- 04 Dec, 2009 1 commit
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Henri Verbeet authored
We already store "parentDevice", so we might as well use it.
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- 19 Oct, 2009 1 commit
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Henri Verbeet authored
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- 29 Sep, 2009 1 commit
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Allan Tong authored
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- 18 Sep, 2009 1 commit
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Henri Verbeet authored
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- 17 Sep, 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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- 15 Jun, 2009 1 commit
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Henri Verbeet authored
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- 23 Mar, 2009 1 commit
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Henri Verbeet authored
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- 20 Feb, 2009 1 commit
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Henri Verbeet authored
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- 13 Jun, 2007 1 commit
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Stefan Dösinger authored
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- 09 Apr, 2007 1 commit
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Andrew Talbot authored
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- 06 Dec, 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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- 10 Jun, 2006 1 commit
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Alexandre Julliard authored
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- 07 Jun, 2006 1 commit
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H. Verbeet authored
QueryInterface should return S_OK on success and set the object pointer to NULL on failure. This is similar to the patch Ivan submitted a while ago for wined3d.
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- 23 May, 2006 1 commit
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Jonathan Ernst authored
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- 22 May, 2006 1 commit
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Vitaliy Margolen authored
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- 20 May, 2006 1 commit
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Peter Beutner authored
In DX8 the D3DSURFACE_DESC structure has a size field which needs to be set.
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- 06 Apr, 2006 1 commit
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Stefan Dösinger authored
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- 28 Mar, 2006 1 commit
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Stefan Dösinger authored
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- 27 Mar, 2006 1 commit
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Stefan Dösinger authored
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- 10 Mar, 2006 1 commit
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Stefan Dösinger authored
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- 27 Feb, 2006 1 commit
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Roderick Colenbrander authored
Oliver Stieber).
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- 20 Feb, 2006 1 commit
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Roderick Colenbrander authored
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- 14 Feb, 2006 1 commit
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Roderick Colenbrander authored
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- 10 Nov, 2005 1 commit
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Francois Gouget authored
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- 27 May, 2005 1 commit
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Dmitry Timoshkov authored
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- 24 Jan, 2005 1 commit
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Paul Vriens authored
- store the result of the Interlocked functions and use only this.
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- 09 Jan, 2005 1 commit
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Eric Pouech authored
break, not needed vars...)
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- 08 Sep, 2004 2 commits
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Alexandre Julliard authored
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Hans Leidekker authored
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- 23 Aug, 2004 1 commit
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Alexandre Julliard authored
macro.
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- 12 Aug, 2004 1 commit
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Alexandre Julliard authored
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- 05 Sep, 2003 1 commit
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Alexandre Julliard authored
headers (with help from Dimitrie O. Paun).
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- 02 Jul, 2003 1 commit
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Jason Edmeades authored
texture unit.
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- 18 Jun, 2003 1 commit
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Raphael Junqueira authored
- more traces
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- 04 Jun, 2003 3 commits
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Raphael Junqueira authored
surface.c/*texture.c (with add of lockable, locked and Dirty flags) - add of dirtyRect/dirtyBox for better dirtification management (not used yet, but huge optimisation can be possible now) - fix some debug traces (well it's better to use debug_d3dpool) - fix some stupid regression on point parameters (forgot to check extension on fillcaps)
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Raphael Junqueira authored
- more cubetextures fixes (now d3d8 sdk cubemap sample work almost perfectly) - add a new debug function "debug_d3dpool" and use it - add a new param (the device) for the conversions functions (because we need to check caps to see how to convert) - some crashes fixed in render to surface code with no stencil-depth surface - a very simple cliplane fix - a stupid palettes fix (stupid language) - begin of anisotropic filter support - begin of compressed textures support - a very useful debug functions: IDirect3DSurface8Impl_SaveSnapshot to dump surfaces as png ;) - many useful surfaces debug code (using SaveSnapshot)
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Raphael Junqueira authored
using glx pbuffers (with a useful debug code to display rendered surface into window drawable) - better cubetextures - split utilities functions into utils.c and added more - more readable debug again - a better caps code (not perfect but i'll use glx code later) - use of the new caps code - begin of UpdateTexture - begin of Cursor support - cleaning most of deprecated #if 0/#endif - correct some lockable/unlockable behavior - correct some returns code
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