- 26 Nov, 2008 17 commits
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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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Francois Gouget authored
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Huw Davies authored
comdlg32: GetPrinterW and GetPrinterDriverW return the size in bytes so don't multiply by sizeof(WCHAR).
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Huw Davies authored
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Huw Davies authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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- 25 Nov, 2008 23 commits
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Alexandre Julliard authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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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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Vincent Povirk authored
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Vincent Povirk authored
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Ricardo Filipe authored
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Ricardo Filipe authored
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Stefan Dösinger authored
This avoids the double search for a pixel shader. The pixel shader compilation parameter structure is recorded in the GLSL program hashmap, together with the WineD3D pixel shader.
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Stefan Dösinger authored
The dx7 sdk demos need this.
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Stefan Dösinger authored
Some stateblock parameters have to be compiled into the GL pixel shader code, like lines for pixelformat fixups. This leads to problems when applications switch those settings, requiring a recompilation of the shader. This patch enables wined3d to have multiple GL shaders for a D3D shader(pixel shaders only so far) to handle this more efficiently.
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Stefan Dösinger authored
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Stefan Dösinger authored
This was suggested by Ivan quite a while ago, and we need it to better handle conflicting texture format corrections and similar stateblock value changes which until now required a recompilation of the entire shader
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Stefan Dösinger authored
A number of considerations contribute to this: 1) The shader backend knows best which shader(s) it needs. GLSL needs both, arb only one 2) The shader backend may pass some parameters to the compilation code(e.g. which pixel format fixup to use) 3) The structures used in (2) are different in vs and ps, so a baseshader::Compile won't work 4) The structures in (2) are wined3d-private structures, so having a public method in the vtable won't work(its a bad idea anyway).
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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