- 30 Mar, 2010 40 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
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Alexandre Julliard authored
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Alexandre Julliard 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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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
wineboot: Start an additional 32-bit instance of rundll32 on 64-bit platforms to do the Wow64-specific setup.
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Alexandre Julliard authored
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Matteo Bruni authored
Now the shader assembler is structurally complete and it correctly assembles one trivial shader program.
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Matteo Bruni authored
Currently it only accepts a minimal subset of the syntax (e.g. just an instruction and two register types supported) and doesn't produce any real output (i.e. shader bytecode).
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Matteo Bruni authored
This only executes the preprocessing pass. No parsing of the shader yet.
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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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Jörg Höhle authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
wined3d: Add more general support for partial updates of compressed surfaces to IWineD3DDeviceImpl_UpdateSurface().
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Henri Verbeet authored
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Henri Verbeet authored
wined3d: Use GL_UNPACK_ROW_LENGTH for partial updates of regular surfaces in IWineD3DDeviceImpl_UpdateSurface().
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Henri Verbeet authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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André Hentschel authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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