- 10 Jun, 2006 1 commit
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Alexandre Julliard authored
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- 09 Jun, 2006 39 commits
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Andrew Talbot authored
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Detlef Riekenberg authored
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Robert Shearman authored
so remove the case for it being NULL.
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Robert Shearman authored
tell the RPC runtime that the call failed.
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Robert Shearman authored
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Robert Shearman authored
CoRevertToSelf on top of CoGetCallContext, which is a stub.
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Robert Shearman 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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Jason Green authored
- Based on comments from H. Verbeet - Changed the distinction from .rgba & .xyzw masks to only use .xyzw in GLSL shaders. They are interchangeable, and only served to make the trace look more intuitive, but they don't always apply as-is, so we'll just leave everything to .xyzw. - Got rid of the "UseProgramObjectARB(0)" call in drawprim. If there is no shader set on the next primitive, then that primitive will call UseProgramObjectARB(0) when it begins to draw.
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Pierre d'Herbemont authored
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Pierre d'Herbemont authored
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Robert Shearman authored
could end up using the previously allocated memory even if it isn't the right size, causing heap corruption.
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Robert Shearman authored
rpcrt4: Initialise pStubMsg->MemorySize to zero before calling ComplexStructMemorySize from NdrComplexArrayUnmarshall.
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Robert Shearman authored
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Robert Shearman authored
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Robert Shearman authored
need to copy the FromConn field when copying bindings.
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Robert Shearman authored
rpcrt4: Return the status received from RPCRT4_Send in I_RpcSend instead of always returning RPC_S_OK.
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H. Verbeet authored
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Jeff Latimer authored
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Peter Beutner authored
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Dmitry Timoshkov authored
passed in to CreateWindow menu should be handled.
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qingdoa daoo 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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Mike McCormack authored
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Mike McCormack authored
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Jason Green authored
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Jason Green authored
- Add functions to attach & detach shader objects, create and delete programs, and maintain the list of programs. - Add a list of GLSL shader programs to the device which is initialized on Init3D(), and deleted on Release().
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Jason Green authored
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Jason Green authored
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Jason Green authored
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Jason Green authored
- Declare more variable names for GLSL programs. - Some of these won't need to be declared eventually, but it doesn't hurt to do it for now. - Correct output name for pixel shaders (gl_FragColor instead of glFragColor).
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Jason Green authored
- Got rid of the separate constant maps. - Side effect of this is that the map is a bit larger for pixel shaders than it needs to be
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Jason Green authored
- Add a new file glsl_shader.c which contains almost every GLSL specific function we'll need - Move print_glsl_info() into glsl_shader.c - Move the shader_reg_maps struct info into the private header, and make it part of SHADER_OPCODE_ARG. - Create a new shared ps/vs register map for float constants (future patch will make ARB programs use this, too)
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Jason Green authored
loading float constants for GLSL. - DrawPrim is just too big of a function. This separates the passing of constants to the shader into new functions. - Fixes an off-by-one error when loading vertex declaration constants (should be <, not <=) - Adds a function for GLSL loading of constants (aka Uniforms) - Adds a GLSL program variable to the stateblock and sets it to 0 (a future patch will actually create this program)
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