- 30 Mar, 2009 40 commits
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
ole32: AddRef does not return an HRESULT. Have the constructor create the object with one reference.
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Henri Verbeet authored
This is the "Cryptography API: Next Generation" introduced by Vista.
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Henri Verbeet authored
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Henri Verbeet authored
We may want to push this into either wined3d or our future shader compiler dll. It's not a whole lot of code though.
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Henri Verbeet authored
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Henri Verbeet authored
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Ge van Geldorp authored
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Ge van Geldorp authored
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Roderick Colenbrander 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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Detlef Riekenberg authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Francois Gouget authored
We do so by querying the EsounD latency and estimating dwPlayedTotal based on the elapsed time since the last write. This benefits the accuracy of the completion notifications and of wodGetPosition().
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Francois Gouget authored
We don't know how much free space we have in the EsounD buffer, so just write until it is full. Sleep for a fraction of the time it will take for the buffer to drain so we can refill it in time.
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Francois Gouget authored
This simplifies our code and avoids data copying. Also, now wodGetVolume() returns the real EsounD volume, even if it has been modified by an external mixer (e.g. esdctl).
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Francois Gouget authored
Put the windows application name in it to make it user friendly as it is displayed by EsounD mixers.
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Francois Gouget authored
It is used to send/receive stream data, not to send RPCs to the sound server as esd_fd would imply. This is a no-op.
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Christian Costa authored
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Stefan Dösinger authored
Windows advertises it on all these formats(Nvidia Geforce 7400), and Trackmania Nations needs it on D3DFMT_Q8W8V8U8 to accept ps_3_0 support.
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Stefan Dösinger authored
shader_select takes care of compiling the shader since we have the shader duplication infrastructure. However, there's still a motivation to skip the shader_select call if the vertex shader is dirty.
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