wine/dlls/d3d8
Zebediah Figura 379ae701c0 d3d8: Filter out redundant buffer discards.
I was unable to write tests for this; it seems it doesn't consistently work on
Windows. However, Rayman 3 seems to rely on it; it maps the same buffer twice
immediately after creation, with DISCARD flags on both maps, and expects the
same address to be returned.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53752
2023-01-06 13:39:45 +01:00
..
tests wined3d: Load and invalidate every mipmap level when mapping the top mipmap level. 2023-01-06 10:40:20 +01:00
buffer.c d3d8: Filter out redundant buffer discards. 2023-01-06 13:39:45 +01:00
d3d8.spec
d3d8_main.c
d3d8_private.h d3d8: Filter out redundant buffer discards. 2023-01-06 13:39:45 +01:00
device.c d3d8: Filter out redundant buffer discards. 2023-01-06 13:39:45 +01:00
directx.c wined3d: Introduce a new flag to indicate that indirect draws won't be used. 2022-11-14 13:13:01 +01:00
Makefile.in d3d8: Build without -DWINE_NO_LONG_TYPES. 2022-11-09 21:23:48 +01:00
shader.c d3d8: Build without -DWINE_NO_LONG_TYPES. 2022-11-09 21:23:48 +01:00
surface.c d3d8: Build without -DWINE_NO_LONG_TYPES. 2022-11-09 21:23:48 +01:00
swapchain.c d3d8: Build without -DWINE_NO_LONG_TYPES. 2022-11-09 21:23:48 +01:00
texture.c d3d8: Build without -DWINE_NO_LONG_TYPES. 2022-11-09 21:23:48 +01:00
version.rc
vertexdeclaration.c d3d8: Build without -DWINE_NO_LONG_TYPES. 2022-11-09 21:23:48 +01:00
volume.c d3d8: Build without -DWINE_NO_LONG_TYPES. 2022-11-09 21:23:48 +01:00