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  25. 16 Sep, 2009 1 commit
    • Henri Verbeet's avatar
      wined3d: Don't free D3D surfaces until the wined3d surface is destroyed. · a5214c30
      Henri Verbeet authored
      This prevents for example a d3d9 depth stencil from being destroyed when it
      has no external references but is still in use by the device/stateblock. A
      nice side effect is that it simplifies handling of "implicit" surfaces like
      the frontbuffer and backbuffers, as well as the forwarding of reference counts
      for surfaces that are part of a texture.
      a5214c30
  26. 25 Aug, 2009 2 commits
    • Henri Verbeet's avatar
      d3d8: Use a wined3d cs for wined3d locking. · f9c791f9
      Henri Verbeet authored
      We will need this for d3d10, where both dxgi and d3d10core are making wined3d
      calls. Right now d3d8/d3d9 also use this to protect their own data, but
      eventually we should push this down into wined3d itself and use something a
      bit more fine-grained. There's no good reason that doing e.g. a vertex buffer
      upload in some thread should block all of wined3d.
      f9c791f9
    • Henri Verbeet's avatar
      d3d8: Remove stray tabs. · 4d1379f6
      Henri Verbeet authored
      4d1379f6
  27. 07 Aug, 2009 2 commits
  28. 07 Jul, 2009 1 commit
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  34. 16 Jan, 2009 1 commit
    • Henri Verbeet's avatar
      wined3d: Add an IWineD3DDeviceParent interface. · a966293f
      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.
      a966293f