- 14 Apr, 2009 2 commits
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Christian Costa authored
quartz: Data may be incomplete at the end of file so do not assert if we have less data than expected.
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Kai Blin authored
Samba 3.0.28a (as shipped with Ubuntu 8.04) seems to break when using cached credentials backed by winbindd, returning a BH error in our test if we still need to provide a password. Handle this and report a more correct error.
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- 13 Apr, 2009 11 commits
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Dmitry Timoshkov authored
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Roderick Colenbrander authored
wined3d: Report the driver description as reported by the Windows drivers when a device string is entered in our device table.
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Roderick Colenbrander authored
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Paul Vriens authored
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Ken Thomases authored
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Ken Thomases authored
The distinction between PLAYING and STOPPED has always been whether lpPlayPtr is NULL, so just use that instead of two states.
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Ken Thomases authored
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Ken Thomases authored
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Ken Thomases authored
The WAVE_DIRECTSOUND bit of dwFlags isn't examined, so no point in correcting it.
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Tobias Jakobi authored
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Tobias Jakobi authored
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- 10 Apr, 2009 27 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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Paul Vriens authored
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Paul Vriens authored
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Nikolay Sivov authored
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Hans Leidekker authored
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Nicolas Le Cam authored
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Tobias Jakobi authored
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Tobias Jakobi 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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Alexandre Julliard authored
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Patrick Gauthier authored
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Piotr Caban authored
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Piotr Caban authored
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Stefan Dösinger authored
This moves the GLSL and ARB specific reserved constants out of directx.c into the get_caps methods of the shader backends. That way the number of reserved constants remains in the backend. GL_LIMITS({v/p}shader_constantsF) now contains the real number of constants as advertised by GL instead of some mixture of GL info and backend implementation specifics. This makes it easier for backends to decide how many constants to use.
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Paul Vriens authored
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Stefan Dösinger authored
DrawPrimitive now accepts the number of vertices, not the number of primitives. This code was forgotten in the patch that changed this. We're drawing triangles, so we are drawing num_primitives * 3 vertices.
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Stefan Dösinger authored
In most cases we're fine with the vbo and glMapBuffer and never use the actual heap memory copy. Try to stick to just the vbo copy and avoid allocating the extra heap memory. In case it is needed(emulation or vertex conversion), fall back to the old double buffering mode.
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Nicolas Le Cam authored
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Nikolay Sivov authored
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Henri Verbeet authored
wined3d: Split vshader_program_add_param() in shader_arb_add_src_param() and shader_arb_add_dst_param().
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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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