wined3d: Get rid of the mostly unused "num_textures_used" field from arbfp_ffp_desc.
[wine] / dlls / wined3d /
2012-10-23  Henri Verbeetwined3d: Get rid of the mostly unused "num_textures_use...
2012-10-23  Henri Verbeetwined3d: Move shader_is_pshader_version() and shader_is...
2012-10-23  Henri Verbeetwined3d: Explicitly check the shader type in shader_gen...
2012-10-22  Henri Verbeetwined3d: Implement WINED3DSIH_MOVC in the GLSL shader...
2012-10-22  Henri Verbeetwined3d: Merge a couple of shader type specific blocks...
2012-10-22  Henri Verbeetwined3d: Use shader_glsl_get_prefix() in shader_glsl_ge...
2012-10-22  Henri Verbeetwined3d: Also read comments in shader_sm1_is_end().
2012-10-18  Henri Verbeetwined3d: Merge most of the code for shader_glsl_cmp...
2012-10-18  Henri Verbeetwined3d: Implement WINED3DSIH_ROUND_NI in the GLSL...
2012-10-18  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-18  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-18  Francois Gougetwined3d: Add a trailing '\n' to a Wine trace.
2012-10-18  Henri Verbeetwined3d: Implement WINED3DSIH_USHR in the GLSL shader...
2012-10-18  Henri Verbeetwined3d: Implement WINED3DSIH_UDIV in the GLSL shader...
2012-10-18  Henri Verbeetwined3d: Explcitly check the shader type in shader_glsl...
2012-10-18  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-17  Henri Verbeetwined3d: Handle WINED3DSPR_PRIMID in the GLSL shader...
2012-10-16  Matteo Bruniwined3d: Add new Radeon HD 6670 GL renderer string.
2012-10-16  Matteo Bruniwined3d: Recognize AMD Radeon HD 5000 series GPUs on...
2012-10-16  Matteo Bruniwined3d: Provide a better fallback for D3D10 AMD GPUs.
2012-10-16  Matteo Bruniwined3d: Add a D3D10-level fallback for Intel GPU recog...
2012-10-16  Matteo Bruniwined3d: Improve a Nvidia GPU recognition fallback.
2012-10-16  Matteo Bruniwined3d: Split GPU vendor and GL vendor handling in...
2012-10-16  Henri Verbeetwined3d: Recognise the SM4 "primID" register type.
2012-10-16  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-16  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-15  Henri Verbeetwined3d: Handle SM1 comments in the frontend.
2012-10-15  Henri Verbeetwined3d: Introduce a structure for shader register...
2012-10-15  Henri Verbeetwined3d: Use a common function for parsing SM4 source...
2012-10-15  Henri Verbeetwined3d: Recognise SM4 scalar swizzles.
2012-10-15  Henri Verbeetwined3d: Use the correct relative address for constant...
2012-10-12  Henri Verbeetwined3d: Add support for SM4 relative addressing.
2012-10-12  Henri Verbeetwined3d: Implement WINED3DSIH_IMUL in the GLSL shader...
2012-10-12  Henri Verbeetwined3d: Implement WINED3DSIH_UTOF in the GLSL shader...
2012-10-12  Henri Verbeetwined3d: Implement WINED3DSIH_ITOF in the GLSL shader...
2012-10-12  Henri Verbeetwined3d: Implement WINED3DSIH_FTOI in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_LT in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_IGE in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_GE in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_EQ in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_XOR in the GLSL shader...
2012-10-10  Matteo Bruniwined3d: Recognize Radeon HD 6970 as reported on some...
2012-10-10  Henri Verbeetwined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL...
2012-10-10  Henri Verbeetwined3d: Implement SM4 loops in the GLSL shader backend.
2012-10-10  Henri Verbeetwined3d: Implement WINED3DSIH_IADD in the GLSL shader...
2012-10-10  Henri Verbeetwined3d: Implement WINED3DSIH_DIV in the GLSL shader...
2012-10-10  Henri Verbeetwined3d: Implement WINED3DSIH_BREAKP in the GLSL shader...
2012-10-09  Henri Verbeetwined3d: Remove unused wined3d_shader_limits fields.
2012-10-09  Henri Verbeetwined3d: Fix the SM3 int and bool vs constant limits.
2012-10-09  Henri Verbeetwined3d: wined3d_surface_set_palette() never fails.
2012-10-08  Henri Verbeetwined3d: Implement WINED3DSIH_AND in the GLSL shader...
2012-10-08  Henri Verbeetwined3d: wined3d_stateblock_apply() never fails.
2012-10-08  Henri Verbeetwined3d: wined3d_stateblock_capture() never fails.
2012-10-04  Henri Verbeetwined3d: wined3d_swapchain_get_desc() never fails.
2012-10-04  Henri Verbeetwined3d: Just return the surface from wined3d_swapchain...
2012-10-03  Henri Verbeetwined3d: Handle WINED3DSPR_CONSTBUFFER registers in...
2012-10-03  Henri Verbeetwined3d: wined3d_swapchain_set_window() never fails.
2012-10-03  Henri Verbeetwined3d: Just return the surface from wined3d_device_ge...
2012-10-01  Henri Verbeetwined3d: Recognize the SM4 dcl_constantBuffer opcode.
2012-10-01  Henri Verbeetwined3d: wined3d_device_get_creation_parameters() never...
2012-10-01  Henri Verbeetwined3d: wined3d_device_set_depth_stencil() never fails.
2012-10-01  Oleg Bosiswined3d: Add correct detection of GeForce GT 650M video...
2012-10-01  Marcus Meissnerwined3d: Move texture reference decrement to end of...
2012-10-01  Henri Verbeetwined3d: Just return the surface from wined3d_device_ge...
2012-10-01  Henri Verbeetwined3d: Just return the surface from wined3d_device_ge...
2012-09-28  Henri Verbeetwined3d: Set more accurate limits for SM4 shaders.
2012-09-28  Henri Verbeetwined3d: Unify GLSL input / output variable naming.
2012-09-27  Henri Verbeetwined3d: Introduce a separate function to retrieve...
2012-09-27  Henri Verbeetwined3d: wined3d_device_set_software_vertex_processing...
2012-09-27  Henri Verbeetwined3d: Just return the texture from wined3d_device_ge...
2012-09-26  Henri Verbeetwined3d: Add some basic SM4 bytecode dumping code.
2012-09-26  Henri Verbeetwined3d: wined3d_device_get_texture_stage_state() never...
2012-09-26  Henri Verbeetwined3d: wined3d_device_set_texture_stage_state() never...
2012-09-25  Ričardas Barkauskaswined3d: Don't leave leftover textures when destroying...
2012-09-25  Henri Verbeetwined3d: Take the data type of registers into account...
2012-09-25  Henri Verbeetwined3d: Just return the shader from wined3d_device_get...
2012-09-25  Henri Verbeetwined3d: wined3d_device_set_pixel_shader() never fails.
2012-09-24  Henri Verbeetwined3d: Take the data type of immediates into account...
2012-09-24  Henri Verbeetwined3d: Just return the shader from wined3d_device_get...
2012-09-24  Henri Verbeetwined3d: wined3d_device_set_vertex_shader() never fails.
2012-09-21  Henri Verbeetwined3d: Simplify shader_glsl_destroy() control flow...
2012-09-21  Henri Verbeetwined3d: Just return the declaration from wined3d_devic...
2012-09-21  Henri Verbeetwined3d: wined3d_device_set_vertex_declaration() never...
2012-09-19  Francois Gougetwined3d: Remove an unwanted trailing '\n' in shader_dum...
2012-09-19  Henri Verbeetwined3d: Merge the glsl_vshader_private and glsl_pshade...
2012-09-19  Henri Verbeetwined3d: wined3d_device_get_scissor_rect() never fails.
2012-09-19  Henri Verbeetwined3d: wined3d_device_set_scissor_rect() never fails.
2012-09-19  Henri Verbeetwined3d: Implement version checks for geometry shaders.
2012-09-19  Henri Verbeetwined3d: wined3d_device_get_sampler_state() never fails.
2012-09-19  Henri Verbeetwined3d: wined3d_device_set_sampler_state() never fails.
2012-09-18  Bruno Jesuswined3d: Recognize GeForce 9300 properly.
2012-09-18  Henri Verbeetwined3d: Implement WINED3DSIH_EMIT in the GLSL shader...
2012-09-18  Henri Verbeetwined3d: wined3d_device_get_material() never fails.
2012-09-18  Henri Verbeetwined3d: wined3d_device_set_material() never fails.
2012-09-17  Henri Verbeetwined3d: Implement WINED3DSIH_CUT in the GLSL shader...
2012-09-17  Henri Verbeetwined3d: Recognize the SM4 dcl_outputTopology opcode.
2012-09-17  Henri Verbeetwined3d: Recognize the SM4 dcl_inputPrimitive opcode.
2012-09-17  Henri Verbeetwined3d: Recognize the SM4 dcl_maxOutputVertexCount...
2012-09-17  Henri Verbeetwined3d: Introduce a union for declaration shader instr...
2012-09-14  Henri Verbeetwined3d: Just handle all instructions in the shader...
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