Sweden-Number/dlls/wined3d
Henri Verbeet f06a57f678 d3d10core: Implement d3d10_device_PSGetShaderResources(). 2014-09-17 11:05:08 +02:00
..
Makefile.in
arb_program_shader.c wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +02:00
ati_fragment_shader.c
buffer.c wined3d: Keep a reference to the resource in rendertarget views. 2014-08-21 12:24:21 +02:00
context.c wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces. 2014-08-22 12:53:11 +02:00
cs.c d3d10core: Implement d3d10_device_VSSetShaderResources(). 2014-09-16 12:24:59 +02:00
device.c d3d10core: Implement d3d10_device_PSGetShaderResources(). 2014-09-17 11:05:08 +02:00
directx.c wined3d: Fix trace output of emulated_textureram. 2014-09-02 15:07:09 +02:00
drawprim.c wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces. 2014-08-22 12:53:11 +02:00
gl_compat.c
glsl_shader.c wined3d: Store bool uniforms location in the GLSL shader structures. 2014-08-28 15:30:26 +02:00
nvidia_texture_shader.c
palette.c
query.c
resource.c wined3d: Initialize the map binding in resource_init. 2014-08-26 14:46:55 +02:00
sampler.c
shader.c wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +02:00
shader_sm1.c
shader_sm4.c
state.c wined3d: Handle half-float attributes in load_numbered_arrays(). 2014-08-28 15:30:23 +02:00
stateblock.c
surface.c wined3d: Initialize the map binding in resource_init. 2014-08-26 14:46:55 +02:00
swapchain.c wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces. 2014-08-22 12:53:11 +02:00
texture.c wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +02:00
utils.c wined3d: Allow sRGB read/write and VTF on WINED3DFMT_R8G8B8A8_UNORM. 2014-09-01 13:12:44 +02:00
version.rc
vertexdeclaration.c
view.c d3d10core: Implement d3d10_device_VSGetShaderResources(). 2014-09-17 11:04:54 +02:00
volume.c wined3d: Initialize the map binding in resource_init. 2014-08-26 14:46:55 +02:00
wined3d.spec d3d10core: Implement d3d10_device_PSGetShaderResources(). 2014-09-17 11:05:08 +02:00
wined3d_gl.h wined3d: Add constant buffer support to the GLSL shader backend. 2014-08-04 14:23:29 +02:00
wined3d_main.c wined3d: Fix trace output of emulated_textureram. 2014-09-02 15:07:09 +02:00
wined3d_private.h d3d10core: Implement d3d10_device_VSSetShaderResources(). 2014-09-16 12:24:59 +02:00