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wined3d: Properly check if an attribute is used in TRACE_STRIDED.
[wine]
/
dlls
/
wined3d
/
buffer.c
2009-07-21
Henri Verbeet
wined3d: Pass NULL to ActivateContext() when we don...
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2009-07-09
Henri Verbeet
wined3d: Fix some cast-qual warnings.
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2009-07-07
Henri Verbeet
wined3d: Add some missing float suffixes.
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2009-06-26
Henri Verbeet
wined3d: Document GL context dependencies.
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2009-06-25
Henri Verbeet
wined3d: Make sure we have an active GL context in...
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2009-06-22
Henri Verbeet
wined3d: Simplify the transformed position fixup a...
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2009-06-11
Rico Schüller
wined3d: Don't allow a negative lock_count in buffer_Unmap.
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2009-05-05
Stefan Dösinger
wined3d: Make use of GL_ARB_half_float_vertex.
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2009-04-28
Stefan Dösinger
wined3d: Fix an issue in buffer_get_sysmem.
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2009-04-28
Stefan Dösinger
wined3d: Activate a thread before mapping a buffer.
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2009-04-10
Stefan Dösinger
wined3d: Save some memory in vertex buffers.
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2009-04-09
Stefan Dösinger
d3d: Remove the format from index buffers.
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2009-04-09
Stefan Dösinger
wined3d: Remove the buffer fvf.
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2009-04-08
Stefan Dösinger
wined3d: Merge indexbuffer and buffer implementations.
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2009-04-08
Stefan Dösinger
wined3d: Use Map and Unmap for index buffers.
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2009-04-08
Stefan Dösinger
d3d: Unify WINED3DVERTEXBUFFER_DESC and WINED3DINDEXBUF...
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2009-03-30
Henri Verbeet
wined3d: Store the format_desc itself in struct wined3d...
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2009-03-27
Henri Verbeet
wined3d: Unify vertex and texture formats.
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2009-03-27
Henri Verbeet
wined3d: Use separate structures for ddraw style stride...
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2009-03-13
Henri Verbeet
wined3d: Remove the format field from IWineD3DResourceC...
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2009-03-06
Henri Verbeet
wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
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2009-03-06
Henri Verbeet
wined3d: Simplify IWineD3DVertexBufferImpl_PreLoad...
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2009-03-06
Henri Verbeet
wined3d: Also set VBFLAG_HASDESC if we can determine...
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2009-02-23
Henri Verbeet
wined3d: Merge indexbuffer.c with buffer.c.
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2009-02-23
Henri Verbeet
wined3d: Merge vertexbuffer.c with buffer.c.
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2009-02-23
Henri Verbeet
wined3d: Add IWineD3DBuffer, use it in d3d10core.
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