Sweden-Number/dlls/wined3d
Henri Verbeet a13fc3bb7e wined3d: Use the chunk allocator for GL vertex buffers.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-14 21:20:42 +01:00
..
Makefile.in
adapter_gl.c
adapter_vk.c wined3d: Allow up to 128 MiB of persistently mapped memory on 32-bit architectures. 2022-02-14 21:20:42 +01:00
arb_program_shader.c
ati_fragment_shader.c
buffer.c
context.c
context_gl.c wined3d: Use the chunk allocator for GL vertex buffers. 2022-02-14 21:20:42 +01:00
context_vk.c wined3d: Allow up to 128 MiB of persistently mapped memory on 32-bit architectures. 2022-02-14 21:20:42 +01:00
cs.c wined3d: Always submit UPDATE_SUB_RESOURCE ops when uploading if not mapping persistently. 2022-02-11 17:08:27 +01:00
device.c
directx.c wined3d: Allow up to 128 MiB of persistently mapped memory on 32-bit architectures. 2022-02-14 21:20:42 +01:00
gl_compat.c
glsl_shader.c
nvidia_texture_shader.c
palette.c
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
sampler.c
shader.c
shader_sm1.c
shader_sm4.c
shader_spirv.c
state.c
stateblock.c
surface.c
swapchain.c
texture.c
utils.c
version.rc
vertexdeclaration.c
view.c
wined3d.spec
wined3d_gl.h
wined3d_main.c
wined3d_private.h wined3d: Allow up to 128 MiB of persistently mapped memory on 32-bit architectures. 2022-02-14 21:20:42 +01:00
wined3d_shaders.h
wined3d_vk.h