- 29 May, 2009 4 commits
-
-
Aric Stewart authored
-
Jacek Caban authored
-
Gerald Pfeifer authored
-
Paul Vriens authored
-
- 28 May, 2009 36 commits
-
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
rpcrt4/tests: Remove tests for v1 memory list, the layout is wrong and we don't care about it anyway.
-
Alexandre Julliard authored
Group the common tests in a function shared between client and server.
-
Hans Leidekker authored
-
Hans Leidekker authored
-
Hans Leidekker authored
The table name is tracked in the list attached to the parent query object, which is destroyed after the view object. This plugs a leak since the duplicated table name was never freed.
-
Hans Leidekker authored
-
Hans Leidekker authored
-
Hans Leidekker authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Louis Lenders authored
-
André Hentschel authored
-
Peter Hedlund authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
This reduces the number of methods in the shader backend(the instr modifiers can be handled in that wrapper) and it will help flow control emulation in the ARB backend.
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Austin English authored
-
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.
-
Henri Verbeet authored
Setting a NULL geometry shader doesn't hurt much, and it reduces console spam a bit.
-
Henri Verbeet authored
-
Henri Verbeet authored
I.e., make sure that if a SM4 shader uses SV_POSITION it ends up as position data.
-
Henri Verbeet authored
-