wined3d: Add more device caps.

oldstable
Stefan Dösinger 2006-05-18 23:25:19 +02:00 committed by Alexandre Julliard
parent ebcbda72c4
commit 672fa65334
1 changed files with 35 additions and 28 deletions

View File

@ -1471,7 +1471,8 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
*pCaps->CursorCaps = 0;
*pCaps->DevCaps = WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
*pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
@ -1480,8 +1481,10 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
WINED3DDEVCAPS_PUREDEVICE |
WINED3DDEVCAPS_HWRASTERIZATION |
WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
WINED3DDEVCAPS_TEXTURESYSTEMMEMORY;
WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
WINED3DDEVCAPS_CANRENDERAFTERFLIP |
WINED3DDEVCAPS_DRAWPRIMITIVES2 |
WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
*pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW |
D3DPMISCCAPS_CULLCW |
@ -1497,7 +1500,11 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
WINED3DPRASTERCAPS_ZFOG |
WINED3DPRASTERCAPS_FOGVERTEX |
WINED3DPRASTERCAPS_FOGTABLE |
WINED3DPRASTERCAPS_FOGRANGE;
WINED3DPRASTERCAPS_FOGRANGE |
WINED3DPRASTERCAPS_FOGRANGE |
WINED3DPRASTERCAPS_STIPPLE |
WINED3DPRASTERCAPS_SUBPIXEL |
WINED3DPRASTERCAPS_ZTEST;
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
*pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
@ -1525,24 +1532,23 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
*pCaps->AlphaCmpCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
*pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
WINED3DPSHADECAPS_COLORGOURAUDRGB;
WINED3DPSHADECAPS_COLORGOURAUDRGB |
WINED3DPSHADECAPS_ALPHAFLATBLEND |
WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
WINED3DPSHADECAPS_COLORFLATRGB |
WINED3DPSHADECAPS_FOGFLAT |
WINED3DPSHADECAPS_FOGGOURAUD |
WINED3DPSHADECAPS_SPECULARFLATRGB;
*pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
WINED3DPTEXTURECAPS_ALPHAPALETTE |
WINED3DPTEXTURECAPS_BORDER |
WINED3DPTEXTURECAPS_VOLUMEMAP |
WINED3DPTEXTURECAPS_MIPMAP |
WINED3DPTEXTURECAPS_PROJECTED |
WINED3DPTEXTURECAPS_PERSPECTIVE |
WINED3DPTEXTURECAPS_VOLUMEMAP_POW2 ;
/* TODO: add support for NON-POW2 if avaialble
*/
if (This->dxVersion >= 8) {
*pCaps->TextureCaps |= WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
} else { /* NONPOW2 isn't accessible by d3d8 yet */
*pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2;
}
WINED3DPTEXTURECAPS_VOLUMEMAP_POW2 |
WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
*pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
@ -1551,12 +1557,18 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
}
*pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT;
*pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
*pCaps->CubeTextureFilterCaps = 0;
*pCaps->VolumeTextureFilterCaps = 0;
@ -1671,7 +1683,8 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
*pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
WINED3DVTXPCAPS_MATERIALSOURCE7 |
WINED3DVTXPCAPS_POSITIONALLIGHTS |
WINED3DVTXPCAPS_LOCALVIEWER |
WINED3DVTXPCAPS_LOCALVIEWER |
WINED3DVTXPCAPS_VERTEXFOG |
WINED3DVTXPCAPS_TEXGEN;
/* FIXME: Add
D3DVTXPCAPS_TWEENING */
@ -1749,12 +1762,6 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
#endif
*pCaps->NumSimultaneousRTs = max_buffers;
*pCaps->StretchRectFilterCaps = 0;
/* TODO: add
WINED3DPTFILTERCAPS_MINFPOINT
WINED3DPTFILTERCAPS_MAGFPOINT
WINED3DPTFILTERCAPS_MINFLINEAR
WINED3DPTFILTERCAPS_MAGFLINEAR
*/
*pCaps->VS20Caps.Caps = 0;
*pCaps->PS20Caps.Caps = 0;
*pCaps->VertexTextureFilterCaps = 0;