1. 02 Jan, 2014 1 commit
  2. 27 Sep, 2013 1 commit
  3. 06 Dec, 2012 1 commit
  4. 08 Nov, 2012 1 commit
  5. 13 Dec, 2011 1 commit
  6. 26 Apr, 2011 1 commit
  7. 18 Apr, 2011 1 commit
  8. 07 Apr, 2011 2 commits
  9. 28 Mar, 2011 1 commit
  10. 19 Sep, 2010 1 commit
  11. 21 Jul, 2010 1 commit
  12. 16 Mar, 2010 1 commit
  13. 18 Jan, 2010 1 commit
  14. 31 Dec, 2009 1 commit
  15. 04 Nov, 2009 1 commit
  16. 03 Jul, 2009 1 commit
  17. 05 May, 2009 1 commit
  18. 04 May, 2009 1 commit
  19. 24 Feb, 2009 1 commit
  20. 23 Feb, 2009 3 commits
  21. 16 Dec, 2008 1 commit
  22. 19 Aug, 2008 2 commits
  23. 14 Jul, 2008 1 commit
  24. 30 Apr, 2008 1 commit
  25. 25 Mar, 2008 1 commit
    • Stefan Dösinger's avatar
      wined3d: Fragment processing using GL_ATI_fragment_shader. · 4640be8d
      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.
      4640be8d
  26. 04 Mar, 2008 1 commit
  27. 18 Sep, 2007 1 commit
    • Stefan Dösinger's avatar
      wined3d: Start of some surface cleanup. · 8434060b
      Stefan Dösinger authored
      This patch and the following intend to make the surface code more
      manageable and are a preparation to add gl3 support. The code adds a
      new IWineD3DBaseSurface surface type, which will contain the
      non-rendering management code. IWineD3DSurface and IWineGDISurface
      will be derived from IWineD3DBaseSurface, and IWineGL3Surface can be
      added later.
      8434060b
  28. 14 Aug, 2007 1 commit
  29. 08 May, 2007 1 commit
  30. 13 Feb, 2007 1 commit
  31. 07 Dec, 2006 1 commit
  32. 02 Oct, 2006 1 commit
  33. 29 Sep, 2006 1 commit
  34. 14 Sep, 2006 1 commit
  35. 19 Jun, 2006 1 commit
    • Jason Green's avatar
      wined3d: Move constant loading into target-specific files. · 2d8e05f8
      Jason Green authored
      - Moves GLSL constant loading code into glsl_shader.c and out of the
        over-populated drawprim.c.
      - Creates a new file named arb_program_shader.c which will hold code
        specific to ARB_vertex_program & ARB_fragment_program.
      - Remove the constant loading calls from drawprim.c
      2d8e05f8
  36. 09 Jun, 2006 1 commit
    • Jason Green's avatar
      wined3d: Add the bulk of the GLSL string generation functions. · 0c59ca64
      Jason Green authored
      - Add a new file glsl_shader.c which contains almost every GLSL specific function we'll need
      - Move print_glsl_info() into glsl_shader.c
      - Move the shader_reg_maps struct info into the private header, and make it part of SHADER_OPCODE_ARG.
      - Create a new shared ps/vs register map for float constants (future patch will make ARB programs use this, too)
      0c59ca64