- 20 Nov, 2008 27 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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Hans Leidekker authored
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Ricardo Filipe 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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Alistair Leslie-Hughes authored
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Andrew Talbot authored
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Stefan Dösinger authored
This reflects the fact that they describe the fragment pipeline. The vertex pipeline will use its own structures.
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Stefan Dösinger authored
Add a test that checks what happens if D3DRS_POINTSIZE, D3DRS_POINTSIZE_MIN and POINTSIZE_MAX have conflicting values. D3DRS_POINTSIZE_MAX trumps D3DRS_POINTSIZE_MIN, and both MIN and MAX clamp the D3DRS_POINTSIZE value if it is outside of their range.
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Stefan Dösinger authored
The code here skipped constant loading when a pixel shader was in use, and only reloaded them on ffp use if the shader implementation used ARB too. This way a e.g. texfactor change could get lost if GLSL shaders are used, and the texfactor changed while a pixel shader was in use.
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A C Hurst authored
ntdll: wine_nt_to_unix_file_name() parse string to int instead of cast char, where string may be passed.
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Aric Stewart authored
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Paul Vriens authored
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Juan Lang authored
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Juan Lang authored
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Juan Lang authored
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Juan Lang authored
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Juan Lang authored
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Alexandre Julliard authored
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- 19 Nov, 2008 13 commits
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Alexandre Julliard authored
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Florian Köberle authored
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Florian Köberle authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
wined3d: Make it more obvious the pshader path in shader_hw_map2gl() doesn't handle opcodes without parameters.
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Henri Verbeet authored
I don't see how this can ever have worked properly.
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Juan Lang 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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Dmitry Timoshkov authored
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Ricardo Filipe authored
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