correct the number of parameters (and partly their names) for the
...
undocumented functions ValidatePixelShader and ValidateVertexShader.
2005-09-21 09:42:20 +00:00
Mike McCormack
840eca52f6
Fix gcc 4.0 warning.
2005-09-09 14:50:29 +00:00
Oliver Stieber
20366e7956
Use wined3dformat when calling wined3d.
2005-08-29 09:32:44 +00:00
Mike McCormack
1766483e4c
Fix gcc 4.0 warnings.
2005-08-09 10:22:03 +00:00
Alexandre Julliard
49b7fdcfc0
Removed the broken mmap64 configure check, and moved the
...
_FILE_OFFSET_BITS define to wine/port.h. Made sure that all files that
need the define include it.
2005-08-03 21:25:10 +00:00
Mike McCormack
ebf4e53030
Fix sign warnings.
2005-07-28 10:16:54 +00:00
Stefan Huehner
190e1597ff
Fix some missing-declarations warnings.
2005-07-14 12:19:53 +00:00
Mike McCormack
2d7ea23868
Interlocked LONG* gcc warning fixes.
2005-07-11 13:21:17 +00:00
Francois Gouget
28dc5a8afc
Assorted spelling fixes.
2005-07-11 10:59:41 +00:00
Marcus Meissner
8e0fb66664
Fixed signedness issues.
2005-07-10 17:48:20 +00:00
Mike McCormack
d7b9a23afd
gcc 4.0 -Wpointer-sign fixes (Reg* functions).
2005-07-06 19:08:05 +00:00
Francois Gouget
02c25a8981
Assorted spelling fixes.
2005-06-30 18:19:33 +00:00
Oliver Stieber
46e7c30a71
Implement swapchains.
2005-06-23 11:05:24 +00:00
Alexandre Julliard
ab88743c25
Moved a few registry keys from HKLM\Software\Wine to
...
HKCU\Software\Wine for consistency.
2005-06-20 16:04:32 +00:00
Oliver Stieber
e70e3ba0ff
Change the way caps are sent between d3d9/d3d8 and wined3d to make it
...
easier for wined3d to support additional versions of Direct3D.
2005-06-17 09:59:03 +00:00
Alexandre Julliard
2e4bca9db5
Added magic comments to all Wine-specific registry accesses to make
...
them easier to grep.
2005-06-13 18:56:00 +00:00
Kristiaan Lenaerts
605249eb61
gcc 4.0 compile fix.
2005-05-29 20:01:48 +00:00
Dmitry Timoshkov
4625628e67
Make some of the OLE interface vtables const.
2005-05-27 20:17:35 +00:00
Alexandre Julliard
34fa35dc99
Added rules for building import libraries in the individual dll
...
makefiles, and added support for building a .def.a static import
library too.
2005-05-09 14:42:30 +00:00
Alexandre Julliard
d62356aa1e
Added rules to build import libraries in the individual dll makefiles.
...
Generate import libraries with the right name right away instead of
using an intermediate .spec.def file.
2005-05-07 12:39:52 +00:00
Alexandre Julliard
c3116c5e61
Renamed ttydrv and x11drv to winetty.drv and winex11.drv respectively
...
to follow the namespace conventions and make it clear that they are
drivers and not dlls.
Moved the graphics driver configuration to HKLM\Software\Wine\Drivers.
2005-05-06 19:38:50 +00:00
Raphael Junqueira
4ed37e03c6
Fix crash on drawStridedSlow.
2005-04-27 08:12:23 +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
Jakob Eriksson
9ed61de9a2
Get rid of HeapAlloc casts.
2005-03-24 21:01:35 +00:00
Francois Gouget
93416cdaf7
Assorted spelling fixes.
2005-03-23 13:15:18 +00:00
Alexandre Julliard
d0ee9f9309
Avoid spaces before preprocessor directives, that's not portable.
2005-03-02 12:23:20 +00:00
Jason Edmeades
6bec623edb
Correct handling of unusual vendor strings in d3d8, and check for a
...
stateblock before trying to release it in wined3d.
2005-02-24 10:05:06 +00:00
Carlos Lozano
b10ba61112
Check that pstream is not null.
2005-02-08 12:10:57 +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
Paul Vriens
7a49e82dac
- use Interlocked* functions in AddRef and Release.
...
- store the result of the Interlocked functions and use only this.
2005-01-24 11:31:45 +00:00
Rémi Assailly
6063b542aa
char -> const char fixes.
2005-01-24 11:29:44 +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
Eric Pouech
cf1d00bb08
Removed excessive statement (break after return or goto, not useful
...
break, not needed vars...)
2005-01-09 16:42:53 +00:00
Michael Stefaniuc
5ad7d858e0
Do not check for non NULL pointer before HeapFree'ing it. It's
...
redundant.
2004-12-23 17:06:43 +00:00
Alexandre Julliard
ebe3c529b1
Janitorial: C booleans must not be compared against TRUE.
2004-12-09 14:07:59 +00:00
Christian Costa
0de664aa73
S/W vshader fixes (spotted by Eric Pouech).
2004-12-06 16:11:38 +00:00
Eric Pouech
0a258964c2
Const correctness fixes.
2004-11-30 21:38:57 +00:00
Jason Edmeades
eba27af4f1
Add Get/Set Transform support, plus BeginScene (does nothing).
2004-11-28 15:04:41 +00:00
Tom Wickline
5c38e1b561
Version resources cleanup.
2004-11-23 13:59:34 +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
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
Francois Gouget
486d020c1b
Don't define COBJMACROS in objbase.h.
...
Update the Wine sources accordingly.
2004-10-07 03:06:48 +00:00
Jason Edmeades
b519893e41
Move the GetDeviceCaps into the wined3d library and call from d3d9.
2004-10-06 00:05:29 +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
f901144d85
Don't hide and restore the window when changing it to be a popup
...
style.
2004-09-21 20:04:24 +00:00
Alexandre Julliard
f5f7a1822c
Removed some more uses of the non-standard ICOM_THIS macro.
2004-09-08 01:50:37 +00:00
Hans Leidekker
fe442b21f7
Fix signed/unsigned comparison warnings.
2004-09-08 01:23:57 +00:00
Alexandre Julliard
f714b39762
Get rid of the no longer used ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
...
macro.
2004-08-23 19:39:48 +00:00
Alexandre Julliard
48c4bb3c31
Get rid of the non-standard ICOM_VTABLE macro.
2004-08-12 23:00:51 +00:00
Alexandre Julliard
0467ce9fd7
Get rid of the non-standard ICOM_VFIELD macro.
2004-08-12 19:52:49 +00:00
Jeroen Janssen
cead7c0e81
Updated some MSDN links in the code.
2004-07-30 00:03:02 +00:00
Christian Costa
810231c592
Some more texture ops fixes.
2004-06-21 23:53:59 +00:00
Raphael Junqueira
ac6f401056
- fix version string
...
- some fixes to ATI specific paths of set_tex_op (Christian needs to
complete it)
- fix use of GL_SUPPORT(NV_TEXGEN_REFLECTION). I have used the wrong
define, I'll get a brown paper bag :(
2004-06-14 16:57:41 +00:00
Raphael Junqueira
f86e64e1ae
Compile fix.
2004-06-02 00:35:41 +00:00
Christian Costa
5b75c15b8b
Implemented some texture operations using ATI_texture_env_combine3.
...
Fixed D3DTOP_LERP.
Fixed some checkGLcall error messages.
2004-05-28 03:39:42 +00:00
Raphael Junqueira
5f395061ef
- the hardware GL vendors (NVidia and ATI) can support more than 95
...
constants (the Mesa bug) and VRally use the 0..95 indexes so fix it
- fix normalize for some HW VertexShader inputs
- trying to fix the combination of NV_texture_combine_4 with
texture_combine_EXT (impl of D3DTOP_DISABLE, D3DTOP_MODULATE for
NV_texture_combine_4)
- if shaders disabled declare to support 0 for MaxVertexShaderConst.
2004-05-27 01:56:56 +00:00
Christian Costa
483803ff42
Added retrieval of ATI info.
2004-05-21 20:53:19 +00:00
Marcus Meissner
e3a37c8a26
Revert broken strict aliasing fix.
2004-05-21 20:52:57 +00:00
Raphael Junqueira
40dd9692d9
- first draft of D3DCLIPSTATUS8 handling (not really used for now)
...
- add a new DEBUG_SINGLE_MODE #define (for debug caps needs)
- better traces for surface dumping
- much better Texture support on Utilities functions and on
CheckDeviceType
- D3DRS_ZVISIBLE as unsupported (as seen in msdn)
2004-05-19 04:33:42 +00:00
Christian Costa
1cda8c774b
Enabled pixel shaders 1.4.
...
Fixed handling of macros at the end of vertex shaders.
Handled NOP and PHASE instructions.
Fixed versions of several instructions.
Improved pixel shader dump traces.
Fixed write mask.
Fixed X2 and -X2 source modifiers and implements DZ and DW ones.
Implemented texcrd, texld, texm3x3pad, texm3x3tex, texm3x3spec and
texm3x3vspec instructions (and partially texbem).
Added cnd, cmp and lrp instructions.
Rewrite of the "autoparam" code so we can add more complicated
instructions (only cnd and cmp as well as simple instructions use that
code at the moment).
2004-05-18 00:45:21 +00:00
Christian Costa
36819ae09f
Handle XYZRHW vertex mode correctly in slow path.
2004-05-17 19:49:01 +00:00
Ivan Leo Murray-Smith
10778aa761
Updated the version info of all DirectX dlls to the version numbers of
...
DirectX 9.0b for Windows 2000/XP.
2004-05-14 21:37:32 +00:00
Christian Costa
a967e7755e
Fixed W buffer handling.
2004-05-10 21:24:21 +00:00
Christian Costa
0f7b0a089b
Implemented pixel shaders using ARB_fragment_program extension.
2004-05-10 19:57:51 +00:00
Francois Gouget
9f1aea2fb8
Assorted spelling fixes.
2004-05-05 01:09:24 +00:00
Alexandre Julliard
ac7b9451f7
Authors: Christian Costa <titan.costa@wanadoo.fr>, Jason Edmeades <us@the-edmeades.demon.co.uk>
...
Fixes for rendering targets.
2004-05-02 04:22:31 +00:00
Raphael Junqueira
d52c5080cf
- Fix compilation again using olders GL headers
...
(glCompressedTexImage2DARB problem).
- Fix typo on constant.
- Detection of NVidia texture_shader and register_combiners
extensions.
- Begin to implement BUMPMAPPING using NVidia Texture shader extension
(not really working for now).
2004-04-29 00:20:18 +00:00
Francois Gouget
0345908a27
Assorted spelling fixes.
2004-04-28 00:24:44 +00:00
Christian Costa
15ccb11ea5
Implemented fast rendering to a texture using glCopyTexImage2D
...
Fixed SetViewport.
Fixed SetRenderTarget (based on Jason Edmeades' work).
Improved trace.
2004-04-26 23:34:17 +00:00
Marcus Meissner
3795a08149
Fixed some strict aliasing issues in dlls/d3d8.
...
Incorporated bugfix from Christian Costa in vshader_expp.
2004-04-26 20:15:02 +00:00
Raphael Junqueira
b4a37991ef
- implement SetRenderState D3DRS_FOGENABLE/D3DRS_RANGEFOGENABLE
...
- implement SetRenderState D3DRS_RANGEFOGENABLE
- fix SetRenderState D3DRS_FOGVERTEXMODE Caps/Detection traces
- fix IDirect3D8::GetAdapterIdentifier to use FillGLCaps and provide
more exact infos (driver versions, vendor, ...)
- split Fake GL Context creation from GetDeviceCaps for external use
- add a new channel (d3d_caps) for all IDirect3D8 Caps/detection traces
- rename fps channel to d3d_fps
- high use of runtime detected OpenGL Caps instead of defines
- update supported Caps using runtime detection
2004-04-26 20:12:28 +00:00
Raphael Junqueira
e4a96cd571
Don't try to create HW Vertex Shaders when code is NULL (ie use
...
default rendering code using VertexShaderDeclaration for datas) as GL
drivers don't like empty programs.
2004-04-23 21:28:02 +00:00
Raphael Junqueira
b42da1c51c
Fix some random crashes found on some games in the new code (live
...
GLX/GL drivers).
2004-04-23 21:27:30 +00:00
Raphael Junqueira
58080d4f6a
- more FIXME -> TRACE
...
- begin vendor/card detection (versions/names)
2004-04-22 23:46:05 +00:00
Christian Costa
1811e198f7
Converted some FIXMEs into TRACEs.
2004-04-21 22:24:22 +00:00
Francois Gouget
552dae7bf9
Fixed typos.
2004-04-20 20:16:16 +00:00
Raphael Junqueira
8e2da3e50d
Fix the d3dcore_gl part of HW vertex shader support for brokens GL
...
headers.
2004-04-20 20:15:29 +00:00
Christian Costa
1337f2084f
Fixed relative addressing.
...
Enable hw vertex shaders by default.
Moved registry d3d config key to Software\Wine\Direct3D.
2004-04-20 00:28:48 +00:00
Raphael Junqueira
c87fd95f1f
- fix the SetTextureStageState for D3DTADDRESS_MIRROR using dynamic GL
...
detection (and not build time GL headers)
- add a new debug channel for hardware vertex shaders
- hardware VS "compiler" fixes:
-> special case for address registers (MOV must be replaced by ARL)
-> add line numbers to trace (better to find why NVidia drivers complains)
-> one parse to determine temporary and address registers needs
(@todo: check GL limits)
-> remove duplicate traces from Generic ParseProgram
2004-04-19 23:04:58 +00:00
Alexandre Julliard
4f56863300
Authors: Jason Edmeades <us@the-edmeades.demon.co.uk>, Christian Costa <titan.costa@wanadoo.fr>
...
Added support for vertex shader (using ARB_vertex_program extension).
2004-04-15 23:58:15 +00:00
Raphael Junqueira
5b17606a50
Fix the GL_MAX_VERTEX_UNITS_ARB undeclared compilation error.
2004-04-02 23:26:52 +00:00
Francois Gouget
359c709d59
Assorted spelling and case fixes.
2004-03-31 20:06:10 +00:00
Raphael Junqueira
114c9077d6
- more Extensions work (begin to detect ATI extensions)
...
- try to fix D3DTADDRESS_BORDER, D3DTADDRESS_MIRROR,
D3DTADDRESS_MIRRORONCE using OpenGL extensions
- better set_tex_op: now use Runtime Extension support (and not
compile support)
2004-03-30 05:14:57 +00:00
Raphael Junqueira
9fb52e7716
- support of D3DTSS_MAXMIPLEVEL
...
- support of D3DTSS_MIPMAPLODBIAS (using EXT_TEXTURE_LOD_BIAS extension)
- correct support of D3DTSS_MAXANISOTROPY for D3DTSS_MAGFILTER and
D3DTSS_MINFILTER
- fixes for D3DTSS_MAGFILTER and D3DTSS_MAGFILTER
2004-03-27 20:42:14 +00:00
Alexandre Julliard
9e4ed6460c
.spec.c files are no longer used for 32-bit dlls.
2004-03-24 03:36:44 +00:00
Francois Gouget
b948778660
Assorted spelling fixes.
2004-03-23 23:20:16 +00:00
Ofir Petruska
fe334f7e20
Keep the checkGLcall glActiveTexture/glActiveTextureARB separation in
...
all the file.
2004-03-23 23:13:56 +00:00
Ofir Petruska
4a8f7b23ad
Define EXTRA_TRACES instead of #if 0.
2004-03-23 23:02:10 +00:00
Christian Costa
2616b57533
AddRef texture only if there is one for the requested stage.
2004-03-20 02:33:00 +00:00
Alexandre Julliard
e8a339c1d2
Portability fixes for LSB compatibility.
2004-03-01 21:32:02 +00:00
Francois Gouget
ad5ff7ceeb
Assorted spelling and case fixes.
2004-02-09 22:07:42 +00:00
Alexandre Julliard
20b4585e3c
Only link against libdxguid where necessary.
2004-01-27 00:11:16 +00:00
Ge van Geldorp
399901e054
Rename LARGE_INTEGER and ULARGE_INTEGER members "s" to "u" to conform
...
with PSDK.
2004-01-23 01:51:33 +00:00
Alexandre Julliard
4e4460eaef
There's no need for DUMMYUNIONNAME in private headers.
2004-01-08 05:27:23 +00:00
Francois Gouget
640cc3f3e1
Assorted spelling fixes.
2004-01-06 22:08:33 +00:00
Jason Edmeades
e086402f9a
Fix the draw*primitiveUP calls so they work directly after a draw
...
which uses vertex shaders.
2004-01-06 00:36:45 +00:00
Jason Edmeades
912c09b8ef
Disable the use of the 'w' parm in rhw mode.
2003-11-17 20:04:44 +00:00
Jason Edmeades
61608b71fc
If swap mode is discard, clear the backbuffer before moving onto the
...
next frame.
2003-11-17 20:04:30 +00:00
Jason Edmeades
96be4449f3
Use the current window visual only.
2003-11-17 20:04:08 +00:00
Raphael Junqueira
63c1093f24
- stupid typos fixes on software vertex shader operands
...
- CopyRects fix (problem in error paths) based on Carlos Lozano patch
2003-11-11 00:43:51 +00:00
Jason Edmeades
dfccba7153
Pass through floats correctly to the render states at
...
initialization. Fixes point problems.
2003-11-04 04:17:52 +00:00
Carlos Lozano
d970c097f4
Check that we don't write out of the defined range of palettes.
2003-11-04 04:17:28 +00:00
Jason Edmeades
2b832f11a5
Make support for CopyRects to a small area of the back buffer, and
...
correct the general method of updating the back buffer.
2003-10-31 04:15:07 +00:00
Jason Edmeades
ef8a634cb4
Clear should not be affected by write masks.
2003-10-31 03:35:43 +00:00
Jason Edmeades
ef65d2a6a6
ColorWriteEnable should not impact clearing the screen.
2003-10-31 00:09:07 +00:00
Jason Edmeades
0b37bf74b9
CopyRects (per rect) copied one too many lines, trashing the heap.
...
Also tidies up scissor test from previous patch.
2003-10-30 23:24:44 +00:00
Jason Edmeades
c922278bfa
Culling to different viewports failed as clearing the whole viewport
...
cleared the screen.
2003-10-30 23:05:09 +00:00
Jason Edmeades
14231aa83b
Correct writing to back buffer in non-ortho mode, and ensure the line
...
stipple is passed correctly to enable proper wireframe support.
2003-10-30 22:46:29 +00:00
Dimitrie O. Paun
fbdfd910c1
Remove SYMBOLFILE and LDDLLFLAGS from Makefiles.
2003-10-11 01:09:15 +00:00
Jason Edmeades
e0faa866e0
DXTn stride is to the next block, which is the equivalent to 4 rows
...
worth of bytes.
2003-10-07 03:31:46 +00:00
Jason Edmeades
78a7c5f28e
Check for advertized vertex blend support before querying device
...
capabilities, which silences issues about vertex blending.
2003-10-03 04:35:07 +00:00
Jason Edmeades
06fd1e25f7
Minor fixes - Remove light debug statements, handle disabled specular
...
material properly, release surfaces when debugging and clean up trace
a little.
2003-10-03 03:35:53 +00:00
Jason Edmeades
8b2c10bcd4
MaxActiveLights means number of concurrent lights, but any number can
...
be set up. Change support for lights into a linked list and only set
up an equivalent gl light when the light is enabled.
2003-09-30 00:21:07 +00:00
Jason Edmeades
ba69d05022
Make unlock of the backbuffer correctly restore the contents.
2003-09-30 00:20:08 +00:00
Jason Edmeades
b3ca47c689
Add real support for VS1.1, ie make the relative addressing mode
...
work.
2003-09-25 20:22:40 +00:00
Jason Edmeades
de3b0dfffb
The 'w' component is used more than just for the vertex, so we cannot
...
do the projection mapping ourselves. Also tidy up a tracepoint, and
preinitialize the shaders output as windows seems to.
2003-09-25 20:22:21 +00:00
Jason Edmeades
ce85a90538
DXTn format has odd mipmap levels in that the space allocated for
...
small levels needs a lot of padding.
2003-09-19 04:02:35 +00:00
Jason Edmeades
7ac9d258c3
GL doesn't like incorrect lengths passed into DXTN processing.
2003-09-19 00:20:19 +00:00
Jason Edmeades
40b09a23e5
Vertex shader output is lit and transformed, so stop GL doing it all
...
again.
2003-09-19 00:07:34 +00:00
Jason Edmeades
74c3281bef
Simple fix to handle the more common case of actually having a GL
...
context!
2003-09-19 00:07:16 +00:00
Alex Pasadyn
ad22804e28
Enable resolution changes for D3D8 applications.
2003-09-16 20:24:49 +00:00
Alexandre Julliard
e37c6e18d0
Fixed header dependencies to be fully compatible with the Windows
...
headers (with help from Dimitrie O. Paun).
2003-09-05 23:08:26 +00:00
Jason Edmeades
d9b8dfd7da
Use a dummy GL context if one is not available when GetDeviceCaps is
...
called.
Remove the compiler warnings introduced in the last DXTn patch.
2003-09-02 00:53:21 +00:00
Jason Edmeades
beb4ac8fe1
DXT1/3/5 support was broken, but unnoticeable since we also indicated
...
it wasn't supported.
2003-08-15 03:50:08 +00:00
Patrik Stridvall
ba78aac406
Fixed some issues found by winapi_check.
2003-08-08 21:07:23 +00:00
Jason Edmeades
d8b2109e61
Only reapply the texture states necessary when a different texture
...
gets bound to the same texture unit.
2003-08-05 19:18:58 +00:00
Jason Edmeades
2ec3bbccc1
glColorMaterial enable/disable setup is only done when really necessary.
...
If glColorMaterial is set to track current color and none is supplied,
it gets disabled.
glMaterial is reset when I think it is necessary.
Slow mode now has defaults for when fvf parms are not supplied (as per
fast mode).
Slow mode now sets up the specular color (forgot that bit previously,
I think!).
Trace now lists the front, back and stencil buffers for ease of
debugging.
2003-08-05 18:29:20 +00:00
Jason Edmeades
862a1073a5
Disable client texture states when not in use (fast mode) otherwise
...
traps occur.
Correct number of texture coords supplied in both fast and slow mode.
Dont supply a default colour of white when diffuse mode is disabled.
Reenable fast mode.
2003-07-21 20:01:23 +00:00
Jason Edmeades
564f5828b0
Add fps debug channel, so we can see how the d3d code is performing and
...
their impact of performance changes.
SetTransform almost rewritten in a much neater way, and in
coordination with drawprim it significantly reduces the number of
times that we reload the matrixes.
2003-07-19 03:02:42 +00:00
Alexandre Julliard
d09b2b988a
Warning fix.
2003-07-15 20:52:21 +00:00
Raphael Junqueira
d5ca917a36
- some cosmetic fixes
...
- fix a bug on IDirect3DVolume8Impl_AddDirtyBox
2003-07-08 21:01:48 +00:00
Jason Edmeades
021604c600
Implement UpdateTexture for 2D textures only.
...
Handle alphaop disabled but color op not-disable in a more appropriate
way (Docs say this is an illegal state and then proceed to use it).
Trace out textures as they are created.
Update the comments around the debug code and complete the debugging
set so textures which are used in the game can also be viewed.
2003-07-03 18:10:22 +00:00
Jason Edmeades
9a9fcd1ad4
Ensure MIPMAP levels is reset when rebinding an existing texture to a
...
texture unit.
2003-07-02 00:38:01 +00:00
Jason Edmeades
39538a5a9c
Add GetLevelCount to the basetexture class.
2003-07-02 00:37:40 +00:00
Jason Edmeades
86cb1cec75
Ensure pixel coordinates point to the bottom left of the pixel not the
...
middle.
2003-07-02 00:36:59 +00:00
Dmitry Timoshkov
4e1ef0c114
For all DLLs with defined DllMain and which do not require
...
DLL_THREAD_ATTACH/DLL_THREAD_DETACH notifications, call
DisableThreadLibraryCalls() in order to slightly improve performance
on thread creation/exiting.
2003-06-30 20:53:48 +00:00
Raphael Junqueira
dcddfbc140
- currently always use sloaw path as fast path have some problems
...
- fix APIENTRY mismatched value used by gl func pointers (in
d3dcore_gl.h)
2003-06-27 22:20:44 +00:00
Raphael Junqueira
44edc0c0ec
- dsound and d3d works better when x11drv locks/unlocks are correct
...
- more traces
2003-06-18 03:17:42 +00:00
Raphael Junqueira
bf2121a312
Fix AddDirtyRect uncorrect behavior (crash in some cases). Based on a
...
patch from Roderick Colenbrander.
2003-06-16 20:20:25 +00:00
Jason Edmeades
21a092816a
Fix the texture operations to resolve glitches shown in UT2003 when
...
get quad damage.
checkGLcall must not supply a \n as that is supplied by its
expansion.
Performance fixes to save applying the same states 6 times and to
reduce function calls when accessing front/back buffers.
Make traces more readable by more constants -> english descriptions.
2003-06-13 19:14:34 +00:00
Jason Edmeades
5593a08334
When emulating fullscreen it helps to not allocate space for menu bars
...
and borders. Make this window a popup window.
2003-06-13 18:53:06 +00:00
Jason Edmeades
3cf874bb04
Make the fixed function pipeline support multiple streams for created
...
vertex shaders with no function supplied. Also split down draw
primitive along the lines of the d3dcore requirements and put in some
diagnostic aids.
2003-06-13 18:09:05 +00:00
Raphael Junqueira
85aa298ad2
Fixed compilation problems.
2003-06-06 18:12:59 +00:00
Raphael Junqueira
e4882b1548
- cleaning of volume.c/volumetexture.c as done previously for
...
surface.c/*texture.c (with add of lockable, locked and Dirty flags)
- add of dirtyRect/dirtyBox for better dirtification management (not
used yet, but huge optimisation can be possible now)
- fix some debug traces (well it's better to use debug_d3dpool)
- fix some stupid regression on point parameters (forgot to check
extension on fillcaps)
2003-06-04 23:05:46 +00:00
Raphael Junqueira
713013a978
- add a new private header d3dcore_gl.h that declares needed opengl
...
defines and the caps defines
- cleanup of device.c using the caps defines (avoid the #ifdef
nigthmare)
- add {Set,Get}GammaRamp support
2003-06-04 23:01:49 +00:00
Raphael Junqueira
24be30657d
- some cleanup and warning fixes
...
- split of CreateDevice gl/gxl detection code into FillGLCaps
- implementation of resolution change (using ChangeDisplaySettings)
but desactived as ChangeDisplaySettings don't seem to work well
- begin of swap chain support (now need to split/clean
gxlpbuffer/glxpixmap code for swap chain use)
2003-06-04 22:55:19 +00:00
Jason Edmeades
bca452eea6
Fix the glRead call when pRect != NULL, resolve the file format of the
...
saved snapshot correctly.
2003-06-04 22:51:14 +00:00
Raphael Junqueira
8bde56dad0
- fix another time the stupid locking bug (i had already fixed it in
...
ActiveRender)
- fix stupid rescaling of colors values on SaveSnapshot
2003-06-04 22:47:53 +00:00
Raphael Junqueira
b050a3dbf1
- pixel shader program dump code
...
- pixel shader code split into a new "COM object" (as done before for
vertex shader)
- some fixes on Validate* functions call types
- add pixel shader (ie fragment_program) detection on caps code
2003-06-04 22:45:57 +00:00
Jason Edmeades
3d51c865d4
Add support for a lot of the remaining texture ops, move code into the
...
utils module, and clean up the main code path.
2003-06-04 22:20:47 +00:00
Raphael Junqueira
0b5e9d9feb
- some cleanups
...
- more cubetextures fixes (now d3d8 sdk cubemap sample work almost
perfectly)
- add a new debug function "debug_d3dpool" and use it
- add a new param (the device) for the conversions functions (because
we need to check caps to see how to convert)
- some crashes fixed in render to surface code with no stencil-depth
surface
- a very simple cliplane fix
- a stupid palettes fix (stupid language)
- begin of anisotropic filter support
- begin of compressed textures support
- a very useful debug functions: IDirect3DSurface8Impl_SaveSnapshot to
dump surfaces as png ;)
- many useful surfaces debug code (using SaveSnapshot)
2003-06-04 22:12:34 +00:00
Jason Edmeades
4e3100825f
Correct specular enable renderstate.
2003-06-04 22:04:44 +00:00
Jason Edmeades
2eaf05bfd5
Avoid the use of glGet when we know the information locally.
2003-06-04 22:02:06 +00:00
Jason Edmeades
84cd1925fe
Opengl 1.4 added stencil wrap support as per directx (also in the
...
GL_EXT_stencil_wrap extension).
2003-06-04 22:01:05 +00:00
Raphael Junqueira
3cae8cfa69
- implemented render to surfaces (and render to new rendertargets)
...
using glx pbuffers (with a useful debug code to display rendered
surface into window drawable)
- better cubetextures
- split utilities functions into utils.c and added more
- more readable debug again
- a better caps code (not perfect but i'll use glx code later)
- use of the new caps code
- begin of UpdateTexture
- begin of Cursor support
- cleaning most of deprecated #if 0/#endif
- correct some lockable/unlockable behavior
- correct some returns code
2003-06-04 21:55:29 +00:00