oleaut32: Add a test for loading/saving an empty picture.
[wine] / dlls / wined3d /
2012-11-23  Henri Verbeetd3d10core: Implement d3d10_device_SOGetTargets().
2012-11-23  Henri Verbeetd3d10core: Implement d3d10_device_SOSetTargets().
2012-11-21  Henri Verbeetd3d10core: Implement d3d10_device_IAGetIndexBuffer().
2012-11-20  Henri Verbeetd3d9: Avoid resetting device state for d3d9ex resets.
2012-11-19  Henri Verbeetwined3d: Update the scissor rect and viewport even...
2012-11-16  Henri Verbeetwined3d: Make state_geometry_shader() static.
2012-11-15  Christian Inciwined3d: Add support for nVidia GT 640M.
2012-11-15  Henri Verbeetwined3d: Add support for geometry shaders to the GLSL...
2012-11-14  Henri Verbeetd3d10core: Implement d3d10_device_GSGetShader().
2012-11-14  Henri Verbeetd3d10core: Implement d3d10_device_GSSetShader().
2012-11-12  Henri Verbeetwined3d: Handle relative addresses in the common code...
2012-11-12  Henri Verbeetwined3d: Add support for GLSL based fixed function...
2012-11-09  Matteo Bruniwined3d: Pop control frames in disabled if branches...
2012-11-09  Matteo Bruniwined3d: Ensure GL_FRAGMENT_PROGRAM_ARB is enabled...
2012-11-09  Henri Verbeetwined3d: Introduce a separate function for generating...
2012-11-09  Henri Verbeetwined3d: Introduce a separate function for generating...
2012-11-08  Henri Verbeetwined3d: Introduce a separate function for initializing...
2012-11-08  Henri Verbeetwined3d: Introduce a separate function for initializing...
2012-11-08  Henri Verbeetwined3d: Use the correct RGTC constant in format_textur...
2012-11-08  Alexandre Julliardwined3d: Link directly to opengl32.
2012-11-07  Alexandre Julliardwined3d: Make use of the generated wgl.h header.
2012-11-07  Henri Verbeetwined3d: Use more consistent names for the various...
2012-11-07  Henri Verbeetwined3d: Introduce a separate structure for the ps...
2012-11-06  Henri Verbeetwined3d: Introduce a separate structure for the vs...
2012-11-06  Henri Verbeetwined3d: Use the shader object ids as program key.
2012-11-05  Henri Verbeetwined3d: Enable or disable the fragment pipe in shader_...
2012-11-05  Henri Verbeetwined3d: Simplify shader selection.
2012-10-29  Henri Verbeetwined3d: Don't depend on device internals in fragment_p...
2012-10-25  Henri Verbeetwined3d: Make the shader backend responsible for contro...
2012-10-25  Henri Verbeetwined3d: Replace the face and level parameters to devic...
2012-10-24  Rico Schüllerwined3d: Fix return value for WINED3DFMT_ATI2N in Check...
2012-10-24  Henri Verbeetwined3d: Remove some dead code from gen_ffp_instr().
2012-10-24  Henri Verbeetwined3d: Set texture_level in surface_set_texture_targe...
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.
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