- 31 Dec, 2008 10 commits
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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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Henri Verbeet authored
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Henri Verbeet authored
Also fills a 3 byte hole.
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Henri Verbeet authored
Also happens to fill two 3 byte holes.
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Henri Verbeet authored
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Henri Verbeet authored
Most callers work on a stateblock rather than a device, and the main fields we check (vertexShader and pixelShader) are part of the stateblock as well.
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- 30 Dec, 2008 27 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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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
Add explicit padding fields in the corresponding structures.
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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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Christian Costa authored
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Christian Costa authored
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Christian Costa authored
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Christian Costa authored
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Christian Costa authored
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Jacek Caban authored
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Alexandre Julliard authored
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Michael Stefaniuc authored
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Henri Verbeet authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Henri Verbeet authored
This is similar to 0bdab5f8.
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Henri Verbeet authored
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Henri Verbeet authored
d3d9: Use separate codepaths for failure and NULL return values in GetVertexShader() / GetPixelShader().
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Henri Verbeet authored
It's only used for shader_hw_map2gl() and vshader_hw_rsq_rcp(), and we can handle those the same way we handle the GLSL equivalents.
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Henri Verbeet authored
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- 29 Dec, 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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