- 30 Mar, 2009 40 commits
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Henri Verbeet authored
This is the "Cryptography API: Next Generation" introduced by Vista.
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Henri Verbeet authored
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Henri Verbeet authored
We may want to push this into either wined3d or our future shader compiler dll. It's not a whole lot of code though.
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Henri Verbeet authored
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Henri Verbeet authored
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Ge van Geldorp authored
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Ge van Geldorp authored
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Roderick Colenbrander authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Detlef Riekenberg 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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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Francois Gouget authored
We do so by querying the EsounD latency and estimating dwPlayedTotal based on the elapsed time since the last write. This benefits the accuracy of the completion notifications and of wodGetPosition().
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Francois Gouget authored
We don't know how much free space we have in the EsounD buffer, so just write until it is full. Sleep for a fraction of the time it will take for the buffer to drain so we can refill it in time.
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Francois Gouget authored
This simplifies our code and avoids data copying. Also, now wodGetVolume() returns the real EsounD volume, even if it has been modified by an external mixer (e.g. esdctl).
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Francois Gouget authored
Put the windows application name in it to make it user friendly as it is displayed by EsounD mixers.
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Francois Gouget authored
It is used to send/receive stream data, not to send RPCs to the sound server as esd_fd would imply. This is a no-op.
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Christian Costa authored
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Stefan Dösinger authored
Windows advertises it on all these formats(Nvidia Geforce 7400), and Trackmania Nations needs it on D3DFMT_Q8W8V8U8 to accept ps_3_0 support.
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Stefan Dösinger authored
shader_select takes care of compiling the shader since we have the shader duplication infrastructure. However, there's still a motivation to skip the shader_select call if the vertex shader is dirty.
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Stefan Dösinger authored
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Stefan Dösinger authored
init_materials() doesn't exist, and I don't know what the TODO means with primitive type (the diffuse stuff is already handled properly).
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Eric Pouech authored
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Eric Pouech authored
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Paul Vriens authored
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Rob Shearman authored
rpcrt4: Free the memory allocated for the protseq and endpoint strings allocated in RpcServerUseProtseq* functions. Make a copy of the protseq string in alloc_serverprotoseq to simplify memory management in higher-level functions.
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Rob Shearman authored
However, on some buggy platforms it returns RPC_S_INVALID_ENDPOINT_FORMAT. Don't follow this behaviour our implementation of the API.
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