- 26 Mar, 2008 22 commits
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Alexandre Julliard authored
Make sure we don't check the impersonation level for primary tokens.
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Stefan Leichter authored
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Paul Vriens authored
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Hans Leidekker authored
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Aric Stewart authored
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Alexandre Julliard authored
winex11: Fix X11DRV_CLIPBOARD_ReadProperty to read data in larger chunks and to properly null-terminate the buffer.
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Lei Zhang authored
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Aurimas Fischer authored
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Anatoly Lyutin authored
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Alistair Leslie-Hughes authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Andrew Talbot authored
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Andrew Talbot authored
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Lei Zhang 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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- 25 Mar, 2008 18 commits
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Lei Zhang authored
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Juan Lang authored
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Juan Lang authored
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Austin English authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
This adds code for handling fixed function fragment processing with the GL_ATI_fragment_shader extension. This is a sort-of programmable interface for fragment processing at the level of shader model 1.4 in d3d. This code is of use on r200, r250 and r280 cards(radeon 8500 to 9200) which do not support GL_ARB_fragment_program, but support pixel shader 1.4 on Windows. This code is somewhat a counterpart to the existing fragment processing code using GL_NV_register_combiners and GL_NV_texture_shader.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
Since the shader backend implementations might track opengl resources in their private data inform them about reset calls. For example, the atifs backend keeps track of the replacement shaders, which are lost during an opengl context recreation.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
The whole control structures in directx.c get terribly confusing with the various codepaths for texturing and different shader implementations. It is also hard to reflect the shader model decisions this way too. This patch moves the shader specific parts of the caps code into the shader backend where we can set our caps dependent of the shader model decisions and without complex caps flag checks.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
Generating the shader ID and parts of the shader prolog and epilog was done by the common vertexshader.c / pixelshader.c, which is ugly. This patch doesn't get rid of all the uglyness, somewhen we'll still have to sort out the relationship of [arb|glsl]_generate_shader and [arb|glsl]_generate_declarations.
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Stefan Dösinger authored
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