1. 12 Nov, 2009 1 commit
    • Stefan Dösinger's avatar
      wined3d: Create clip coords only if they are used. · 0e77a381
      Stefan Dösinger authored
      If GL vertex shader clipping is supported (GLSL or NVvp), we currently
      always calculate clipping results in the shader. They're gracefully
      discarded by opengl, but we need 6 constants / uniforms to calculate
      unused values.
      0e77a381
  2. 29 Oct, 2009 1 commit
  3. 26 Oct, 2009 1 commit
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  5. 25 Sep, 2009 3 commits
  6. 24 Sep, 2009 2 commits
  7. 27 Aug, 2009 1 commit
  8. 01 Jul, 2009 1 commit
  9. 28 May, 2009 4 commits
  10. 27 May, 2009 3 commits
  11. 26 May, 2009 1 commit
    • Henri Verbeet's avatar
      wined3d: Use SM3 shader limits for SM4. · 1ccfab17
      Henri Verbeet authored
      This isn't completely right, since as far as I'm aware SM4 doesn't have shader
      limits in the same sense as previous shader models, but this should do for now.
      1ccfab17
  12. 15 May, 2009 1 commit
  13. 11 May, 2009 1 commit
  14. 08 May, 2009 3 commits
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  19. 28 Apr, 2009 1 commit
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  25. 27 Mar, 2009 1 commit