- 24 Jun, 2008 18 commits
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Paul Vriens authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Alex Villacís Lasso authored
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Alex Villacís Lasso authored
Add tests for EM_POSFROMCHAR for 1.0 and 2.0.
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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 22 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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