1. 07 Jul, 2009 1 commit
  2. 29 Jun, 2009 1 commit
  3. 26 Jun, 2009 1 commit
  4. 25 Jun, 2009 3 commits
  5. 19 Jun, 2009 1 commit
  6. 18 Jun, 2009 2 commits
  7. 15 Jun, 2009 2 commits
  8. 12 Jun, 2009 2 commits
  9. 11 Jun, 2009 2 commits
  10. 08 Jun, 2009 2 commits
  11. 03 Jun, 2009 3 commits
  12. 02 Jun, 2009 1 commit
  13. 29 May, 2009 2 commits
  14. 28 May, 2009 1 commit
    • Henri Verbeet's avatar
      wined3d: Remove the "declaration" parameter to IWineD3DDeviceImpl_CreateVertexShader(). · 13a05caa
      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.
      13a05caa
  15. 26 May, 2009 2 commits
  16. 14 May, 2009 1 commit
  17. 11 May, 2009 1 commit
  18. 05 May, 2009 1 commit
  19. 29 Apr, 2009 1 commit
  20. 28 Apr, 2009 1 commit
  21. 24 Apr, 2009 1 commit
  22. 23 Apr, 2009 1 commit
  23. 10 Apr, 2009 3 commits
    • Stefan Dösinger's avatar
      wined3d: Deal with reserved shader constants in the backend. · 754b5cf2
      Stefan Dösinger authored
      This moves the GLSL and ARB specific reserved constants out of directx.c into
      the get_caps methods of the shader backends. That way the number of reserved
      constants remains in the backend.
      
      GL_LIMITS({v/p}shader_constantsF) now contains the real number of constants as
      advertised by GL instead of some mixture of GL info and backend implementation
      specifics. This makes it easier for backends to decide how many constants to
      use.
      754b5cf2
    • Stefan Dösinger's avatar
      wined3d: Fix the drawRectPatch vertex count. · 99d88c15
      Stefan Dösinger authored
      DrawPrimitive now accepts the number of vertices, not the number of
      primitives. This code was forgotten in the patch that changed this.
      We're drawing triangles, so we are drawing num_primitives * 3 vertices.
      99d88c15
    • Stefan Dösinger's avatar
      wined3d: Save some memory in vertex buffers. · 014c4bfc
      Stefan Dösinger authored
      In most cases we're fine with the vbo and glMapBuffer and never use the actual
      heap memory copy. Try to stick to just the vbo copy and avoid allocating the
      extra heap memory. In case it is needed(emulation or vertex conversion), fall
      back to the old double buffering mode.
      014c4bfc
  24. 09 Apr, 2009 3 commits
  25. 08 Apr, 2009 1 commit