Progress in implementation of Direct3D
Mirek
thunder.m at czela.net
Tue Feb 20 14:31:53 CST 2007
Hi, i would like to say "Thanks for your work!" to all wine developers.
In past months there was realy big progress in implementation of
Direct3D in wine (that part is most important for me) and other parts
such Dinput, so I would like to introduce you some more sreenshots from
latest Direct3D applications. I will try to post them on official wine
website.
To run third benchmark in 3DMark 2005 I used wined3d_3dmark05.diff.txt
patch (from H. Verbeet)
To run Call of Dutty 2 I used cod2.diff patch (my latest modification of
patch against current CVS)
All screenshots are from today CVS 20.02.2007 without patch "[9/10]
WineD3D: Use VBOs for index buffers" which caused some regressions.
http://headline.czela.net/Mirek/wine/
or via IP: http://62.240.181.87/Mirek/wine/
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---
dlls/wined3d/directx.c | 7 ++++---
1 files changed, 4 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 841e16f..ca3eaaf 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -585,7 +585,7 @@ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
gl_info->supported[ARB_MULTITEXTURE] = TRUE;
- gl_info->max_textures = min(MAX_TEXTURES, gl_max);
+ gl_info->max_textures = 8;
gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
} else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
@@ -2196,7 +2196,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->MaxVertexBlendMatrixIndex = 1;
*pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
- *pCaps->MaxPointSize = GL_LIMITS(pointsize);
+ *pCaps->MaxPointSize = 64.0f;
*pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
@@ -2294,7 +2294,8 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
- *pCaps->StretchRectFilterCaps = 0;
+ *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFLINEAR |
+ WINED3DPTFILTERCAPS_MAGFLINEAR;
*pCaps->VertexTextureFilterCaps = 0;
if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
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