1. 04 Dec, 2009 1 commit
  2. 19 Oct, 2009 1 commit
  3. 29 Sep, 2009 1 commit
  4. 18 Sep, 2009 1 commit
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  6. 16 Sep, 2009 1 commit
    • Henri Verbeet's avatar
      wined3d: Don't free D3D surfaces until the wined3d surface is destroyed. · a5214c30
      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.
      a5214c30
  7. 25 Aug, 2009 1 commit
    • Henri Verbeet's avatar
      d3d8: Use a wined3d cs for wined3d locking. · f9c791f9
      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.
      f9c791f9
  8. 15 Jun, 2009 1 commit
  9. 23 Mar, 2009 1 commit
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  11. 13 Jun, 2007 1 commit
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  14. 10 Oct, 2006 1 commit
  15. 10 Jun, 2006 1 commit
  16. 07 Jun, 2006 1 commit
    • H. Verbeet's avatar
      d3d8: Fix QueryInterface. · d06aa8d8
      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.
      d06aa8d8
  17. 23 May, 2006 1 commit
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  32. 23 Aug, 2004 1 commit
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  35. 02 Jul, 2003 1 commit
  36. 18 Jun, 2003 1 commit
  37. 04 Jun, 2003 3 commits
    • Raphael Junqueira's avatar
      - cleaning of volume.c/volumetexture.c as done previously for · e4882b15
      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)
      e4882b15
    • Raphael Junqueira's avatar
      - some cleanups · 0b5e9d9f
      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)
      0b5e9d9f
    • Raphael Junqueira's avatar
      - implemented render to surfaces (and render to new rendertargets) · 3cae8cfa
      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
      3cae8cfa