- 07 Jul, 2009 1 commit
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Henri Verbeet authored
The compiler should be smart enough to fix most of these, but it looks sloppy.
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- 29 Jun, 2009 1 commit
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Henri Verbeet authored
wined3d: Add a WARN to IWineD3DDeviceImpl_SetFrontBackBuffers() about potentially being called without a GL context.
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- 26 Jun, 2009 1 commit
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Henri Verbeet authored
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- 25 Jun, 2009 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
In case lastActiveRenderTarget is destroyed.
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Henri Verbeet authored
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- 19 Jun, 2009 1 commit
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Stefan Doesinger authored
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- 18 Jun, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
Specifically, in case the source surface was offscreen, we would sometimes to GL calls without active context.
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- 15 Jun, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 12 Jun, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 11 Jun, 2009 2 commits
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Henri Verbeet authored
wined3d: Use the format info to calculate compressed surface size in IWineD3DDeviceImpl_CreateSurface().
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Henri Verbeet authored
If the extension isn't available to surface shouldn't have been created. We don't do extension checks for all the other formats either.
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- 08 Jun, 2009 2 commits
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Gerald Pfeifer authored
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Henri Verbeet authored
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- 03 Jun, 2009 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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- 02 Jun, 2009 1 commit
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Henri Verbeet authored
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- 29 May, 2009 2 commits
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Henri Verbeet authored
This is consistent with removing them from resource_cleanup().
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Henri Verbeet authored
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- 28 May, 2009 1 commit
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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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- 26 May, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 14 May, 2009 1 commit
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Henri Verbeet authored
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- 11 May, 2009 1 commit
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Henri Verbeet authored
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- 05 May, 2009 1 commit
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Henri Verbeet authored
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- 29 Apr, 2009 1 commit
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Henri Verbeet authored
Instead of the usage token.
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- 28 Apr, 2009 1 commit
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Stefan Dösinger authored
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- 24 Apr, 2009 1 commit
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David Adam authored
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- 23 Apr, 2009 1 commit
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Henri Verbeet authored
I don't expect us to support this in the near future, and right now it's just dead code.
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- 10 Apr, 2009 3 commits
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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.
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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.
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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.
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- 09 Apr, 2009 3 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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Henri Verbeet authored
wined3d: Only update the swizzle and use map for streams that are actually used in device_stream_info_from_strided(). This fixes a regression introduced by d7c7c768 and exposed by ef2d7041. Unfortunately having EXT_vertex_array_bgra support masks the problem, which is why the regression tests didn't catch it.
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- 08 Apr, 2009 1 commit
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Stefan Dösinger authored
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