Commit Graph

160 Commits

Author SHA1 Message Date
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