Sweden-Number/dlls/wined3d
Henri Verbeet 1eead2aaca wined3d: Create the backbuffer rendertarget view only after calling adapter_init_3d().
Otherwise we may not be able to acquire a context to create the view. In
practice, this is only an issue for d3d9 and earlier in combination with the
Vulkan backend.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
(cherry picked from commit b9a440d15d)
Signed-off-by: Michael Stefaniuc <mstefani@winehq.org>
2021-05-18 00:24:25 +02:00
..
Makefile.in wined3d: Implement shader_spirv_compile_vk(). 2020-09-24 15:03:51 +02:00
adapter_gl.c wined3d: Allocate a new bo for busy DISCARD maps. 2020-12-04 16:36:40 +01:00
adapter_vk.c wined3d: Unmap the slab if needed in wined3d_context_vk_destroy_bo(). 2020-12-14 16:21:45 +01:00
arb_program_shader.c
ati_fragment_shader.c
buffer.c wined3d: Add some barriers between resource usage on different bind points. 2021-05-18 00:24:24 +02:00
context.c wined3d: Reference the SRV bo in context_load_shader_resources(). 2020-12-02 19:08:04 +01:00
context_gl.c wined3d: Use glFinish() for synchronisation when cleaning up a destroyed context in wined3d_context_gl_cleanup(). 2021-05-18 00:24:25 +02:00
context_vk.c wined3d: Always include any depth/stencil attachment in the Vulkan framebuffer. 2021-05-18 00:24:24 +02:00
cs.c wined3d: Allow forcing commands serialization in the CS thread. 2020-12-04 18:39:48 +01:00
device.c wined3d: Create the backbuffer rendertarget view only after calling adapter_init_3d(). 2021-05-18 00:24:25 +02:00
directx.c wined3d: Use debug_d3dusage() for both usage and usage query flags. 2021-01-04 17:12:45 +01:00
gl_compat.c
glsl_shader.c wined3d: Implement the "precise" flag in the GLSL shader backend. 2021-04-06 20:18:02 +02:00
nvidia_texture_shader.c
palette.c
query.c wined3d: Avoid referencing empty command buffers in wined3d_query_event_vk_issue(). 2020-12-15 22:09:21 +01:00
resource.c wined3d: Add some barriers between resource usage on different bind points. 2021-05-18 00:24:24 +02:00
sampler.c
shader.c wined3d: Only store unique stream output descriptions. 2020-10-07 18:40:18 +02:00
shader_sm1.c
shader_sm4.c libport: Remove the strnlen() function replacement. 2020-12-01 10:19:50 +01:00
shader_spirv.c wined3d: Implement vertex shader stream output in the SPIR-V shader backend. 2020-10-07 18:40:20 +02:00
state.c wined3d: Use the "bo user" mechanism to invalidate existing bindings in wined3d_buffer_gl_destroy_buffer_object(). 2020-12-04 16:36:36 +01:00
stateblock.c wined3d: Track SRV to RTV aliasing on sub resource level. 2020-09-24 16:43:26 +02:00
surface.c wined3d: Reference the bo (if any) in texture2d_read_from_framebuffer(). 2020-12-02 19:08:04 +01:00
swapchain.c wined3d: Add some barriers between resource usage on different bind points. 2021-05-18 00:24:24 +02:00
texture.c wined3d: Add some barriers between resource usage on different bind points. 2021-05-18 00:24:24 +02:00
utils.c wined3d: Properly convert Vulkan sample count format information. 2021-05-18 00:24:24 +02:00
version.rc
vertexdeclaration.c wined3d: Align vertex attribute offsets to their size, if smaller than 4. 2021-05-18 00:24:25 +02:00
view.c wined3d: Do not create Vulkan 2D (array) views for UAVs on 3D resources. 2020-12-16 16:22:36 +01:00
wined3d.spec wined3d: Restore display modes for all outputs when doing mode restoration. 2020-11-03 21:47:27 +01:00
wined3d_gl.h
wined3d_main.c wined3d: Allow forcing commands serialization in the CS thread. 2020-12-04 18:39:48 +01:00
wined3d_private.h wined3d: Implement NULL constant buffer views for the Vulkan backend. 2021-05-18 00:24:24 +02:00
wined3d_vk.h wined3d: Implement stream output for the Vulkan adapter. 2020-10-07 18:40:22 +02:00