• Raphael Junqueira's avatar
    - mor usefull debug functions debug_d3dusage and debug_d3ddevicetype · 9489f8bd
    Raphael Junqueira authored
    - 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
    9489f8bd
d3d8_private.h 58.7 KB