Commit Graph

125 Commits

Author SHA1 Message Date
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
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
Jason Edmeades
350aa2dcc4 Fill in lots of unimplemented render states. 2003-06-04 20:10:43 +00:00
Jason Edmeades
7f53bb8f8c Avoid setting and resetting the same values when there are many
rectangles.
2003-05-22 03:35:24 +00:00
Raphael Junqueira
9489f8bdc0 - mor usefull debug functions debug_d3dusage and debug_d3ddevicetype
- fix a crash in pixel shader parser (happened with unreal2)
- currently desactive pixel shaders caps (with #define) while hw
  shaders code isn't merged
- when we have a special debug channel for shader, use it ;)
- fix again some stubs return value
- more more readable traces now (principaly IDirect3D8 capacities
  check and surface locking code) using new debug functions
- fix/cleaning the surface locking code
- now we support D3DTOP_SUBSTRACT so declare it in caps
- now support true 32bit (well X 24 bit can be used as 32 bit in caps
  code)
- first try to get D3DTSS_TCI_CAMERASPACENORMAL and
  D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR look good
- native support 32 bit support (now application can choose 16 or 32
  bit support) if current resolution is 24 bit (as we can only launch
  games in windowed mode)
- textures palettes support
- fix reflexion placement code (the sdk sample begin to work)
- fix a stupid crash when using traces in vshaderdeclaration
- more more readable traces (init/caps)
- more cubetextures fixes
2003-05-17 18:33:02 +00:00
Jason Edmeades
ae004ab312 Implement texture transform flags the best we can for now. 2003-05-16 20:11:14 +00:00
Jason Edmeades
c71eba90fe Fixed range checking on the number of lights.
Silence the fixmes.
2003-05-16 00:04:07 +00:00
Jason Edmeades
575dbfa769 Supply the correct box on the screen to be processed during the clear
call, using opengl coordinates, not directx coordinates.
2003-05-15 23:14:33 +00:00
Jason Edmeades
f8f7cdf0e8 Solved the transparency problem seen in the ClipMirror SDK sample
properly. Also a few tabs->spaces to correct formatting.
2003-05-15 22:56:10 +00:00
Raphael Junqueira
3385990368 - declare a new debug chanel for vertex shaders
- some useful debug functions for textures format
- correct DrawPrimitive (RHW correctness and vshader RHW)
- more copyrects fixes (only two unimplemented behavior remain)
- fix GetFrontBuffer to get screenshots samples working
- add D3DCOLORTOGLFLOAT4 and use it
- first try of D3DRS_FOGTABLEMODE support
2003-05-14 19:33:35 +00:00
Jason Edmeades
ec2f96151f Make sure the viewport is from the GL (bottom left) not the DirectX
(top left).
2003-05-14 00:00:12 +00:00
Jason Edmeades
fe30ce3444 Properly support texture coordinate indexes. 2003-05-13 23:51:58 +00:00
Jason Edmeades
9c34f04e1e CopyRects needs to lock the area it is copying to (esp. if that area
is the back buffer, as locking/unlocking causes glread/draw pixels).
2003-05-13 23:39:53 +00:00
Raphael Junqueira
eb36d31d6f - surface pool init fixes
- minor indentation and traces fixes
- fix locking/unlocking/dirty behavior (dirtify on lock) +
  optimisations (only copy when dirty)
- fix IDirect3DDevice8::Clear behavior (problem seen after a
  locking/unlocking code error)
- begin to fix volume and cube textures management
2003-05-12 03:10:27 +00:00
Raphael Junqueira
89ec35fe43 - minor COM fixes (fixes some crashes on stupid games)
- minor indentation changes
- fix SELECTARG2 behavior (with help from Lionel Ulmer)
- surface locking/unlocking (only rendering and textures surfaces
  supported now)
- beginning of Target/Front surface support
- try to get D3DTOP_SELECTARG_* working
- implemented D3DTOP_SUBTRACT: currently only if OpenGL1.3 is used, we
  have to use GL_SUBTRACT_ARB for other versions
2003-05-11 03:35:27 +00:00
Raphael Junqueira
18af8d8611 - Disable some 'classic' debug traces (avoid useless flood of traces
while debugging games).
- Fix the texture size caps using GL_MAX_TEXTURE_SIZE.
2003-05-08 17:36:00 +00:00
Jason Edmeades
8534f79124 - Move texture loading into PreLoad for 2D textures (needs doing for
the others as well), and call when needed as well.
- Change D3DFMT_R5G6B5 handling to make backdrop of Max Payne appear.
- Add code to reject attempts to use invalid texture units (Max Payne
  did this a lot).
- ValidateDevice fixme silenced as harmless but occurs frequently.
- Add trace which can be compiled in to debug vertex shaders, and
  correct fixmes and dprintf's into appropriate trace statements.
- Ensure we trace what we return when querying the device caps.
- Correct bug with negative numbers in vertex shader code.
2003-05-08 03:49:04 +00:00
Jason Edmeades
5ba50508ff Add support for MultiplyTransform (helps make the SkimmedMesh SDK
sample look better).
2003-05-06 00:19:11 +00:00
Jason Edmeades
cb677f6388 Add the beginnings of support for texture coordinates. 2003-05-06 00:15:49 +00:00
Jason Edmeades
e0d2fb6779 Only reapply the world, view or projection transform changes if we
really have to.
2003-04-21 23:53:03 +00:00
Jason Edmeades
9fdc759b90 MIRROR_ARB support is not dependent on OpenGL 1.3 as I originally
ifdef'ed. It is apparently introduced fully in 1.4, or dependent on
another ifdef, GL_ARB_texture_mirrored_repeat.
2003-04-21 23:29:39 +00:00
Jason Edmeades
b830439bf5 Don't reapply all the texture states if the texture we are replacing
is the same as the texture there already and the texture is not
'dirty'.
2003-04-21 23:20:51 +00:00
Jason Edmeades
53391ac33f DOT3 isn't there on earlier opengl versions. 2003-04-21 22:37:48 +00:00
Jason Edmeades
55e85807f8 Add DotProduct3 support if supported by opengl. 2003-04-19 20:30:58 +00:00
Jason Edmeades
2a7f46d0b4 Make codesampler texture addressing mode sample work better.
Add mirrorsupport (if opengl 1.3) and make clamp and border appear
more similar to Windows.
2003-04-19 20:08:14 +00:00
Christian Costa
7f1250e5cf Handle creation of a depth/stencil buffer when creating a device.
Implement IDirect3D8DeviceImpl_GetDepthStencilBuffer.
2003-04-17 02:16:07 +00:00
Raphael Junqueira
92155f158f - Defer of IDirect3DVertexShader_SetConstant, waiting for
DrawPrimitive call.
- Beginning of VertexShader constants support into stateblock (only
  stored, not captured yet).
- Fix compiation with nivdia GL/gl.h and mesa Gl/glext headers as
  reported by Andrew John Hughes.
- One glActiveTexture/glActiveTextureARB missing.
2003-01-30 00:18:27 +00:00
Raphael Junqueira
4b0297d894 Some needed cleanups for future dx9 and d3d common layer support:
- stateblocks to IDirect3DStateBlockImpl interface and moving into
    a new file (stateblock.c)
  - shaders to IDirect3D*ShaderImpl interfaces
  - splitting vshader and vshader declaration as in dx9 into 2
    interfaces (for future common layer use)
  - vshader declaration code to a new file (vsaderdeclaration.c)
  - device calls to new interfaces (redirect stubs)
Simple texture fix for a little regression after last Jason's patches.
Some caps code using the GL/glext.h defines (GL_VERSION_*).
2003-01-28 01:12:23 +00:00
Jason Edmeades
aaa68a32f7 Add support for color material sources, with help from Lucho. 2003-01-24 00:48:10 +00:00
Jason Edmeades
5840a1bffc Use device max lights and clipplane support. Also change clipplane to
be affected by view matrix.
2003-01-23 22:38:51 +00:00
Alexandre Julliard
f8aa3b506c Added -Wpointer-arith gcc flag, and fixed the resulting warnings. 2003-01-23 21:32:35 +00:00
Jason Edmeades
b4a3f1dc68 Ensure using correct args during complement texture operations. 2003-01-21 00:41:32 +00:00
Jason Edmeades
ffd4fd517e Restore the texture env mode on SetTexture - Fixes problem in
codesampler demo.
2003-01-21 00:30:27 +00:00
Jason Edmeades
f5885defc9 Only reload the mipmap images when dirty. 2003-01-20 23:23:41 +00:00
Raphael Junqueira
9e43683316 - beginning of vertex matrix blending using extensions (currently
alpha alpha stage as i haven't understand needed extension behavior)
- modify SetRenderState for matrix blending specific params
- by default diffuse color is white ;)
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 23:12:37 +00:00
Raphael Junqueira
72fb7acf8d Beginning of more COM compliant behavior:
- AddRef/Release where needed
- use IUnknown* instead void*
- fix many GetDevice using AddRef
- fix IDirect3DSurface8Impl_GetContainer using QueryInterface
2003-01-14 23:05:39 +00:00
Jason Edmeades
7472d72e03 Copyrect should flag destination texture as dirty, to force it to be
reloaded.
2003-01-14 22:53:50 +00:00
Jason Edmeades
bcb05fd43e Add support for some of the texture address states and border colour. 2003-01-14 22:50:00 +00:00
Raphael Junqueira
6b03dd5c85 - move input and output data in VertexShader struct
- better traces
- specific input data filling function for vertex shaders using vertex
  shader declaration (and not FVF ... maybe FVF will return for fast
  path with simples vertex shader declarations)
- huge vertex shader fixes:
  - add and fix many vs (1.0->2.0) used opcodes in complex shaders
  - improvements to programs parser: parse comments, version, ..
  - add a vertex shader input filler function (parsing vertex shader
    declaration): almost complete
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 20:29:33 +00:00
Jason Edmeades
cf5c35bc81 Calculate starting position for a copyrect correctly. 2003-01-09 06:02:39 +00:00
Dan Kegel
0fd521fee3 Change RECT to use LONG to match win32 standard headers and fix format
strings to use %ld for RECT elements.
2003-01-08 21:09:25 +00:00
Dimitrie O. Paun
297f3d898d Define NONAMELESS{STRUCT,UNION} explicitly in the files that need them. 2003-01-07 20:36:20 +00:00
Jason Edmeades
850a9429db Added basic support for mipmaping, verified using sample from
codesampler.com.
2003-01-03 21:28:05 +00:00
Jason Edmeades
3d1b725900 - Use faster vertex arrays (rather than processing vertexes one by
one), whenever possible.
- Less trace in the slower form by default.
2003-01-03 21:25:42 +00:00
Raphael Junqueira
559b10699f - integration with DrawPrimitive
- remove non-esthetic c++ comments into c comments block ;)
- more more debug
- indent, cleanups
- trying to use DIFFUSE and SPECULAR for vertex shader
- many fixes
- integration with Jason's texture patch
2003-01-02 17:59:01 +00:00
Jason Edmeades
13ee7cd154 Query opengl to ensure it supports multitexture, and honour the number
of supported texture units. Especially important for NVidia drivers
which only support 2 texture units.
2002-12-23 01:34:59 +00:00
Raphael Junqueira
1df8f18e46 - some fixes in CreateDevice init
- vertex shader declaration parser (with output dump) and
   interpretation (generate the FVF descriptor for program input)
 - vertex shader program parser (with output dump)
 - software vertex shader program emulation
2002-12-18 05:05:41 +00:00
Jason Edmeades
a4224fe28d The simple bits of fog. 2002-12-17 04:14:34 +00:00
Raphael Junqueira
e31ae92630 - some D3D8 fixes
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on
  DirectX8)
- beginning of D3DX8 support the D3D8 utility API (very basic, only
  the core header)
2002-12-17 01:15:15 +00:00
Jason Edmeades
2aff85c9c8 Thanks to Lucho, text support in samples now starts to
appear. Textures now saved in state blocks, and correct FVF's used for
drawing.
2002-12-13 20:25:59 +00:00
Jason Edmeades
fcb753ee26 - Fix bug in multitexturing introduced during dummy texture changes.
- Additional traces.
2002-11-12 02:14:13 +00:00
Jason Edmeades
ca6bcdcc99 - Stencil mapping now works (it helps to actually allocate a stencil
buffer).
- Texture mapping corrected if no real texture bound.
- Code now detects which opengl extensions are present - to be
  extended later.
- More debug tracepoints.
2002-11-06 19:56:32 +00:00
Jason Edmeades
01878bbf22 Handle texture FVF formats when no texture is bound. 2002-10-28 20:41:23 +00:00
Jason Edmeades
37d0fe62d6 Add copyrects support. 2002-10-28 20:07:24 +00:00
Jason Edmeades
ec7155b608 - Initialize the texture state information.
- Add dummy textures so texture operations which dont reference the
  texture can work.
- Support 2d and 3d textures properly.
- Reapply the texture state information as textures get set, as opengl
  stores the state along with the bound texture whereas directx uses the
  current state information during the draw stage.
- 3rd attempt to sort out lighting, for programs which dont set normals.
- Temporarily silence some unnecessary fixmes.
2002-10-28 19:00:23 +00:00
Jason Edmeades
07d5c1a32e Beginnings of Stencil support. 2002-10-22 00:42:11 +00:00
Jason Edmeades
99cd0de7d9 Add the basic support for volume textures / volumes (3d textures). 2002-10-21 18:21:59 +00:00
Jason Edmeades
6fc8f9f399 - Dont set lighting during draw primitive, rely on the render state.
- Small fix for alpha testing.
- Add support to enable/disable clipping as a whole.
- Allow D3DRS_TEXTUREFACTOR to be changed once texture stage arg set
  up.
- D3DTOP_DISABLE initial implementation.
2002-10-17 01:21:43 +00:00
Jason Edmeades
37d40786e7 - ClipPlanes work better.
- Culling now configures itself properly.
2002-10-13 17:53:15 +00:00
Jason Edmeades
78a9bf8709 Significantly improve the lighting code. 2002-10-11 23:31:07 +00:00
Jason Edmeades
9240bc3fbe Various fixes, typos corrected and clarifying trace points. 2002-10-07 18:24:28 +00:00
Jason Edmeades
26258ce06a Initial D3D8 implementation. 2002-09-27 22:46:16 +00:00