- 07 Jun, 2003 8 commits
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Arjen Nienhuis authored
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Christian Costa authored
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Mike Hearn authored
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Mike Hearn authored
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Kester Maddock authored
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Mike Hearn authored
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Steven Edwards authored
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Eric Pouech authored
DebugBreakProcess.
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- 06 Jun, 2003 8 commits
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Sylvain Petreolle authored
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Dimitrie O. Paun authored
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Raphael Junqueira authored
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Martin Fuchs authored
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Mike McCormack authored
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Ingmar Thiemann authored
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Robert Shearman authored
- Rewrite the enumeration loop - Support non-desktop root - Silence harmless and implemented debug messages
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Jukka Heinonen authored
Restored interrupt priorities to correct values.
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- 04 Jun, 2003 24 commits
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Lionel Ulmer authored
- optimize FB Locks / Unlocks when RECTs are used
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Lionel Ulmer authored
- TRACEing fix
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Lionel Ulmer authored
- fix bug in texture upload (I wonder how I missed this :-/ ) - improve the D3D1/2 texture mapping modes
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Lionel Ulmer authored
- 24 bpp handling for lock / unlock code - some better checks for AlphaPixel value - better TRACEing to better catch threading problems
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Lionel Ulmer authored
- only bind textures at start of rendering - optimized the texture parameter code - optimize of the 'dirty checking code' for mipmapping - handles the MAXMIPLEVEL texture parameter
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Lionel Ulmer authored
- fix one case of reference counting on textures - fix stupid bug in texture upload code - yet another texture enumeration reordering
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Lionel Ulmer authored
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Lionel Ulmer authored
- use the common code for the FB Unlock code
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Lionel Ulmer authored
- some interface changes for future reuse for Blt / Lock code - fixed some Pitch problems in texture uploads (mostly for 'small' mip-mapping levels)
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Lionel Ulmer authored
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Lionel Ulmer authored
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Lionel Ulmer authored
- cleaned-up the GL / device critical section handling
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Lionel Ulmer authored
- no need anymore to flush to FB on execute buffer calling
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Lionel Ulmer authored
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Lionel Ulmer authored
- fix compilation on non-recent glext.h systems
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Raphael Junqueira authored
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)
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Raphael Junqueira authored
defines and the caps defines - cleanup of device.c using the caps defines (avoid the #ifdef nigthmare) - add {Set,Get}GammaRamp support
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Raphael Junqueira authored
- 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)
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Jason Edmeades authored
saved snapshot correctly.
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Raphael Junqueira authored
ActiveRender) - fix stupid rescaling of colors values on SaveSnapshot
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Raphael Junqueira authored
- 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
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Jason Edmeades authored
utils module, and clean up the main code path.
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Raphael Junqueira authored
- 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)
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Jason Edmeades authored
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