• Henri Verbeet's avatar
    wined3d: Always mark vertex buffers as used in context_apply_draw_state(). · 68339456
    Henri Verbeet authored
    The issue this solves is that buffer_internal_preload() is only called when
    STATE_VDECL or STATE_STREAMSRC is invalidated, but that doesn't happen for
    regular buffer maps. We'd like to be able to just call
    buffer_internal_preload() here, but buffer_internal_preload() has dependencies
    on context_stream_info_from_declaration() and vice versa.
    68339456
Name
Last commit
Last update
..
Makefile.in Loading commit data...
arb_program_shader.c Loading commit data...
ati_fragment_shader.c Loading commit data...
buffer.c Loading commit data...
context.c Loading commit data...
cs.c Loading commit data...
device.c Loading commit data...
directx.c Loading commit data...
drawprim.c Loading commit data...
gl_compat.c Loading commit data...
glsl_shader.c Loading commit data...
nvidia_texture_shader.c Loading commit data...
palette.c Loading commit data...
query.c Loading commit data...
resource.c Loading commit data...
sampler.c Loading commit data...
shader.c Loading commit data...
shader_sm1.c Loading commit data...
shader_sm4.c Loading commit data...
state.c Loading commit data...
stateblock.c Loading commit data...
surface.c Loading commit data...
swapchain.c Loading commit data...
texture.c Loading commit data...
utils.c Loading commit data...
version.rc Loading commit data...
vertexdeclaration.c Loading commit data...
view.c Loading commit data...
volume.c Loading commit data...
wined3d.spec Loading commit data...
wined3d_gl.h Loading commit data...
wined3d_main.c Loading commit data...
wined3d_private.h Loading commit data...