- 14 Jul, 2008 32 commits
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James Hawkins authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot 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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Alexandre Julliard authored
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Rob Shearman authored
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Rob Shearman authored
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Rob Shearman authored
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Rob Shearman authored
rpcrt4: Implement MesEncodeIncrementalHandleCreate, MesDecodeIncrementalHandleCreate, MesIncrementalHandleReset and MesHandleFree.
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Stefan Dösinger authored
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Stefan Dösinger authored
This creates an nvts version of this function, and removes the nvts code from the original one. The nvts version is used by the nvts pipeline implementation, the original one by the nvrc-only, atifs and ffp one.
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Stefan Dösinger authored
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Stefan Dösinger authored
As long as we have the shader constants in misc, it is best to keep all the code that affects shader constants, like bumpenvmat setting, in there as well.
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Stefan Dösinger authored
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Stefan Dösinger authored
This code creates the structures and the pipeline selection, as well as the caps filling. It does not yet move the actual code around, since this will be a bigger task.
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Stefan Dösinger authored
This should do the same as the existing code, but it is more obvious.
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Stefan Dösinger authored
This is a further separation of the sampler state, and a preparation to move the nv texture shader stuff to its own pipeline implementation.
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Stefan Dösinger authored
When a sampler is changed and unconditional NP2 textures are not supported, the texture matrix may need adjustment. The sampler state function checks for that, and calls the texture transform setting function in that case. However, samplers are a misc state, and the texture transform flags a vertex state. Thus split up the code and move the matrix changes to the vertex side.
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Stefan Dösinger authored
Since atifs is only doing the fragment pipeline replacement right now there is no need for the shader backend structure any longer. The ffp private data is stored in new fragment pipeline private data(which could potentially be set to equal the shader private data if needed).
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Juan Lang authored
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Juan Lang authored
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- 11 Jul, 2008 8 commits
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Alexandre Julliard authored
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Alexandre Julliard authored
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Reece Dunn authored
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Gerald Pfeifer authored
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Roy Shea authored
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Maarten Lankhorst authored
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Andre Wisplinghoff authored
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Stefan Dösinger authored
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