- 17 Feb, 2024 10 commits
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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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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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Alexandre Julliard authored
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Alexandre Julliard authored
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- 16 Feb, 2024 30 commits
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Alex Henrie authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55282
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Daniel Lehman authored
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Paul Gofman authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Paul Gofman authored
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Paul Gofman authored
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Paul Gofman 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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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
Fixes regressions caused by a38e0563.
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
It never changes.
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Zebediah Figura authored
wined3d/arb: Move fragment program compilation from fragment_prog_arbfp() to arbfp_apply_draw_state().
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Zebediah Figura authored
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Zebediah Figura authored
Rename to *_apply_draw_state() per Henri's suggestion.
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Zebediah Figura authored
Analogous to shader_disable(). We'd like to pass a wined3d_state pointer to fp_enable() to let it handle actually compiling the fragment pipeline, which doesn't mesh well conceptually with its use in shader_disable().
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Zebediah Figura authored
Analogous to shader_disable(). We'd like to pass a wined3d_state pointer to vp_enable() to let it handle actually compiling the vertex pipeline, which doesn't mesh well conceptually with its use in shader_disable().
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Zebediah Figura authored
Arguably there is a benefit here in that it reduces shader backend state application down to a single method, although whether that is an improvement may be up for debate. More saliently, we would like to move FFP state application out of the state table and into a linear state function. In practice that function will probably be vp_enable / fp_enable. In that case we will need those functions, and hence also shader_select(), to be called when more states are dirty. This does not in itself mean that shader_load_constants() needs to be merged with shader_select(), but it does remove the primary impetus for keeping them separate. Rename to shader_apply_draw_state() to reflect the adjusted purpose, as suggested by Henri Verbeet.
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Eric Pouech authored
Looks like thread is suspended until DBG_CONTINUE is sent on thread creation debug event. Signed-off-by: Eric Pouech <epouech@codeweavers.com>
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