- 25 Sep, 2013 13 commits
-
-
Piotr Caban authored
-
Lu Jiashu authored
-
Alistair Leslie-Hughes authored
-
Rico Schüller authored
-
Sebastian Lackner authored
-
Dmitry Timoshkov authored
-
Michael Stefaniuc authored
-
Henri Verbeet authored
-
Henri Verbeet authored
-
Henri Verbeet authored
-
Henri Verbeet authored
-
Henri Verbeet authored
-
Dmitry Timoshkov authored
-
- 24 Sep, 2013 27 commits
-
-
Dmitry Timoshkov authored
-
Francois Gouget authored
-
Huw Davies authored
-
Jacek Caban authored
From mingw-w64.
-
Piotr Caban authored
-
Piotr Caban authored
-
Piotr Caban authored
-
Piotr Caban authored
-
Piotr Caban authored
-
Jacek Caban authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Nikolay Sivov authored
-
Nikolay Sivov authored
-
Henri Verbeet authored
-
Henri Verbeet authored
-
Henri Verbeet authored
This is arbitrary, we don't do it for any of the other resource bindings either, and the wined3d_state structure is assumed to be zero-initialized.
-
Henri Verbeet authored
This used to work out in practice because swapchain surfaces were always considered render targets, but that's no longer true. We can just remove the check, because surface_blt_special() already contains a proper check itself anyway.
-
Henri Verbeet authored
These use the generic GL_DEPTH_COMPONENT internal format, and can't be used for texturing.
-
Joško Nikolić authored
-
Dmitry Timoshkov authored
-
Dmitry Timoshkov authored
-
Dmitry Timoshkov authored
-
Dmitry Timoshkov authored
-