- 09 Oct, 2013 1 commit
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Henri Verbeet authored
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- 16 Sep, 2013 1 commit
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Stefan Dösinger authored
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- 21 Aug, 2013 1 commit
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Henri Verbeet authored
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- 16 Aug, 2013 1 commit
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Henri Verbeet authored
This gives a minor performance improvement. For example, in 3DMark03 Game Test 1 this gives about a 4% improvement, in the Counter Strike: Source stress test it's about 1%. (NVIDIA GF9600M, Intel T9550, 1024x768).
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- 15 May, 2013 1 commit
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Stefan Dösinger authored
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- 25 Apr, 2013 2 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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- 06 Feb, 2013 1 commit
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Michael Stefaniuc authored
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- 28 Jan, 2013 1 commit
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Michael Stefaniuc authored
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- 21 Jan, 2013 1 commit
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Henri Verbeet authored
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- 11 Dec, 2012 1 commit
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Henri Verbeet authored
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- 05 Dec, 2012 3 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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- 05 Nov, 2012 1 commit
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Henri Verbeet authored
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- 29 Oct, 2012 1 commit
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Henri Verbeet authored
In particular, device->shader_backend and device->shader_priv aren't initialized yet when the fragment pipe is initialized.
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- 25 Jul, 2012 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 01 Jun, 2012 1 commit
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Francois Gouget authored
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- 11 Jan, 2012 1 commit
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Henri Verbeet authored
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- 10 Jan, 2012 1 commit
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Henri Verbeet authored
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- 20 Dec, 2011 1 commit
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Henri Verbeet authored
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- 14 Oct, 2011 1 commit
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Andrew Talbot authored
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- 25 Aug, 2011 1 commit
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Matteo Bruni authored
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- 25 Jul, 2011 1 commit
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Henri Verbeet authored
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- 14 Jul, 2011 1 commit
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Henri Verbeet authored
Instead of an entire stateblock. This is mainly useful is we ever want to call state handlers on state not stored in a stateblock.
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- 06 Jul, 2011 1 commit
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Henri Verbeet authored
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- 26 May, 2011 1 commit
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Stefan Dösinger authored
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- 17 May, 2011 1 commit
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Henri Verbeet authored
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- 31 Jan, 2011 1 commit
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Henri Verbeet authored
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- 02 Dec, 2010 3 commits
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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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- 28 Sep, 2010 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 24 Sep, 2010 1 commit
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Henri Verbeet authored
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- 16 Sep, 2010 1 commit
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Henri Verbeet authored
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- 15 Sep, 2010 1 commit
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Henri Verbeet authored
We'd like to not pass an entire stateblock to things like state handlers and the shader backend, because those then use the stateblock to get to the device and through there to all the rest of wined3d. This would also be required for serialization of wined3d draw and state change commands into a single GL context. Resource updates would be explicitly excluded from serialization.
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- 14 Sep, 2010 1 commit
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Henri Verbeet authored
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- 03 Sep, 2010 1 commit
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Henri Verbeet authored
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