1. 09 Oct, 2013 1 commit
  2. 16 Sep, 2013 1 commit
  3. 21 Aug, 2013 1 commit
  4. 16 Aug, 2013 1 commit
    • Henri Verbeet's avatar
      wined3d: Try to avoid redundant constant updates. · 37d1e8b7
      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).
      37d1e8b7
  5. 15 May, 2013 1 commit
  6. 25 Apr, 2013 2 commits
  7. 06 Feb, 2013 1 commit
  8. 28 Jan, 2013 1 commit
  9. 21 Jan, 2013 1 commit
  10. 11 Dec, 2012 1 commit
  11. 05 Dec, 2012 3 commits
  12. 05 Nov, 2012 1 commit
  13. 29 Oct, 2012 1 commit
  14. 25 Jul, 2012 2 commits
  15. 01 Jun, 2012 1 commit
  16. 11 Jan, 2012 1 commit
  17. 10 Jan, 2012 1 commit
  18. 20 Dec, 2011 1 commit
  19. 14 Oct, 2011 1 commit
  20. 25 Aug, 2011 1 commit
  21. 25 Jul, 2011 1 commit
  22. 14 Jul, 2011 1 commit
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  26. 31 Jan, 2011 1 commit
  27. 02 Dec, 2010 3 commits
  28. 28 Sep, 2010 2 commits
  29. 24 Sep, 2010 1 commit
  30. 16 Sep, 2010 1 commit
  31. 15 Sep, 2010 1 commit
    • Henri Verbeet's avatar
      wined3d: Introduce a separate structure for stateblock states. · 1ef4f075
      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.
      1ef4f075
  32. 14 Sep, 2010 1 commit
  33. 03 Sep, 2010 1 commit