- 19 May, 2009 19 commits
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Andrew Nguyen authored
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Dmitry Timoshkov authored
user32: Invalidate a being removed listbox item before deleting it as it's been done before d2ecb119.
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Roderick Colenbrander authored
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Michael Stefaniuc authored
Thanks to Dimitriu Petru for spotting this.
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Michael Stefaniuc authored
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Michael Stefaniuc authored
Add the WINE_NO_UNICODE_MACROS define to prevent the AW form of functions and types from creeping back in.
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
urlmon: Use internal IInternetProtocol protocol for communication with pluggable protocol in BindProtocol.
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Aric Stewart authored
msctf: Starting implementation of ITfContext::RequestEditSession and ITextStoreACPSink::OnLockGranted.
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- 18 May, 2009 21 commits
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Andrew Nguyen authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Paul Vriens authored
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Juan Lang authored
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Aric Stewart authored
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Aric Stewart authored
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Aric Stewart authored
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Stefan Dösinger authored
GL_LIMIT - 1 for vertex programs and the GL limit in fragment programs. The indirect addressing limitation in GLSL applies here as well.
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Stefan Dösinger authored
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Stefan Dösinger authored
This is the Nth attemt to make clipping work with GLSL shaders. The patch now uses the GLSL quirk table to handle cards that need a custom varying for gl_ClipPos, and the code is adapted to the changed state table and shader backend system.
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Stefan Dösinger authored
Since we're using local constants now, we have to update the constants after a shader change.
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Stefan Dösinger authored
This simplifies the loading code a bit. The constants were never designed to be at the same location in all shaders, so there's no point in using program.env. This way we don't collide with the d3d shader constants and its easier to work together with NP2 fixups and other shaders.
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Nikolay Sivov authored
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