- 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 4 commits
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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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Michael Stefaniuc authored
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- 13 Mar, 2009 1 commit
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Henri Verbeet authored
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- 10 Mar, 2009 4 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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Henri Verbeet authored
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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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- 02 Mar, 2009 1 commit
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Paul Vriens authored
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- 25 Feb, 2009 3 commits
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Paul Vriens authored
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Paul Vriens authored
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Francois Gouget 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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- 27 Jan, 2009 1 commit
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Ge van Geldorp 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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- 09 Jan, 2009 1 commit
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Stefan Dösinger 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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- 05 Jan, 2009 1 commit
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Paul Vriens authored
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- 30 Dec, 2008 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 29 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 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
Also corrects some related comments.
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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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