- 03 Jul, 2008 28 commits
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Alistair Leslie-Hughes authored
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Piotr Caban authored
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Piotr Caban authored
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Vijay Kiran Kamuju authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Zac Brown authored
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Dylan Smith authored
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Rob Shearman authored
widl: Consolidate top-level parameter conformance/variance expression writing into a separate function. Descend through as many pointer types as necessary to find the fundamental type and determine whether it needs a top-level parameter conformance/variance expression to be written. Add support for writing top-level parameter conformance/variance expressions for non-encapsulated unions.
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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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Michael Stefaniuc authored
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H. Verbeet authored
This gets rid of depth_copy_state in the device, and instead tracks the most up to date location per-surface. This makes things a lot easier to follow, and allows us to make a copy when switching depth stencils in SetDepthStencilSurface().
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H. Verbeet authored
This makes the depth copy independent of the currently attached render targets. This is important for the next patch because it might do a depth copy when the render targets aren't in a valid configuration (SetDepthStencilSurface()).
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H. Verbeet authored
wined3d: Make sure the FBO doesn't have any depth attachments in color_fill_fbo() and stretch_rect_fbo(). Currently this is already true, but the next patch will break that assumption.
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Michael Karcher authored
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Owen Rudge authored
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Jacek Caban authored
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Juan Lang authored
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Alistair Leslie-Hughes authored
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Paul Vriens authored
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Huw Davies authored
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Kai Blin authored
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Alexandre Julliard authored
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- 02 Jul, 2008 12 commits
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Alexandre Julliard authored
This is needed to allow updating the visible rect before invalidating the DCEs.
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Stefan Dösinger authored
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Stefan Dösinger authored
The ActivateContext in SetRenderTarget was an old regression prevention, but now it is time to remove it.
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Stefan Dösinger authored
There is no need for _BLIT usage. RESOURCELOAD should be faster.
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Stefan Dösinger authored
SetupForBlit sets up the GL viewport and projection matrix for screen-cordinate access to the framebuffer. These settings were not updated if the other gl states were already set up for blitting. Guild Wars reads back an offscreen rendered texture from the framebuffer, which currently sets up CTXUSAGE_BLIT, then changes the render target, and draws to the texture, which has to be reloaded from system memory before it can be rendered to(since GW loaded some data into it). If the two render targets had different size this failed.
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Stefan Dösinger authored
The test used D3DPOOL_MANAGED which is mutually exclusive with RENDERTARGET usage, thus the call failed.
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Alexander Dorofeyev authored
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Alexander Dorofeyev authored
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Alexander Dorofeyev authored
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Alexander Dorofeyev authored
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