- 28 May, 2009 22 commits
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Austin English authored
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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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Henri Verbeet authored
Setting a NULL geometry shader doesn't hurt much, and it reduces console spam a bit.
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Henri Verbeet authored
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Henri Verbeet authored
I.e., make sure that if a SM4 shader uses SV_POSITION it ends up as position data.
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Henri Verbeet authored
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Dmitry Timoshkov authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
SIZEOF looks just like one of the typical Win32 API capitalizations of the basic C construct which it isn't.
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Andrew Talbot authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Aric Stewart authored
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Vincent Povirk authored
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Piotr Caban authored
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Piotr Caban authored
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Paul Vriens authored
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Ge van Geldorp 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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- 27 May, 2009 18 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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Paul Vriens authored
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Paul Vriens authored
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Nikolay Sivov authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Alexandre Julliard authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Hib Eris authored
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