- 28 Jun, 2006 8 commits
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H. Verbeet authored
On nVidia cards the value of GL_MAX_TEXTURE_UNITS is generally not larger than 4. In Direct3D that would correspond to MaxSimultaneousTextures in the caps, rather than MaxTextureBlendStages (which can be much larger) to which it currently corresponds in wined3d. Using register combiners we can get around that limitation and get up to GL_MAX_GENERAL_COMBINERS_NV (typically 8) texture stages. This patch adds code for doing the texture operations with register combiners instead of ARB_texture_env_combine or NV_texture_env_combine4, but doesn't make use of that code yet. That's what the next patch will do.
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H. Verbeet authored
The code for uploading / binding textures for use with pixel shaders is slightly different from the one for uploading / binding textures for use with the fixed function pipeline. It would be possible to keep the code in a single function with a couple of conditionals, but in combination with the changes needed for register combiners that would become quite messy.
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H. Verbeet authored
GL_LIMITS(textures) is currently used for both the number of texture stages and the maximum number of simultaneous textures. In the current code that's the same, but in a later patch that will be separated, since a texture stage doesn't have to reference an actual texture. Also, shaders can access a larger number of samplers than the number of texture units the fixed function pipeline can access.
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H. Verbeet authored
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H. Verbeet authored
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James Hawkins authored
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Mikołaj Zalewski authored
Show a confirmation dialog in SHFileOperationW for the FO_DELETE operation when called without FOF_NOCONFIRMATION or with FOF_WANTNUKEWARNING. That way the user's files won't be deleted without a warning.
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Huw Davies authored
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- 27 Jun, 2006 32 commits
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Alexandre Julliard authored
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Ivan Leo authored
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William Knop authored
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Paul Vriens authored
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Hans Leidekker authored
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Stefan Dösinger authored
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Huw Davies authored
This means we don't need to add checks for NULL libxml node ptrs in our node implementation.
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James Hawkins authored
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James Hawkins 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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Andrey Turkin authored
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Vitaliy Margolen authored
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Hans Leidekker authored
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Eric Pouech authored
when requesting info on a module by address, always print the module ELF/PE pair (if this applies) (and not only the embedded PE), which can be confusing.
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Eric Pouech authored
This allows reimplementing the module list command and do less black magic to guess the ELF debug format.
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Eric Pouech authored
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Eric Pouech authored
- now internally storing module info as a 64bit module structure (the interest in not in the 64 bit side of things, but because it allows storing lots of usefull information) - fixed SymGetModuleInfo64W which wasn't returning the LoadedPdbName field - now filling for MSC files with the extended information (instead of guessing it) - reused the extended module info to store wine ELF module information (link for map link, stabs vs dwarf symbol info)
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Alexandre Julliard authored
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Andrew Talbot authored
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Jason Green authored
- Implement D3DSIO_DP2ADD, D3DSIO_TEXKILL, D3DSIO_TEXM3X3PAD - Partially implement D3DSIO_TEXBEM, D3DSIO_TEXM3X3VSPEC (as much as they are implemented in ARB_fragment_program at least). - Stop copying the SHADER_PARSE_STATE struct in each ARB shader routine - use a pointer instead.
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H. Verbeet authored
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H. Verbeet authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Paul Vriens authored
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