- 22 Apr, 2008 1 commit
-
-
Austin English authored
-
- 21 Apr, 2008 2 commits
-
-
Alexander Dorofeyev authored
-
Roderick Colenbrander authored
Before it was broken and when it worked it was slow due to unneeded gpu -> cpu -> gpu copying.
-
- 09 Apr, 2008 2 commits
-
-
Stefan Dösinger authored
This makes it easier to make this a per texture / per adapter property. Somewhen we should rename the remaining lookup type in the general lookup table to wraplookup.
-
Stefan Dösinger authored
-
- 08 Apr, 2008 1 commit
-
-
Stefan Dösinger authored
If we mark the sysmem copy up to date we would have to take care about allocating it. As explained in the comment, INDRAWABLE is a saner choice
-
- 07 Apr, 2008 5 commits
-
-
Alexander Dorofeyev authored
-
Alexander Dorofeyev authored
Prevents calling ActivateContext while holding gl lock, e.g. when preloading texture in sampler().
-
Alexander Dorofeyev authored
-
Roderick Colenbrander authored
This can happen e.g. when suddenly color keying is activated and at some stages we don't know if we will need conversion at PBO creation time.
-
Roderick Colenbrander authored
wined3d: Use the render target its palette when performing a texture copy as the texture doesn't hold one.
-
- 04 Apr, 2008 1 commit
-
-
Allan Tong authored
-
- 03 Apr, 2008 6 commits
-
-
Alexander Dorofeyev authored
-
Alexander Dorofeyev authored
Fixes a failure in ddraw p8_primary_test when running with opengl ddraw renderer.
-
Alexander Dorofeyev authored
Needed to prevent ActivateContext being called while holding gl lock.
-
Alexander Dorofeyev authored
-
Alexander Dorofeyev authored
-
Alexander Dorofeyev authored
-
- 02 Apr, 2008 1 commit
-
-
Stefan Dösinger authored
-
- 25 Mar, 2008 4 commits
-
-
Alexander Dorofeyev authored
-
Alexander Dorofeyev authored
-
Alexander Dorofeyev authored
-
Alexander Dorofeyev authored
-
- 24 Mar, 2008 1 commit
-
-
Roderick Colenbrander authored
-
- 10 Mar, 2008 2 commits
-
-
Alexander Dorofeyev authored
-
Alexander Dorofeyev authored
-
- 26 Feb, 2008 1 commit
-
-
Stefan Dösinger authored
-
- 22 Feb, 2008 4 commits
-
-
Roderick Colenbrander authored
-
Roderick Colenbrander authored
-
Roderick Colenbrander authored
wined3d: In DirectDraw a palette is a property of a surface while in d3d8/9 it is a property of a device.
-
Roderick Colenbrander authored
-
- 20 Feb, 2008 1 commit
-
-
Roderick Colenbrander authored
-
- 19 Feb, 2008 3 commits
-
-
Roderick Colenbrander authored
-
Roderick Colenbrander authored
-
Alexander Dorofeyev authored
Adds support for D3D >= 8 style palettes that contain alpha. This fixes rendering problems in games like Commandos 3 and Madden NFL 2004.
-
- 18 Feb, 2008 3 commits
-
-
Roderick Colenbrander authored
-
Roderick Colenbrander authored
-
Stefan Dösinger authored
Changing the texture unit when binding a surface for loading can break the state manager in the way that it changes the currently active texture unit while it is setting up a texture that has to be loaded. Instead find out the current unit to dirtify the correct sampler.
-
- 11 Feb, 2008 1 commit
-
-
Roderick Colenbrander authored
wined3d: Add read_from_framebuffer_texture which combines code from read_from_framebuffer (drawpixels) and LoadLocation. This makes the code easier to read and the pieces borrowed from read_from_framebuffer are more correct than the code in LoadLocation.
-
- 08 Feb, 2008 1 commit
-
-
Roderick Colenbrander authored
-