1. 01 Mar, 2004 1 commit
  2. 14 Nov, 2003 1 commit
  3. 11 Nov, 2003 1 commit
  4. 25 Sep, 2003 1 commit
  5. 05 Sep, 2003 1 commit
  6. 13 Jun, 2003 1 commit
  7. 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
  8. 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
  9. 14 May, 2003 1 commit
  10. 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
  11. 12 Apr, 2003 1 commit
  12. 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
  13. 23 Jan, 2003 1 commit
  14. 14 Jan, 2003 1 commit
    • Raphael Junqueira's avatar
      - move input and output data in VertexShader struct · 6b03dd5c
      Raphael Junqueira authored
      - 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
      6b03dd5c
  15. 02 Jan, 2003 2 commits
  16. 18 Dec, 2002 1 commit
    • Raphael Junqueira's avatar
      - some fixes in CreateDevice init · 1df8f18e
      Raphael Junqueira authored
       - 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
      1df8f18e
  17. 17 Dec, 2002 1 commit
    • Raphael Junqueira's avatar
      - some D3D8 fixes · e31ae926
      Raphael Junqueira authored
      - 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)
      e31ae926