- 24 Sep, 2013 18 commits
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
This is arbitrary, we don't do it for any of the other resource bindings either, and the wined3d_state structure is assumed to be zero-initialized.
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Henri Verbeet authored
This used to work out in practice because swapchain surfaces were always considered render targets, but that's no longer true. We can just remove the check, because surface_blt_special() already contains a proper check itself anyway.
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Henri Verbeet authored
These use the generic GL_DEPTH_COMPONENT internal format, and can't be used for texturing.
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Joško Nikolić authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Alexandre Julliard authored
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- 23 Sep, 2013 22 commits
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Vincent Povirk authored
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Vincent Povirk authored
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Vincent Povirk authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
The ones that matter are enable_auto_depth_stencil and auto_depth_stencil_format. auto_restore_display_mode should never change in practice.
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Henri Verbeet authored
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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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Stefan Dösinger authored
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Stefan Dösinger authored
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Frédéric Delanoy authored
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Frédéric Delanoy authored
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Akihiro Sagawa authored
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Akihiro Sagawa authored
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Akihiro Sagawa authored
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Akihiro Sagawa authored
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Akihiro Sagawa authored
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Dmitry Timoshkov authored
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Huw Davies authored
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Piotr Caban authored
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