- 21 Apr, 2015 7 commits
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Hans Leidekker authored
Reported by Marcus Meissner.
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Hans Leidekker authored
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Michael Stefaniuc authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Nikolay Sivov authored
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- 20 Apr, 2015 15 commits
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Jacek Caban authored
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Nikolay Sivov authored
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Dmitry Timoshkov authored
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Huw Davies authored
Commit 4cf70b14 was causing the tests to crash. The reason is due to a Wine bug in NdrPointerUnmarshall(). Windows returns the same pointer (which is later released in a call to NdrPointerFree()), while Wine makes a copy which Valgrind correctly spots is leaked.
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Huw Davies authored
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Marcus Meissner authored
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Marcus Meissner authored
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Sebastian Lackner authored
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Thomas Faber authored
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Jacek Caban authored
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Jacek Caban authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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- 17 Apr, 2015 11 commits
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Alexandre Julliard authored
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Aaryaman Vasishta authored
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Aaryaman Vasishta authored
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Gerald Pfeifer authored
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Patrick Rudolph authored
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Piotr Caban authored
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Piotr Caban 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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- 16 Apr, 2015 7 commits
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Jacek Caban authored
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Jacek Caban authored
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Henri Verbeet authored
Calling wined3d_texture_bind() + context_invalidate_active_texture() is equivalent to just calling wined3d_texture_bind_and_dirtify().
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Henri Verbeet authored
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Henri Verbeet authored
I missed this in 7c4d512f. Generally speaking, the only places where plain wined3d_texture_bind() calls are appropriate are places where you're binding the texture to a specific stage for a subsequent draw. I.e., places where context_active_texture() is called first.
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Henri Verbeet authored
wined3d: Bind the texture before calling wined3d_volume_upload_data() in wined3d_volume_load_location().
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Bruno Jesus authored
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