Sweden-Number/dlls/wined3d
Henri Verbeet 5059da9e32 wined3d: Don't depend on device internals in fragment_pipeline.alloc_private().
In particular, device->shader_backend and device->shader_priv aren't
initialized yet when the fragment pipe is initialized.
2012-10-29 10:47:03 +01:00
..
Makefile.in
arb_program_shader.c wined3d: Don't depend on device internals in fragment_pipeline.alloc_private(). 2012-10-29 10:47:03 +01:00
ati_fragment_shader.c wined3d: Don't depend on device internals in fragment_pipeline.alloc_private(). 2012-10-29 10:47:03 +01:00
buffer.c
context.c wined3d: Make the shader backend responsible for controlling the fixed function fragment pipe. 2012-10-25 11:48:31 +02:00
device.c wined3d: Make the shader backend responsible for controlling the fixed function fragment pipe. 2012-10-25 11:48:31 +02:00
directx.c wined3d: Fix return value for WINED3DFMT_ATI2N in CheckTextureCapability(). 2012-10-24 19:37:15 +02:00
drawprim.c
gl_compat.c
glsl_shader.c wined3d: Don't depend on device internals in fragment_pipeline.alloc_private(). 2012-10-29 10:47:03 +01:00
nvidia_texture_shader.c wined3d: Don't depend on device internals in fragment_pipeline.alloc_private(). 2012-10-29 10:47:03 +01:00
palette.c
query.c
resource.c
shader.c wined3d: Don't depend on device internals in fragment_pipeline.alloc_private(). 2012-10-29 10:47:03 +01:00
shader_sm1.c wined3d: Also read comments in shader_sm1_is_end(). 2012-10-22 11:43:59 +02:00
shader_sm4.c wined3d: Recognise the SM4 "primID" register type. 2012-10-16 11:36:45 +02:00
state.c wined3d: Don't depend on device internals in fragment_pipeline.alloc_private(). 2012-10-29 10:47:03 +01:00
stateblock.c wined3d: wined3d_stateblock_apply() never fails. 2012-10-08 11:28:37 +02:00
surface.c wined3d: Set texture_level in surface_set_texture_target() as well. 2012-10-24 11:24:22 +02:00
swapchain.c wined3d: wined3d_swapchain_get_desc() never fails. 2012-10-04 14:09:55 +02:00
texture.c wined3d: Replace the face and level parameters to device_parent_create_texture_surface() with the sub-resource index. 2012-10-25 11:48:25 +02:00
utils.c
version.rc
vertexdeclaration.c
view.c
volume.c
wined3d.spec wined3d: Set texture_level in surface_set_texture_target() as well. 2012-10-24 11:24:22 +02:00
wined3d_gl.h wined3d: Take the data type of registers into account in the GLSL shader backend. 2012-09-25 11:19:15 +02:00
wined3d_main.c
wined3d_private.h wined3d: Don't depend on device internals in fragment_pipeline.alloc_private(). 2012-10-29 10:47:03 +01:00