- 17 May, 2011 1 commit
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Henri Verbeet authored
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- 11 May, 2011 1 commit
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Henri Verbeet authored
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- 31 Mar, 2011 1 commit
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Henri Verbeet authored
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- 30 Mar, 2011 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 15 Mar, 2011 1 commit
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Michael Stefaniuc authored
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- 02 Sep, 2010 1 commit
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Henri Verbeet authored
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- 27 Feb, 2006 1 commit
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Roderick Colenbrander authored
Oliver Stieber).
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- 21 Feb, 2006 1 commit
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Roderick Colenbrander authored
Let the few existing parts which need the capabiliteis use the WineD3D capability structure (gl_info). This info structure contains next to 'flags' inidicating certain features also all GL/GLX functions pointers. Because D3D8 moves over to the wined3d gl_info structure all the gl prototypes in d3dcore_gl.h were unneeded and removed.
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- 23 Nov, 2005 1 commit
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Francois Gouget authored
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- 10 Nov, 2005 1 commit
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Francois Gouget authored
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- 26 Sep, 2005 1 commit
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Francois Gouget authored
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- 21 Sep, 2005 1 commit
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Oliver Stieber authored
undocumented functions ValidatePixelShader and ValidateVertexShader.
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- 10 Jul, 2005 1 commit
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Marcus Meissner authored
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- 24 Jan, 2005 1 commit
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Rémi Assailly authored
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- 06 Dec, 2004 1 commit
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Christian Costa authored
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- 30 Nov, 2004 1 commit
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Eric Pouech authored
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- 30 Jul, 2004 1 commit
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Jeroen Janssen authored
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- 27 May, 2004 1 commit
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Raphael Junqueira authored
constants (the Mesa bug) and VRally use the 0..95 indexes so fix it - fix normalize for some HW VertexShader inputs - trying to fix the combination of NV_texture_combine_4 with texture_combine_EXT (impl of D3DTOP_DISABLE, D3DTOP_MODULATE for NV_texture_combine_4) - if shaders disabled declare to support 0 for MaxVertexShaderConst.
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- 18 May, 2004 1 commit
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Christian Costa authored
Fixed handling of macros at the end of vertex shaders. Handled NOP and PHASE instructions. Fixed versions of several instructions. Improved pixel shader dump traces. Fixed write mask. Fixed X2 and -X2 source modifiers and implements DZ and DW ones. Implemented texcrd, texld, texm3x3pad, texm3x3tex, texm3x3spec and texm3x3vspec instructions (and partially texbem). Added cnd, cmp and lrp instructions. Rewrite of the "autoparam" code so we can add more complicated instructions (only cnd and cmp as well as simple instructions use that code at the moment).
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- 10 May, 2004 1 commit
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Christian Costa authored
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- 28 Apr, 2004 1 commit
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Francois Gouget authored
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- 26 Apr, 2004 1 commit
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Marcus Meissner authored
Incorporated bugfix from Christian Costa in vshader_expp.
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- 23 Apr, 2004 1 commit
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Raphael Junqueira authored
default rendering code using VertexShaderDeclaration for datas) as GL drivers don't like empty programs.
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- 20 Apr, 2004 2 commits
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Francois Gouget authored
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Christian Costa authored
Enable hw vertex shaders by default. Moved registry d3d config key to Software\Wine\Direct3D.
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- 19 Apr, 2004 1 commit
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Raphael Junqueira authored
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
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- 15 Apr, 2004 1 commit
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Alexandre Julliard authored
Added support for vertex shader (using ARB_vertex_program extension).
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- 01 Mar, 2004 1 commit
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Alexandre Julliard authored
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- 11 Nov, 2003 1 commit
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Raphael Junqueira authored
- CopyRects fix (problem in error paths) based on Carlos Lozano patch
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- 25 Sep, 2003 1 commit
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Jason Edmeades authored
work.
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- 05 Sep, 2003 1 commit
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Alexandre Julliard authored
headers (with help from Dimitrie O. Paun).
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- 13 Jun, 2003 1 commit
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Jason Edmeades authored
vertex shaders with no function supplied. Also split down draw primitive along the lines of the d3dcore requirements and put in some diagnostic aids.
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- 04 Jun, 2003 2 commits
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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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Raphael Junqueira authored
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
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- 17 May, 2003 1 commit
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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
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- 14 May, 2003 1 commit
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Raphael Junqueira authored
- more debugging traces
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- 08 May, 2003 1 commit
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Jason Edmeades authored
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.
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- 12 Apr, 2003 1 commit
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Alexandre Julliard authored
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- 28 Jan, 2003 1 commit
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Raphael Junqueira authored
- 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_*).
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