windowscodecs: Remove unneeded address-of operator from array name.
[wine] / dlls / wined3d /
2012-12-07  Henri Verbeetd3d10core: Implement d3d10_device_GSGetSamplers().
2012-12-07  Henri Verbeetd3d10core: Implement d3d10_device_GSSetSamplers().
2012-12-06  Alexandre Julliardwined3d: Call wglSwapBuffers through the GL driver...
2012-12-06  Henri Verbeetd3d10core: Implement d3d10_device_VSGetSamplers().
2012-12-06  Henri Verbeetd3d10core: Implement d3d10_device_VSSetSamplers().
2012-12-05  Stefan Dösingerwined3d: Add GL_ALPHA to the atifs argument replicator...
2012-12-05  Stefan Dösingerwined3d: Use sign fixup for the atifs bumpenv matrix.
2012-12-05  Stefan Dösingerwined3d: Test the correct program for native limits.
2012-12-05  Stefan Dösingerwined3d: Correctly count used stages in the atifs pipeline.
2012-12-05  Stefan Dösingerwined3d: Bind the src in a manual presentation blit.
2012-12-05  Henri Verbeetd3d10core: Implement d3d10_device_PSGetConstantBuffers().
2012-12-05  Henri Verbeetd3d10core: Implement d3d10_device_PSSetConstantBuffers().
2012-12-03  Henri Verbeetd3d10core: Implement d3d10_device_GSGetConstantBuffers().
2012-12-03  Henri Verbeetd3d10core: Implement d3d10_device_GSSetConstantBuffers().
2012-12-03  Henri Verbeetwined3d: Add support for ARB_instanced_arrays.
2012-12-03  Henri Verbeetwined3d: Resolve the instance count for instanced array...
2012-12-03  Stefan Dösingerwined3d: Add an explicit break in case of unhandled...
2012-11-30  Henri Verbeetd3d10core: Implement d3d10_device_VSGetConstantBuffers().
2012-11-30  Henri Verbeetd3d10core: Implement d3d10_device_VSSetConstantBuffers().
2012-11-30  Frédéric Delanoywined3d: Add some 'fall through' comments (coverity).
2012-11-28  Henri Verbeetwined3d: Fix a typo in wined3d_device_set_stream_output().
2012-11-28  Henri Verbeetwined3d: Also unbind stream outputs and the geometry...
2012-11-27  Henri Verbeetd3d10core: Implement d3d10_device_DrawIndexedInstanced().
2012-11-27  Henri Verbeetwined3d: Properly handle scalar destinations in shader_...
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...
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