- 26 Mar, 2008 29 commits
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Jacek Caban authored
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Jacek Caban 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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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
Make sure we don't check the impersonation level for primary tokens.
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Stefan Leichter authored
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Paul Vriens authored
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Hans Leidekker authored
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Aric Stewart authored
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Alexandre Julliard authored
winex11: Fix X11DRV_CLIPBOARD_ReadProperty to read data in larger chunks and to properly null-terminate the buffer.
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Lei Zhang authored
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Aurimas Fischer authored
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Anatoly Lyutin authored
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Alistair Leslie-Hughes authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov 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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Michael Stefaniuc authored
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Andrew Talbot authored
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Andrew Talbot authored
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Lei Zhang authored
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Juan Lang authored
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Juan Lang authored
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Juan Lang authored
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- 25 Mar, 2008 11 commits
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Lei Zhang authored
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Juan Lang authored
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Juan Lang authored
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Austin English authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
This adds code for handling fixed function fragment processing with the GL_ATI_fragment_shader extension. This is a sort-of programmable interface for fragment processing at the level of shader model 1.4 in d3d. This code is of use on r200, r250 and r280 cards(radeon 8500 to 9200) which do not support GL_ARB_fragment_program, but support pixel shader 1.4 on Windows. This code is somewhat a counterpart to the existing fragment processing code using GL_NV_register_combiners and GL_NV_texture_shader.
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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
Since the shader backend implementations might track opengl resources in their private data inform them about reset calls. For example, the atifs backend keeps track of the replacement shaders, which are lost during an opengl context recreation.
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