- 25 Nov, 2008 26 commits
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Stefan Dösinger authored
A number of considerations contribute to this: 1) The shader backend knows best which shader(s) it needs. GLSL needs both, arb only one 2) The shader backend may pass some parameters to the compilation code(e.g. which pixel format fixup to use) 3) The structures used in (2) are different in vs and ps, so a baseshader::Compile won't work 4) The structures in (2) are wined3d-private structures, so having a public method in the vtable won't work(its a bad idea anyway).
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Huw Davies authored
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Huw Davies authored
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Alexandre Julliard authored
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Alexandre Julliard authored
Also rename it to virtual_handle_fault for consistency.
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alistair Leslie-Hughes authored
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Paul Vriens 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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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Ricardo Filipe authored
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- 24 Nov, 2008 14 commits
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Alexandre Julliard authored
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Vincent Povirk authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Vincent Pelletier authored
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Hwang YunSong(황윤성) authored
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Hwang YunSong(황윤성) authored
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Hwang YunSong(황윤성) authored
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Lei Zhang authored
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Ricardo Filipe authored
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Vincent Povirk authored
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Reece Dunn authored
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Jacek Caban authored
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Juan Lang authored
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