- 24 Jun, 2008 3 commits
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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- 23 Jun, 2008 37 commits
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Alexandre Julliard authored
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Alexander Dorofeyev authored
As documented in DirectX7 SDK, d3d7 devices set FPU mode (control word) on every call and restore it back to original state before returning, if created in DDSCL_FPUPRESERVE cooperative mode. This allows games to work with FPU in a possibly incompatible mode and avoid resetting it all the time.
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Louis Lenders authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Huw Davies authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Rob Shearman authored
rpcrt4: Fix NdrConformantVaryingStructUnmarshall to use buffer memory if applicable and to reuse memory for embedded pointers.
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Rob Shearman authored
rpcrt4: Factor out string validation from NDR unmarshalling functions into a separate function, validate_string_data.
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Rob Shearman authored
Do so by calculating the alignment of members when iterating through the structures and adding it onto the buffer and memory offsets. Only call type_memsize once elsewhere in the embedded pointer processing functions since the return value will be the same from the second call.
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Rob Shearman authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Michael Karcher authored
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Marcus Meissner authored
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Dan Kegel authored
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Detlef Riekenberg authored
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Kai Blin authored
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Kai Blin authored
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Rob Shearman authored
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Dan Hipschman authored
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Jon Griffiths authored
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Eric Pouech authored
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Eric Pouech authored
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H. Verbeet authored
Currently we only check if ARB_HALF_FLOAT_PIXEL is supported. This is not enough, we need ARB_TEXTURE_FLOAT as well. This fixes some errors when running the d3d9 visual test with Mesa swrast.
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