- 13 Apr, 2009 1 commit
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Tobias Jakobi authored
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- 10 Apr, 2009 28 commits
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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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Paul Vriens authored
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Paul Vriens authored
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Nikolay Sivov authored
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Hans Leidekker authored
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Nicolas Le Cam authored
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Tobias Jakobi authored
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Tobias Jakobi 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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Patrick Gauthier authored
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Piotr Caban authored
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Piotr Caban authored
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Stefan Dösinger authored
This moves the GLSL and ARB specific reserved constants out of directx.c into the get_caps methods of the shader backends. That way the number of reserved constants remains in the backend. GL_LIMITS({v/p}shader_constantsF) now contains the real number of constants as advertised by GL instead of some mixture of GL info and backend implementation specifics. This makes it easier for backends to decide how many constants to use.
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Paul Vriens authored
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Stefan Dösinger authored
DrawPrimitive now accepts the number of vertices, not the number of primitives. This code was forgotten in the patch that changed this. We're drawing triangles, so we are drawing num_primitives * 3 vertices.
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Stefan Dösinger authored
In most cases we're fine with the vbo and glMapBuffer and never use the actual heap memory copy. Try to stick to just the vbo copy and avoid allocating the extra heap memory. In case it is needed(emulation or vertex conversion), fall back to the old double buffering mode.
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Nicolas Le Cam authored
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Nikolay Sivov authored
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Henri Verbeet authored
wined3d: Split vshader_program_add_param() in shader_arb_add_src_param() and shader_arb_add_dst_param().
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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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- 09 Apr, 2009 11 commits
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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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Andreas.Rosenberg authored
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Christian Costa authored
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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
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Stefan Dösinger authored
WineD3D buffer FVFs will go away soon.
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