- 16 Jun, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 15 Jun, 2009 1 commit
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Henri Verbeet authored
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- 12 Jun, 2009 1 commit
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Henri Verbeet authored
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- 28 May, 2009 1 commit
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Henri Verbeet authored
Once upon a time this was used for creating fake vertex shader attribute semantics for d3d8 shaders. We don't need this anymore since device_stream_info_from_declaration() will use the vertex declaration's output slot to load the data, if present. That also avoids the potentially expensive matching of attribute semantics between vertex shader and declaration for d3d8.
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- 26 May, 2009 1 commit
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Henri Verbeet authored
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- 11 May, 2009 1 commit
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Henri Verbeet authored
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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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- 23 Apr, 2009 1 commit
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Henri Verbeet authored
I don't expect us to support this in the near future, and right now it's just dead code.
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- 09 Apr, 2009 3 commits
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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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- 08 Apr, 2009 1 commit
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Stefan Dösinger authored
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- 24 Mar, 2009 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
This mostly just reduces the nesting to something more sane.
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Henri Verbeet authored
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- 23 Mar, 2009 1 commit
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Henri Verbeet authored
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- 13 Mar, 2009 1 commit
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Henri Verbeet authored
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- 10 Mar, 2009 3 commits
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Henri Verbeet authored
This might even make d3d8 a bit more 64-bit safe.
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Henri Verbeet authored
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Henri Verbeet authored
There should only ever be a single reference to these objects, since only their handle is exposed outside d3d8. Should there be more references than that, calling Release() in a while loop probably isn't the right approach.
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- 06 Mar, 2009 1 commit
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Henri Verbeet authored
That still leaves IWineD3DIndexBuffer, but that code is also mostly similar, except for the conversion code (which will be unused there).
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- 05 Mar, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 23 Feb, 2009 1 commit
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Henri Verbeet authored
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- 20 Feb, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 26 Jan, 2009 1 commit
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Francois Gouget authored
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- 16 Jan, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
Other than being a bit nicer than passing function pointers all over the place, this helps dxgi/d3d10. While the swapchain itself is created in dxgi, its surfaces are constructed in d3d10core, which makes it impractical for dxgi to pass the appropriate function pointers.
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- 14 Jan, 2009 1 commit
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Michael Stefaniuc authored
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- 06 Jan, 2009 1 commit
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Henri Verbeet authored
Ddraw and d3d8 already translate half of them, it turns out the lookup table actually saves lines there.
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- 30 Dec, 2008 1 commit
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Henri Verbeet authored
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- 17 Dec, 2008 1 commit
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Henri Verbeet authored
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- 16 Dec, 2008 1 commit
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Henri Verbeet authored
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- 15 Dec, 2008 3 commits
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Henri Verbeet authored
d3d8: Use the wined3d declaration to retrieve the d3d8 shader in IDirect3DDevice8Impl_GetVertexShader(). This makes it no longer necessary to create a wined3d vertex shader when the d3d8 vertex shader has a NULL function.
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Henri Verbeet authored
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Francois Gouget authored
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- 04 Dec, 2008 1 commit
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Alexandre Julliard authored
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- 24 Nov, 2008 1 commit
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Francois Gouget authored
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