- 18 Mar, 2016 1 commit
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Henri Verbeet authored
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 18 Feb, 2016 1 commit
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Henri Verbeet authored
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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- 08 Sep, 2015 1 commit
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Stefan Dösinger authored
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- 03 Sep, 2015 1 commit
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Stefan Dösinger authored
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- 11 Jun, 2015 1 commit
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Michael Müller authored
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- 30 Jun, 2014 1 commit
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Henri Verbeet authored
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- 07 Feb, 2013 1 commit
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Michael Stefaniuc authored
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- 16 Jan, 2013 1 commit
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Henri Verbeet authored
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- 04 Oct, 2012 1 commit
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Henri Verbeet authored
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- 27 Aug, 2012 1 commit
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Jacek Caban authored
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- 02 Jul, 2012 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 23 May, 2012 1 commit
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Henri Verbeet authored
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- 22 May, 2012 1 commit
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Henri Verbeet authored
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- 21 May, 2012 1 commit
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Henri Verbeet authored
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- 20 Apr, 2012 1 commit
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Henri Verbeet authored
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- 15 Mar, 2012 1 commit
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Henri Verbeet authored
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- 20 Jan, 2012 1 commit
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Henri Verbeet authored
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- 06 Jan, 2012 1 commit
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Henri Verbeet authored
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- 02 Dec, 2011 1 commit
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Henri Verbeet authored
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- 17 May, 2011 1 commit
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Henri Verbeet authored
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- 11 May, 2011 1 commit
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Henri Verbeet authored
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- 29 Apr, 2011 1 commit
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Henri Verbeet authored
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- 14 Apr, 2011 1 commit
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Henri Verbeet authored
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- 11 Apr, 2011 1 commit
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Henri Verbeet authored
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- 08 Apr, 2011 1 commit
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Henri Verbeet authored
This will allow us the get rid of the swapchain refcounting hacks in d3d9 in particular. This is similar to the way we handle resources that are still in use by a stateblock, but aren't referenced anywhere by the application.
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- 31 Jan, 2011 1 commit
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Michael Stefaniuc authored
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- 28 Jan, 2011 1 commit
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Michael Stefaniuc authored
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- 01 Sep, 2010 1 commit
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Henri Verbeet authored
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- 21 Dec, 2009 1 commit
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Henri Verbeet authored
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- 19 Oct, 2009 1 commit
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Henri Verbeet authored
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- 16 Sep, 2009 1 commit
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Henri Verbeet authored
This prevents for example a d3d9 depth stencil from being destroyed when it has no external references but is still in use by the device/stateblock. A nice side effect is that it simplifies handling of "implicit" surfaces like the frontbuffer and backbuffers, as well as the forwarding of reference counts for surfaces that are part of a texture.
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- 25 Aug, 2009 1 commit
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Henri Verbeet authored
We will need this for d3d10, where both dxgi and d3d10core are making wined3d calls. Right now d3d8/d3d9 also use this to protect their own data, but eventually we should push this down into wined3d itself and use something a bit more fine-grained. There's no good reason that doing e.g. a vertex buffer upload in some thread should block all of wined3d.
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- 13 Jun, 2007 1 commit
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Stefan Dösinger authored
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- 06 Dec, 2006 1 commit
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Markus Amsler authored
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- 30 Nov, 2006 1 commit
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Markus Amsler authored
This reverts commit 478a414e.
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- 22 Nov, 2006 1 commit
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Markus Amsler authored
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- 10 Oct, 2006 1 commit
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H. Verbeet authored
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- 07 Jul, 2006 1 commit
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Vitaliy Margolen authored
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- 10 Jun, 2006 1 commit
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Alexandre Julliard authored
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