summaryrefslogtreecommitdiffstats
path: root/include/D3D9
Commit message (Collapse)AuthorAgeFilesLines
* st/nine: Change a few advertised capsAxel Davy2019-03-091-0/+3
| | | | | | | | | | | | | | | | | | | Most hw on the native platform advertise these caps this way. D3DCAPS_READ_SCANLINE: We don't really have hardware support for that, but many games don't even check the flag, and expect GetRasterStatus to work, which is why we emulated it with a timer (like wine). So we may as well advertise the cap. D3DCURSORCAPS_LOWRES: I don't know what is the status of this on X11, but I don't know of any dx9 game running at height < 400 either. D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE: The cap should correspond to what the current generation of hw is doing. Signed-off-by: Axel Davy <[email protected]> Reviewed-by: Patrick Rudolph <[email protected]>
* Introduce .editorconfigEric Engestrom2016-08-311-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | A few weeks ago, Jose Fonseca suggested [0] we use .editorconfig files to try and enforce the formatting of the code, to which Michel Dänzer suggested [1] we start by importing the existing .dir-locals.el settings. The first draft was discussed in the RFC [2]. These .editorconfig are a first step, one that has the advantage of requiring little to no intervention from the devs once the settings files are in place, but the settings are very limited. This does have the advantage of applying while the code is being written. This doesn't replace the need for more comprehensive formatting tools such as clang-format & clang-tidy, but those reformat the code after the fact. [0] https://lists.freedesktop.org/archives/mesa-dev/2016-June/121545.html [1] https://lists.freedesktop.org/archives/mesa-dev/2016-June/121639.html [2] https://lists.freedesktop.org/archives/mesa-dev/2016-July/123431.html Acked-by: Nicolai Hähnle <[email protected]> Acked-by: Eric Anholt <[email protected]> Signed-off-by: Eric Engestrom <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* st/nine: Fix header of GetIndicesAxel Davy2016-05-181-5/+5
| | | | | | | There is a mistake in the online documentation, the function only has 2 arguments. Signed-off-by: Axel Davy <[email protected]>
* st/nine: Clean up WINAPI definitionChristian Schmidbauer2016-05-181-11/+5
| | | | | | | | | | | | | As Emil pointed out, only gcc, clang and MSVC compatibility is required. Hence the check for GNUC can be skipped, as __i386__ and __x86_64__ are only defined for gcc/clang, not for MSVC. Remove the #undef which has been there for historic reasons, when wine dlls for nine have been built inside mesa. Instead use #ifndef in order to avoid redefining WINAPI from MSVC's headers. Reviewed-by: Emil Velikov <[email protected]> Acked-by: Axel Davy <[email protected]>
* st/nine: specify WINAPI only for i386 and amd64Christian Schmidbauer2016-04-021-5/+11
| | | | | | | | | | | | | | | Currently mesa fails building with the x32 abi as ms_abi is not defined in such a case. The patch uses ms_abi only for amd64 targets and stdcall only for i386 targets to be sure that those are defined. This patch additionally checks for __GNUC__ to guarantee that __attribute__ is available. CC: "11.1 11.2" <[email protected]> Signed-off-by: Christian Schmidbauer <[email protected]> Acked-by: Axel Davy <[email protected]>
* st/nine: Handle Window OcclusionPatrick Rudolph2016-02-041-0/+1
| | | | | | | | | | | | | | Apps can know if the window is occluded by checking for specific error messages. The behaviour is different for Device9 and Device9Ex. This allow games to release the mouse and stop rendering until the focus is restored. In case of multiple swapchain we do care only of the device one. Signed-off-by: Patrick Rudolph <[email protected]> Reviewed-by: Axel Davy <[email protected]>
* st/nine: D3DRS_FILLMODE set to 0 is D3DFILL_SOLIDTiziano Bacocco2015-02-061-0/+1
| | | | | | Reviewed-by: Axel Davy <[email protected]> Reviewed-by: David Heidelberg <[email protected]> Signed-off-by: Tiziano Bacocco <[email protected]>
* st/nine: Setting D3DRS_ALPHAFUNC to 0 means D3DCMP_NEVERTiziano Bacocco2015-02-061-0/+1
| | | | | Reviewed-by: Axel Davy <[email protected]> Signed-off-by: Tiziano Bacocco <[email protected]>
* st/nine: Return E_FAIL for unused vertexdeclaration typePatrick Rudolph2015-02-061-0/+1
| | | | | | | | Add returncode E_FAIL. Return E_FAIL for any vertexdeclaration element with type unused. Reviewed-by: Axel Davy <[email protected]> Signed-off-by: Patrick Rudolph <[email protected]>
* st/nine: Implement ATOC hackAxel Davy2015-02-061-0/+1
| | | | | | | | | | | ATOC is an hack for Alpha to coverage that is supported by NV and Intel. You need to check the support for it with CheckDeviceFormat. Reviewed-by: Tiziano Bacocco <[email protected]> Signed-off-by: Axel Davy <[email protected]>
* st/nine: Implement RESZ hackAxel Davy2015-02-061-0/+1
| | | | | | | | | | | | | | | | | This D3D hack allows to resolve a multisampled depth buffer into a single sampled one. Note that the implementation is slightly incorrect. When querying the content of D3DRS_POINTSIZE, it should return the resz code if it has been set. This behaviour will be implemented when state changes will be reworked. For now the current behaviour is ok, since apps use the D3DCREATE_PUREDEVICE flag when creating the device, which means they won't read states and in exchange get better performance. Reviewed-by: Tiziano Bacocco <[email protected]> Signed-off-by: Axel Davy <[email protected]>
* st/nine: Add new texture format stringsAxel Davy2015-01-221-0/+3
| | | | | | | | Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: David Heidelberg <[email protected]> Signed-off-by: Axel Davy <[email protected]> Cc: "10.4" <[email protected]>
* st/nine: Add missing c++ declaration for IDirect3DVolumeTexture9Xavier Bouchoux2015-01-221-0/+10
| | | | | | | | | Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: David Heidelberg <[email protected]> Reviewed-by: Axel Davy <[email protected]> Signed-off-by: Xavier Bouchoux <[email protected]> Cc: "10.4" <[email protected]>
* st/nine: Additional defines to d3dtypes.hXavier Bouchoux2015-01-221-0/+10
| | | | | | | | | Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: David Heidelberg <[email protected]> Reviewed-by: Axel Davy <[email protected]> Signed-off-by: Xavier Bouchoux <[email protected]> Cc: "10.4" <[email protected]>
* nine: Add state tracker nine for Direct3D9 (v3)Joakim Sindholt2014-11-183-0/+4042
Work of Joakim Sindholt (zhasha) and Christoph Bumiller (chrisbmr). DRI3 port done by Axel Davy (mannerov). v2: - nine_debug.c: klass extended from 32 chars to 96 (for sure) by glennk - Nine improvements by Axel Davy (which also fixed some wine tests) - by Emil Velikov: - convert to static/shared drivers - Sort and cleanup the includes - Use AM_CPPFLAGS for the defines - Add the linker garbage collector - Restrict the exported symbols (think llvm) v3: - small nine fixes - build system improvements by Emil Velikov v4: [Emil Velikov] - Do no link against libudev. No longer needed. Acked-by: Jose Fonseca <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Axel Davy <[email protected]> Signed-off-by: David Heidelberg <[email protected]>