- 28 Jan, 2015 1 commit
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Stefan Dösinger authored
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- 20 Mar, 2014 1 commit
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Stefan Dösinger authored
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- 20 May, 2013 1 commit
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Stefan Dösinger authored
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- 07 Feb, 2013 1 commit
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Michael Stefaniuc authored
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- 17 Jan, 2013 1 commit
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Henri Verbeet authored
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- 27 Aug, 2012 1 commit
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Jacek Caban authored
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- 02 Jul, 2012 1 commit
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Henri Verbeet authored
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- 29 Jun, 2012 1 commit
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Henri Verbeet authored
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- 27 Jun, 2012 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 21 May, 2012 1 commit
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Henri Verbeet authored
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- 03 May, 2012 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 26 Mar, 2012 1 commit
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Henri Verbeet authored
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- 20 Jan, 2012 1 commit
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Henri Verbeet authored
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- 18 Jan, 2012 1 commit
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Henri Verbeet authored
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- 09 Jan, 2012 1 commit
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Henri Verbeet authored
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- 24 Nov, 2011 1 commit
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Henri Verbeet authored
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- 17 Nov, 2011 1 commit
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Henri Verbeet authored
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- 15 Nov, 2011 1 commit
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Matteo Bruni authored
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- 26 Oct, 2011 1 commit
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Matteo Bruni authored
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- 06 Jun, 2011 1 commit
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Andrew Nguyen authored
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- 02 Feb, 2011 1 commit
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Henri Verbeet authored
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- 28 Jan, 2011 1 commit
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Michael Stefaniuc authored
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- 24 Jan, 2011 1 commit
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Michael Stefaniuc authored
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- 17 Nov, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 09 Nov, 2009 1 commit
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Marcus Meissner authored
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- 03 Nov, 2009 2 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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- 19 Oct, 2009 1 commit
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Henri Verbeet authored
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- 16 Sep, 2009 1 commit
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Henri Verbeet authored
This prevents for example a d3d9 depth stencil from being destroyed when it has no external references but is still in use by the device/stateblock. A nice side effect is that it simplifies handling of "implicit" surfaces like the frontbuffer and backbuffers, as well as the forwarding of reference counts for surfaces that are part of a texture.
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- 25 Aug, 2009 2 commits
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Henri Verbeet authored
We will need this for d3d10, where both dxgi and d3d10core are making wined3d calls. Right now d3d8/d3d9 also use this to protect their own data, but eventually we should push this down into wined3d itself and use something a bit more fine-grained. There's no good reason that doing e.g. a vertex buffer upload in some thread should block all of wined3d.
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Henri Verbeet authored
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- 07 Aug, 2009 2 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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- 07 Jul, 2009 1 commit
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Henri Verbeet authored
This also avoids some unchecked strcpy() calls.
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- 27 Apr, 2009 1 commit
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Stefan Dösinger authored
DX10 cards support 512(ATI) or 1024(Nvidia) vertex shader constants in GL. The dx9 DXCapsViewer shows that dx10 windows drivers only claim 256 constants on Windows, so we can and should do the same.
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- 08 Apr, 2009 1 commit
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Stefan Dösinger authored
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- 23 Mar, 2009 1 commit
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Henri Verbeet authored
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