1. 17 May, 2011 1 commit
  2. 11 May, 2011 1 commit
  3. 31 Mar, 2011 1 commit
  4. 30 Mar, 2011 2 commits
  5. 15 Mar, 2011 1 commit
  6. 02 Sep, 2010 1 commit
  7. 27 Feb, 2006 1 commit
  8. 21 Feb, 2006 1 commit
    • Roderick Colenbrander's avatar
      d3d8: Move the capability detection code over to WineD3D. · b24e69dc
      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.
      b24e69dc
  9. 23 Nov, 2005 1 commit
  10. 10 Nov, 2005 1 commit
  11. 26 Sep, 2005 1 commit
  12. 21 Sep, 2005 1 commit
  13. 10 Jul, 2005 1 commit
  14. 24 Jan, 2005 1 commit
  15. 06 Dec, 2004 1 commit
  16. 30 Nov, 2004 1 commit
  17. 30 Jul, 2004 1 commit
  18. 27 May, 2004 1 commit
    • Raphael Junqueira's avatar
      - the hardware GL vendors (NVidia and ATI) can support more than 95 · 5f395061
      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.
      5f395061
  19. 18 May, 2004 1 commit
    • Christian Costa's avatar
      Enabled pixel shaders 1.4. · 1cda8c77
      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).
      1cda8c77
  20. 10 May, 2004 1 commit
  21. 28 Apr, 2004 1 commit
  22. 26 Apr, 2004 1 commit
  23. 23 Apr, 2004 1 commit
  24. 20 Apr, 2004 2 commits
  25. 19 Apr, 2004 1 commit
    • Raphael Junqueira's avatar
      - fix the SetTextureStageState for D3DTADDRESS_MIRROR using dynamic GL · c87fd95f
      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
      c87fd95f
  26. 15 Apr, 2004 1 commit
  27. 01 Mar, 2004 1 commit
  28. 11 Nov, 2003 1 commit
  29. 25 Sep, 2003 1 commit
  30. 05 Sep, 2003 1 commit
  31. 13 Jun, 2003 1 commit
  32. 04 Jun, 2003 2 commits
    • Raphael Junqueira's avatar
      - pixel shader program dump code · b050a3db
      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
      b050a3db
    • Raphael Junqueira's avatar
      - implemented render to surfaces (and render to new rendertargets) · 3cae8cfa
      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
      3cae8cfa
  33. 17 May, 2003 1 commit
    • 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
  34. 14 May, 2003 1 commit
  35. 08 May, 2003 1 commit
    • Jason Edmeades's avatar
      - Move texture loading into PreLoad for 2D textures (needs doing for · 8534f791
      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.
      8534f791
  36. 12 Apr, 2003 1 commit
  37. 28 Jan, 2003 1 commit
    • Raphael Junqueira's avatar
      Some needed cleanups for future dx9 and d3d common layer support: · 4b0297d8
      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_*).
      4b0297d8