Commit Graph

114 Commits

Author SHA1 Message Date
Markus Amsler
3fd04308ab d3d: Callback infrastructure for implicit depth stencil surface destruction in IWineD3DDevice. 2006-12-06 12:39:30 +01:00
Markus Amsler
a60d4b2d2f d3d: Pass the superior creating object down to the callback functions. 2006-12-04 12:40:38 +01:00
H. Verbeet
c6e0ca28d5 d3d8: Win64 printf format warning fixes. 2006-10-10 19:58:56 +02:00
H. Verbeet
4a48e38e7d d3d8: Improve shader handle management. 2006-08-28 11:47:02 +02:00
Vitaliy Margolen
145442a79d d3d8: Fix remaining refcount tests and tighten all tests. 2006-07-07 16:57:41 +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
Jonathan Ernst
360a3f9142 Update the address of the Free Software Foundation. 2006-05-23 14:11:13 +02:00
Stefan Dösinger
d04f0507cf wined3d: Implement Init3D and Uninit3D. 2006-04-19 12:43:22 +02:00
Stefan Dösinger
d2510847b0 wined3d: Split device creation and opengl initialization. 2006-04-13 11:22:45 +02:00
Stefan Dösinger
fce54bcc49 wined3d: Add WINED3DDISPLAYMODE to wined3d_types.h. 2006-04-03 12:17:22 +02:00
Stefan Dösinger
1d47556195 wined3d: Use WINED3DSWAPEFFECT in the wined3d headers and code. 2006-03-28 17:51:45 +02:00
Stefan Dösinger
b4b295c2a5 wined3d: Add WINED3DMULTISAMPLE_TYPE to wined3d_types.h. 2006-03-27 11:30:49 +02:00
Francois Gouget
555a06075f d3d8: Remove spaces before '\n'. 2006-02-28 12:01:47 +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
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
H. Verbeet
172a9e1fcd d3d8: Add detection for GL_ARB_point_parameters support. 2006-02-05 12:19:04 +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
76319f7c8d d3d8: Add detection for GL_ARB_point_sprite support. 2006-01-23 11:24:27 +01:00
Francois Gouget
0edbaf7e80 Remove spaces before '\n' in traces. 2005-11-10 12:14:56 +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
Mike McCormack
ebf4e53030 Fix sign warnings. 2005-07-28 10:16:54 +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
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
Dmitry Timoshkov
4625628e67 Make some of the OLE interface vtables const. 2005-05-27 20:17:35 +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
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
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
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
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
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
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
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
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
0f7b0a089b Implemented pixel shaders using ARB_fragment_program extension. 2004-05-10 19:57:51 +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
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