- 17 Feb, 2024 4 commits
-
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
- 16 Feb, 2024 36 commits
-
-
Alex Henrie authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55282
-
Daniel Lehman authored
-
Paul Gofman authored
-
Rémi Bernon authored
-
Rémi Bernon authored
-
Rémi Bernon authored
-
Rémi Bernon authored
-
Rémi Bernon authored
-
Paul Gofman authored
-
Paul Gofman authored
-
Paul Gofman authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
Fixes regressions caused by a38e0563.
-
Zebediah Figura authored
-
Zebediah Figura authored
-
Zebediah Figura authored
-
Zebediah Figura authored
-
Zebediah Figura authored
It never changes.
-
Zebediah Figura authored
wined3d/arb: Move fragment program compilation from fragment_prog_arbfp() to arbfp_apply_draw_state().
-
Zebediah Figura authored
-
Zebediah Figura authored
Rename to *_apply_draw_state() per Henri's suggestion.
-
Zebediah Figura authored
Analogous to shader_disable(). We'd like to pass a wined3d_state pointer to fp_enable() to let it handle actually compiling the fragment pipeline, which doesn't mesh well conceptually with its use in shader_disable().
-
Zebediah Figura authored
Analogous to shader_disable(). We'd like to pass a wined3d_state pointer to vp_enable() to let it handle actually compiling the vertex pipeline, which doesn't mesh well conceptually with its use in shader_disable().
-
Zebediah Figura authored
Arguably there is a benefit here in that it reduces shader backend state application down to a single method, although whether that is an improvement may be up for debate. More saliently, we would like to move FFP state application out of the state table and into a linear state function. In practice that function will probably be vp_enable / fp_enable. In that case we will need those functions, and hence also shader_select(), to be called when more states are dirty. This does not in itself mean that shader_load_constants() needs to be merged with shader_select(), but it does remove the primary impetus for keeping them separate. Rename to shader_apply_draw_state() to reflect the adjusted purpose, as suggested by Henri Verbeet.
-
Eric Pouech authored
Looks like thread is suspended until DBG_CONTINUE is sent on thread creation debug event. Signed-off-by: Eric Pouech <epouech@codeweavers.com>
-
Zebediah Figura authored
-
Paul Gofman authored
-
Paul Gofman authored
-
Paul Gofman authored
-
Paul Gofman authored
-
Paul Gofman authored
-