- 07 Jan, 2010 6 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
Map this to WINED3DSIH_BREAKP because it's a better fit.
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Henri Verbeet authored
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Nikolay Sivov authored
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Andrew Eikum authored
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- 06 Jan, 2010 19 commits
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Detlef Riekenberg authored
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Marcus Meissner authored
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Marcus Meissner authored
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Paul Vriens authored
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Reece Dunn authored
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Tillmann Werner authored
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David Adam authored
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Alexandre Julliard authored
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Maarten Lankhorst authored
Reported by Dan Kegel
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Maarten Lankhorst authored
Reverts b474649e. Some games use pointers to the guid rather than copying the guid even after the enumeration function returns. Allocating on the stack breaks those games.
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Henri Verbeet authored
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Henri Verbeet authored
Perhaps the code should also just double the buffer. I can send another patch for that if needed.
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
It doesn't make sense to only do this when the buffer is resized.
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André Hentschel authored
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André Hentschel authored
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André Hentschel authored
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Andrew Eikum authored
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- 05 Jan, 2010 15 commits
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Detlef Riekenberg authored
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Hans Leidekker authored
Found by Valgrind.
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alistair Leslie-Hughes authored
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Paul Vriens authored
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Paul Vriens authored
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James Hawkins authored
user32: Don't try to free a handle with a value of 1, which is the dde handle value for asynchronous operations.
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst 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
For non-recorded stateblocks a light always exists in the device stateblock as well, since that's where it's copied from. However, when SetLightEnable() is called for a light that didn't a exist yet while recording a stateblock, the light is only created on the recorded stateblock.
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