- 03 Aug, 2009 40 commits
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Austin English authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Rein Klazes authored
user32: When all items in a menu have either a bitmap or text but not both, then texts should be aligned with the bitmaps.
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Luke Benstead authored
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Nicolas Le Cam authored
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Nicolas Le Cam authored
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Maarten Lankhorst authored
This reverts commit 0addd3ba. It doesn't fix anything, it just hides the bug.
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Hwang YunSong authored
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Michael Karcher authored
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Michael Karcher authored
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Hwang YunSong authored
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Hwang YunSong authored
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Hwang YunSong authored
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Hwang YunSong authored
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Aric Stewart authored
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Dylan Smith authored
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Dylan Smith authored
The application AutoGK was getting the length of the text with WM_GETTEXTLENGTH to allocate an appropriate buffer size, but then claimed the buffer was twice the size when sending WM_GETTEXTEX. This caused the memcpy call to overflow the actual buffer since the count is based on the size of the buffer alone, regardless of the amount of text retrieved.
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Dylan Smith authored
ME_GetTextEx directly handles EM_GETTEXTEX, and previously a NULL buffer would be dereferenced, and a 0 buffer length would cause nCount an underflow in the nCount value which would allow a buffer overflow to occur.
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Nicolas Le Cam authored
kernel32/tests: Skip GetVolumeInformation test on current directory when running on a root directory.
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Nicolas Le Cam authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Aled Hughes authored
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Nikolay Sivov authored
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Henri Verbeet authored
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Henri Verbeet authored
Passing NULL to glCompressedTexImage2DARB() doesn't work particularly well when both client storage and PBOs are enabled. Also, two years is long enough to give driver developers a chance to fix the bug this was supposed to work around.
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Henri Verbeet authored
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Henri Verbeet authored
wined3d: Don't use the GL texture flags to determine if a format is a depth stencil in CheckDepthStencilCapability(). The OpenGL implementation might not support ARB_depth_texture, but that doesn't mean we can't use the format for the depth buffer.
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Henri Verbeet authored
"surface" might point to the frontbuffer while we're rendering to the backbuffer, etc.
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Henri Verbeet authored
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Ken Thomases authored
Fixes building on Snow Leopard.
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Roderick Colenbrander authored
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