- 03 Jun, 2009 29 commits
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Alexandre Julliard authored
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Alexandre Julliard authored
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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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Henri Verbeet authored
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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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Michael Stefaniuc authored
This are internal helper functions; the API functions that use them already use LONG.
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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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Alexandre Julliard authored
user32: Use a simplified sequence to destroy windows at thread exit, since we don't want to send messages.
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Alexandre Julliard authored
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Alexandre Julliard authored
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Gerald Pfeifer authored
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Detlef Riekenberg authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Francois Gouget authored
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Francois Gouget authored
winapi_extract: --spec-files has been broken for a long time and does not seem to be useful so remove it.
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Francois Gouget authored
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Francois Gouget authored
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Damjan Jovanovic authored
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Aric Stewart authored
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- 02 Jun, 2009 11 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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Stefan Leichter authored
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Louis Lenders authored
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André Hentschel authored
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Stefan Dösinger authored
Using GL_NV_vertex_program2_option so far. If we're really desparate we can handle some cases without the extension by using a custom varying and texkill in the fragment program.
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Stefan Dösinger authored
The view matrix that was set at the time the clipplane was applied is hardcoded into the clipplane. With vertex shaders clip planes ignore the view matrix in d3d. We implement that, but this also means that the clip planes potentially change when we switch between vs and fixed func.
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Stefan Dösinger authored
This gives a small performance improvement. Don't enable NVfp for it though, because the NVfp penalty is bigger than the gain from this patch. But if NVfp is enabled anyway, make use of it.
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Stefan Dösinger authored
The ARB "LRP" instruction is a fragment program only instruction. It is however valid in vs_2_0+ vertex shaders, so we have to emulate it.
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