- 18 Jul, 2011 2 commits
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Alexandre Julliard authored
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Alexandre Julliard authored
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- 15 Jul, 2011 34 commits
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Frédéric Delanoy authored
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Frédéric Delanoy authored
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Frédéric Delanoy authored
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Frédéric Delanoy 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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Huw Davies authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Bernhard Loos authored
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Frédéric Delanoy authored
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Hwang YunSong authored
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Michael Mc Donnell authored
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Michael Mc Donnell authored
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Lucas Fialho Zawacki authored
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Lucas Fialho Zawacki authored
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Jacek Caban authored
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Huw Davies authored
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Alexandre Julliard authored
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Andrew Eikum authored
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Andrew Eikum authored
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Andrew Eikum authored
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Andrew Eikum authored
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Andrew Eikum authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
This does nothing, since we have our own GL header.
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Henri Verbeet authored
They're not going to change until the next time the stream info is updated. This would of course mainly be useful if we managed to do more than one or two draws with the same stream info.
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Henri Verbeet authored
WINED3D_BUFFER_DISCARD means the (current) buffer contents are undefined for subsequent operations. I.e., the map doesn't have to wait for any pending operations to finish, and can just return a new buffer with undefined contents. GL_MAP_UNSYNCHRONIZED_BIT means the driver doesn't wait for previous operations to finish, and just maps a buffer that's potentially in use. Proper synchronization is left to the application. Note that we set both GL_MAP_INVALIDATE_BUFFER_BIT and GL_MAP_UNSYNCHRONIZED_BIT. GL_MAP_INVALIDATE_BUFFER_BIT corresponds to WINED3D_BUFFER_DISCARD, and might cause the driver to return a new buffer, but it's not required to make that optimization.
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Alexandre Julliard authored
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Alexandre Julliard authored
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- 14 Jul, 2011 4 commits
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Rafał Mużyło authored
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Jacek Caban authored
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Jacek Caban authored
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Alexander Morozov authored
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