..
Makefile.in
include: Add support for defining Win32 types as 'long' where possible.
2022-01-27 20:38:22 +01:00
adapter_gl.c
wined3d: Accelerate texture DISCARD maps as well.
2022-02-24 18:37:32 +01:00
adapter_vk.c
wined3d: Accelerate texture DISCARD maps as well.
2022-02-24 18:37:32 +01:00
arb_program_shader.c
wined3d: Use wined3d_bit_scan() in shader_arb_generate_pshader().
2022-02-01 20:36:04 +01:00
ati_fragment_shader.c
include: Remove wine/port.h.
2021-12-01 18:13:54 +01:00
buffer.c
wined3d: Treat NOOVERWRITE maps on a previously discarded buffer as if they were DISCARD maps.
2022-02-18 22:10:47 +01:00
context.c
wined3d: Use wined3d_bit_scan() in context_preload_textures().
2022-01-27 17:58:51 +01:00
context_gl.c
wined3d: Protect wined3d_chunk_gl map fields with a mutex.
2022-02-17 18:57:27 +01:00
context_vk.c
wined3d: Keep a client reference count for the BO map pointer.
2022-02-14 21:20:42 +01:00
cs.c
wined3d: Allocate a heap memory buffer in wined3d_cs_map_upload_bo() if possible.
2022-02-25 19:02:18 +01:00
device.c
wined3d: Protect wined3d_chunk_gl map fields with a mutex.
2022-02-17 18:57:27 +01:00
directx.c
wined3d: Pass a wined3d_range array to wined3d_context_copy_bo_address().
2022-02-15 22:59:52 +01:00
gl_compat.c
include: Remove wine/port.h.
2021-12-01 18:13:54 +01:00
glsl_shader.c
wined3d: Use wined3d_bit_scan() in shader_glsl_generate_fragment_shader().
2022-01-28 21:10:21 +01:00
nvidia_texture_shader.c
include: Remove wine/port.h.
2021-12-01 18:13:54 +01:00
palette.c
include: Remove wine/port.h.
2021-12-01 18:13:54 +01:00
query.c
wined3d: Avoid waiting for a command buffer to finish executing to read off its queries.
2022-02-11 17:13:10 +01:00
resource.c
include: Remove wine/port.h.
2021-12-01 18:13:54 +01:00
sampler.c
wined3d: Decrement reference count and take the lock atomically for cached objects.
2021-12-09 17:14:59 +01:00
shader.c
wined3d: Use wined3d_bit_scan() in vshader_get_input().
2022-01-26 21:53:56 +01:00
shader_sm1.c
include: Remove wine/port.h.
2021-12-01 18:13:54 +01:00
shader_sm4.c
wined3d: Skip non-color outputs in SM4 shader output mapping.
2022-02-09 20:08:27 +01:00
shader_spirv.c
wined3d: Don't use persistent BOs from the client thread if we might need to do vertex attribute conversion.
2022-02-16 22:05:33 +01:00
state.c
wined3d: Do not bind buffers in state_cb() if the shader is not set.
2021-12-15 18:55:25 +01:00
stateblock.c
wined3d: Use wined3d_mask_from_size() in stateblock_savedstates_set_all().
2022-01-24 21:44:51 +01:00
surface.c
wined3d: Consider WINED3D_LOCATION_CLEARED to be a CPU-accessible location.
2022-02-24 18:37:20 +01:00
swapchain.c
wined3d: Use StretchBlt() in swapchain_blit_gdi().
2022-02-11 17:07:48 +01:00
texture.c
wined3d: Accelerate texture DISCARD maps as well.
2022-02-24 18:37:32 +01:00
utils.c
wined3d: Introduce WINED3D_LOCATION_CLEARED and use it for the initial state of buffers.
2022-01-28 21:10:21 +01:00
version.rc
…
vertexdeclaration.c
include: Remove wine/port.h.
2021-12-01 18:13:54 +01:00
view.c
wined3d: Pass a wined3d_device_gl pointer to wined3d_context_gl_create_bo().
2022-02-16 22:05:33 +01:00
wined3d.spec
…
wined3d_gl.h
wined3d: Add WINED3DFMT_R11G11B10_FLOAT vertex format.
2021-12-17 18:33:57 +01:00
wined3d_main.c
include: Remove wine/port.h.
2021-12-01 18:13:54 +01:00
wined3d_private.h
wined3d: Allocate a heap memory buffer in wined3d_cs_map_upload_bo() if possible.
2022-02-25 19:02:18 +01:00
wined3d_shaders.h
…
wined3d_vk.h
…