- 07 Mar, 2007 15 commits
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Luis Carlos Busquets Pérez authored
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Alexandre Julliard authored
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Juan Lang authored
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Stefan Dösinger authored
Previously the surfaces stored a flag if the system memory copy was ahead of the gl copy(SFLAG_DIRTY) or the gl copy is ahead(SFLAG_GLDIRTY). The pbuffer copy was 'managed' differently using SFLAG_INPBUFFER and SFLAG_INTEXTURE. This patch replaces them with 3 flags, INSYSMEM, INPBUFFER and INTEXTURE which specify which copy contains the most up to date copy. It is perfectly valid to have more than one of those flags set. One must be set at least (except at init, when no content is in the surface yet). When one copy is modified, the flags for the others are removed.
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Stefan Dösinger authored
The method is removed because it does not really help with anything. It should not be exported from wined3d, there is no need for the other libs to call it. It does not help abstraction and code simplification in any way because it is very specific and the code calling it has to know what is happening in the surface to use this method.
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Aric Stewart authored
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Aric Stewart authored
Thanks to Peter Oberndorfer for noticing this.
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Detlef Riekenberg authored
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Detlef Riekenberg 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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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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- 06 Mar, 2007 25 commits
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Andrew Talbot authored
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Andrew Talbot authored
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Rob Shearman authored
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Rob Shearman authored
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Rob Shearman authored
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Rob Shearman authored
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Rob Shearman authored
server: A general solution for handling MAXIMUM_ALLOWED access right has been implemented so remove the workarounds.
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Stefan Dösinger authored
The gl viewport origin is the lower left corner of the window, in d3d it is the upper right corner. This is corrected when setting the viewport. However, when we are doing offscreen rendering, this is reversed. So do not flip the viewport origin when rendering offscreen.
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Stefan Dösinger authored
Except with fbos, it is not possible to remove the depth stencil buffer from the opengl frame buffer, so when the d3d app sets a NULL depth stencil disable all states that work with the depth stencil buffer.
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Stefan Dösinger authored
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Stefan Dösinger authored
This helps performance a bit because the function does not have to wait for the 2nd read to finish before returning. Only do that if we have an aux buffer to mess with for free though.
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Stefan Dösinger authored
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Stefan Dösinger authored
Plain OpenGL does not provide any signed pixel formats, so the unsigned GL_RGB is used for loading perturbation data into pixel shaders that use texbem. For correct loading, the signedness has to be considered.
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Stefan Dösinger authored
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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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Michael Stefaniuc authored
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Rob Shearman authored
Add tests for these cases.
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Rob Shearman authored
secur32: NTLM - don't bother nul terminating the password string as nothing relies on it being nul terminated.
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Rob Shearman authored
pointers in the SEC_WINNT_AUTH_IDENTITY structure than the corresponding Length fields say the pointers hold.
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Dmitry Timoshkov 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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