- 10 Jan, 2014 16 commits
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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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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Henri Verbeet authored
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Henri Verbeet authored
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Ken Thomases authored
winemac: For ChangeDisplaySettingsEx(), if caller didn't specify, prefer non-interlaced and unstretched modes.
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Ken Thomases authored
When originalDisplayModes has entries, the app is active. When the app is active, latentDisplayModes is empty.
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Ken Thomases authored
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Ken Thomases authored
We only care if we have changed the mode and we're changing it back to its original. Even if the current mode matches the target mode, we may still need to release the displays and clear the entry from originalDisplayModes.
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Ken Thomases authored
winemac: Don't assume the current display mode is the original if we don't have the displays captured. Another process may have changed the display mode before we queried the current mode, so we may be seeing a non-original mode.
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Ken Thomases authored
originalDisplayModes should be used when active, empty when inactive. latentDisplayModes is used when inactive, empty when active. The count of entries in originalDisplayModes is used to test whether the process has the displays captured so adding entries when inactive would give incorrect results. This could have led us to mistakenly change the display mode when we don't have the displays captured.
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Hans Leidekker authored
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Nikolay Sivov authored
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Frédéric Delanoy authored
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- 09 Jan, 2014 24 commits
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Akihiro Sagawa authored
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Akihiro Sagawa authored
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Akihiro Sagawa authored
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Piotr Caban authored
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Andrey Gusev authored
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Frédéric Delanoy authored
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Erich E. Hoover authored
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Erich E. Hoover authored
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Erich E. Hoover authored
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Dmitry Timoshkov authored
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Stefan Dösinger authored
The ARR codepath used if ctx->target_version >= NV2 does not account for the correction offset, but the indirect addressing reads do, which ultimately results in incorrect offsets. Since the limitation goes away as soon as we enable GL_NV_vertex_program_2_option ignoring the offset is the best thing to do. I don't set shader_data->rel_offset to zero in the pre-compilation analysis because enablding NV_vertex_program2 is in theory a decision that is taken later during code generation.
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Stefan Dösinger authored
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Stefan Dösinger 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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Henri Verbeet authored
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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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Henri Verbeet authored
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Henri Verbeet authored
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Dmitry Timoshkov authored
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Jacek Caban authored
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