Commit Graph

111 Commits

Author SHA1 Message Date
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
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
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
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
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
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
Francois Gouget
ad5ff7ceeb Assorted spelling and case fixes. 2004-02-09 22:07:42 +00:00
Francois Gouget
640cc3f3e1 Assorted spelling fixes. 2004-01-06 22:08:33 +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
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
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
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
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
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
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
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
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
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
Raphael Junqueira
44edc0c0ec - dsound and d3d works better when x11drv locks/unlocks are correct
- more traces
2003-06-18 03:17:42 +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
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
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