- 16 Jun, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 15 Jun, 2009 1 commit
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Henri Verbeet authored
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- 12 Jun, 2009 1 commit
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Henri Verbeet authored
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- 09 Jun, 2009 1 commit
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Henri Verbeet authored
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- 28 May, 2009 1 commit
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Henri Verbeet authored
Once upon a time this was used for creating fake vertex shader attribute semantics for d3d8 shaders. We don't need this anymore since device_stream_info_from_declaration() will use the vertex declaration's output slot to load the data, if present. That also avoids the potentially expensive matching of attribute semantics between vertex shader and declaration for d3d8.
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- 26 May, 2009 1 commit
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Henri Verbeet authored
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- 11 May, 2009 1 commit
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Henri Verbeet authored
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- 27 Apr, 2009 1 commit
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Stefan Dösinger authored
DX10 cards support 512(ATI) or 1024(Nvidia) vertex shader constants in GL. The dx9 DXCapsViewer shows that dx10 windows drivers only claim 256 constants on Windows, so we can and should do the same.
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- 24 Apr, 2009 1 commit
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David Adam authored
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- 23 Apr, 2009 1 commit
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Henri Verbeet authored
I don't expect us to support this in the near future, and right now it's just dead code.
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- 22 Apr, 2009 1 commit
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David Adam authored
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- 09 Apr, 2009 3 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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- 08 Apr, 2009 4 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
Just a change in name to prepare for the next patch
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Stefan Dösinger authored
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Stefan Dösinger authored
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- 27 Mar, 2009 2 commits
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Henri Verbeet authored
Some fields should be redundant now, eg. gl_vtx_type and glType. I'll leave that for a different patch to fix though.
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Henri Verbeet authored
Wined3d doesn't need it since it already has the element count.
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- 26 Mar, 2009 1 commit
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Henri Verbeet authored
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- 24 Mar, 2009 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
This mostly just reduces the nesting to something more sane.
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Henri Verbeet authored
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- 23 Mar, 2009 4 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Michael Stefaniuc authored
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- 13 Mar, 2009 1 commit
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Henri Verbeet authored
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- 10 Mar, 2009 4 commits
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Henri Verbeet authored
This might even make d3d8 a bit more 64-bit safe.
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Henri Verbeet authored
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Henri Verbeet authored
There should only ever be a single reference to these objects, since only their handle is exposed outside d3d8. Should there be more references than that, calling Release() in a while loop probably isn't the right approach.
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Henri Verbeet authored
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- 06 Mar, 2009 1 commit
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Henri Verbeet authored
That still leaves IWineD3DIndexBuffer, but that code is also mostly similar, except for the conversion code (which will be unused there).
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- 05 Mar, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 02 Mar, 2009 1 commit
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Paul Vriens authored
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- 25 Feb, 2009 2 commits
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Paul Vriens authored
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Paul Vriens authored
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