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