- 63fd9a7 wined3d: Add WINED3DTEXTUREFILTERTYPE to wined3d_types.h. by Stefan Dösinger · 19 years ago
- f6ed704 wined3d: Make use of WINED3DDEVICE_CREATION_PARAMETERS. by Stefan Dösinger · 19 years ago
- 59af5c4 wined3d: Move fields common to vertex shaders and pixel shaders to IWineD3DBaseShader. by H. Verbeet · 19 years ago
- d4132cf wined3d: Move the vshader_ins and pshader_ins arrays into their respective objects. by H. Verbeet · 19 years ago
- 3ee642b wined3d: Move the SHADER_OPCODE definition to wined3d_private.h. by H. Verbeet · 19 years ago
- d75fd75 wined3d: Add WINED3DPOOL to wined3d_types.h. by Stefan Dösinger · 19 years ago
- b4b295c wined3d: Add WINED3DMULTISAMPLE_TYPE to wined3d_types.h. by Stefan Dösinger · 19 years ago
- 46b13aa wined3d: glTypeLookup cleanup. by H. Verbeet · 19 years ago
- 913df5b wined3d: Consistently use WINED3DRESOURCETYPE. by Stefan Dösinger · 19 years ago
- 46e8d67 wined3d: Update the glOrtho between 2 rhw draws if the viewport was changed. by Stefan Dösinger · 19 years ago
- e43cfb1 wined3d: Fix SetContainer. by H. Verbeet · 19 years ago
- 7c482cb wined3d: Vertex shader 8 support. by Oliver Stieber · 19 years ago
- aa9ce35 Added support for vertex and pixel shader constants that have no type by Oliver Stieber · 19 years ago
- 6d442ae Assorted spelling fixes. by Francois Gouget · 19 years ago
- 932815d Implement a pixel shader parser and cross compiler. All version of by Oliver Stieber · 19 years ago
- 705aec5 - defined D3DCOLOR_B macros to access byte values of D3DCOLOR by Raphael Junqueira · 19 years ago
- 1f2a9e2 Move the softwareVertexProcessing flag from the stateblock to the by Oliver Stieber · 19 years ago
- b3563da Implement state tracking for pixel shader constants. by Oliver Stieber · 20 years ago
- a8c7284 Assorted spelling fixes. by Francois Gouget · 20 years ago
- 9e6957b Optionally repack nonpower 2 textures to the expected span length when by Oliver Stieber · 20 years ago
- 329d017 Start to implement TestCooperativeLevel. by Oliver Stieber · 20 years ago
- 0c2fcf2 Added support for state management of vertex shader constants via stateblocks. by Oliver Stieber · 20 years ago
- 5ea96a8 Implemented occlusion queries using either GL_ARB_occlusion_query or by Oliver Stieber · 20 years ago
- 93ab695 Fix gcc 4.0 warnings. by Mike McCormack · 20 years ago
- 2af36c6 Implemented stubbed out pixel shaders and their states in wined3d. by Oliver Stieber · 20 years ago
- 3f24b91 Fix quite a few texturing problems and cases where text isn't being by Oliver Stieber · 20 years ago
- 1be54d8 Integrate hardware vertex shaders into the drawing pipeline. by Oliver Stieber · 20 years ago
- 2c0e97e Copy the parser and cross compiler from d3d8 and update everything to by Oliver Stieber · 20 years ago
- 9b0b803 Add support for vertex shader constants to the stateblock. by Oliver Stieber · 20 years ago
- 80cbb93 Tidy up vertex shaders and bring the current code inline with the rest by Oliver Stieber · 20 years ago
- 313b010 Track the state of softwareVertexProcessing. by Oliver Stieber · 20 years ago
- e31bc6c Moved support for non power 2 texture to hardware. by Oliver Stieber · 20 years ago
- bb6f9b0 Move the setting of states from device to basetexture, states that by Oliver Stieber · 20 years ago
- d344162 Separate the setting of the DirectX texture and sampler states from by Oliver Stieber · 20 years ago
- 386470b Tidy up some of the formatting in drawprim and add missing strided data. by Oliver Stieber · 20 years ago
- 8955ac4 gcc 4.0 -Wpointer-sign fixes. by Mike McCormack · 20 years ago
- c93da09 Changed swapchains held by the device from an array to a linked by Oliver Stieber · 20 years ago
- 052d108 DirectX uses a R/Z transform to translate a texture but under OpenGL a by Oliver Stieber · 20 years ago
- 7cb748f Makes sure any internal reference counting is passed onto the parent, by Oliver Stieber · 20 years ago
- ea6189e Implement resource tracking, require for reset and evict managed by Oliver Stieber · 20 years ago
- cc8762a - add a new settings for vbo support by Raphael Junqueira · 20 years ago
- bd19d67 Assorted spelling fixes. by Francois Gouget · 20 years ago
- 9485632 Implement the use of PBuffers for offscreen textures. by Oliver Stieber · 20 years ago
- fe80b4e Implemented Get/Set/Free private data in resource. by Oliver Stieber · 20 years ago
- b220ce1 Correct a few formats that were incorrect. by Oliver Stieber · 20 years ago
- 6a03249 Added basic memory management and tracking to wined3d. by Oliver Stieber · 20 years ago
- 1362105 Move parameters relating to opengl on the surface structure on to a by Oliver Stieber · 20 years ago
- 520c2f0 Implemented basic non-power 2 texture in wined3d. by Oliver Stieber · 20 years ago
- 8a6799d Implement render targets using either textures, swapchains or by Oliver Stieber · 20 years ago
- abb11f3 Implemented stateblocks in wined3d. by Oliver Stieber · 20 years ago
- 02c25a8 Assorted spelling fixes. by Francois Gouget · 20 years ago
- 18857f1 Add support for samplers. by Oliver Stieber · 20 years ago
- 46e7c30 Implement swapchains. by Oliver Stieber · 20 years ago
- 9c01e42 Fixed definition/declaration mismatches of newly static vtables. by Marcus Meissner · 20 years ago
- eba47f1 Make remaining OLE interface vtables const. by Dmitry Timoshkov · 20 years ago
- 67f2ad4 - Volume now inherits Resource. This isn't the way Microsoft implements by Oliver Stieber · 20 years ago
- ba5eb14 Encapsulate texture, surface encapsulated. by Oliver Stieber · 20 years ago
- 7b26165 Added a stubbed out version of query to d3d9 and wined3d. by Oliver Stieber · 20 years ago
- 2121f78 Put all the stubs in wined3d in place, with some functionality copied by Oliver Stieber · 20 years ago
- 4c385f9 - VertexDeclaration device APIs by Raphael Junqueira · 20 years ago
- 4f02b52 Begin support of VertexDeclaration on wined3d using d3d8 code base by Raphael Junqueira · 20 years ago
- 33025b2 - Handle failures to allocate storage more gracefully. by Jason Edmeades · 20 years ago
- bcecddc - Add texture support for all the texture types for d3d9->wined3d. by Jason Edmeades · 20 years ago
- 4142785 Add render target support, and ensure there is a front and back buffer by Jason Edmeades · 20 years ago
- 66cae0d Fixed build problem with GL_VERSION_1_2. by Raphael Junqueira · 20 years ago
- c4de952 Add Clear, Present and EndScene support and fix a bug in the drawing code. by Jason Edmeades · 20 years ago
- 2003c7a Add {G,S}etRenderState and {G,S}etTextureStageState support, and by Jason Edmeades · 20 years ago
- f738c14 Add {G,S}etIndices, {G,S}Viewport and enable the basic drawing by Jason Edmeades · 20 years ago
- 819b0e1 Add BaseTexture class support, call from d3d9. by Jason Edmeades · 20 years ago
- 0a944ae Implement Material, Clip plane and Light support plus MultiplyTransform. by Jason Edmeades · 20 years ago
- eba27af Add Get/Set Transform support, plus BeginScene (does nothing). by Jason Edmeades · 20 years ago
- 73e8baf Add indexbuffer support into wined3d. by Jason Edmeades · 20 years ago
- 289562e - Implement SetStreamSource by Jason Edmeades · 20 years ago
- 447d5ed Implement the beginnings of the stateblock class, and a first method to use it. by Jason Edmeades · 20 years ago
- db7a505 - Add support (as far as was previously) for the VertexBuffer and by Jason Edmeades · 20 years ago
- b9e2bed Copy and tidy up the code from dx8 create device into wined3d. Call by Jason Edmeades · 20 years ago
- ac490fa Add a IWineD3DDevice object type (empty for now), and create one when by Jason Edmeades · 20 years ago
- b519893 Move the GetDeviceCaps into the wined3d library and call from d3d9. by Jason Edmeades · 21 years ago
- c579fa6 Move the Check* type functions into wined3d and copy from d3d9, and by Jason Edmeades · 21 years ago
- c3421ea Move into wined3d and call from d3d9 the GetAdapterId function and by Jason Edmeades · 21 years ago
- ae5a436 - Make d3d8 know about the wined3d device and start using it. by Jason Edmeades · 21 years ago
- 24ab49e Create a wined3d interface, and generate a wined3d object in the d3d9 by Jason Edmeades · 21 years ago
- 0196861 Add the wined3d dll for beginning a cleaner d3d architecture that will by Raphael Junqueira · 21 years ago