1. 21 May, 2012 1 commit
  2. 25 Jan, 2012 3 commits
  3. 26 Sep, 2011 1 commit
  4. 17 May, 2011 1 commit
  5. 11 May, 2011 1 commit
  6. 31 Mar, 2011 1 commit
  7. 30 Mar, 2011 2 commits
  8. 15 Mar, 2011 1 commit
  9. 02 Sep, 2010 1 commit
  10. 27 Feb, 2006 1 commit
  11. 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
  12. 23 Nov, 2005 1 commit
  13. 10 Nov, 2005 1 commit
  14. 26 Sep, 2005 1 commit
  15. 21 Sep, 2005 1 commit
  16. 10 Jul, 2005 1 commit
  17. 24 Jan, 2005 1 commit
  18. 06 Dec, 2004 1 commit
  19. 30 Nov, 2004 1 commit
  20. 30 Jul, 2004 1 commit
  21. 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
  22. 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
  23. 10 May, 2004 1 commit
  24. 28 Apr, 2004 1 commit
  25. 26 Apr, 2004 1 commit
  26. 23 Apr, 2004 1 commit
  27. 20 Apr, 2004 2 commits
  28. 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
  29. 15 Apr, 2004 1 commit
  30. 01 Mar, 2004 1 commit
  31. 11 Nov, 2003 1 commit
  32. 25 Sep, 2003 1 commit
  33. 05 Sep, 2003 1 commit
  34. 13 Jun, 2003 1 commit
  35. 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