- 01 Mar, 2004 1 commit
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Alexandre Julliard authored
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- 14 Nov, 2003 1 commit
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Raphael Junqueira authored
contain the shared openGL code needed for all wine direct3d implementations.
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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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- 23 Jan, 2003 1 commit
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Alexandre Julliard authored
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- 14 Jan, 2003 1 commit
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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
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- 02 Jan, 2003 2 commits
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Patrik Stridvall authored
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Raphael Junqueira authored
- remove non-esthetic c++ comments into c comments block ;) - more more debug - indent, cleanups - trying to use DIFFUSE and SPECULAR for vertex shader - many fixes - integration with Jason's texture patch
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- 18 Dec, 2002 1 commit
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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
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- 17 Dec, 2002 1 commit
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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)
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