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arb_program_shader.c
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wined3d: Disable the ARBfp blitter on core profile.
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2017-09-13 17:25:48 +02:00 |
ati_fragment_shader.c
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buffer.c
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wined3d: Change wined3d_buffer_copy() return type to void.
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2017-08-08 20:02:03 +09:00 |
context.c
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wined3d: Factor out context_copy_bo_address() function.
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2017-08-08 20:01:49 +09:00 |
cs.c
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wined3d: Always initialize fx field in struct wined3d_cs_blt_sub_resource (Valgrind).
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2017-09-18 09:22:47 +02:00 |
device.c
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wined3d: Implement indirect compute dispatch.
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2017-08-16 11:06:07 +09:00 |
directx.c
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wined3d: Advertise AUTOGENMIPMAP only for renderable and filterable formats.
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2017-09-21 19:53:15 +02:00 |
drawprim.c
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wined3d: Implement indirect compute dispatch.
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2017-08-16 11:06:07 +09:00 |
gl_compat.c
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glsl_shader.c
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wined3d: Add conservative depth output information to GLSL pixel shaders.
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2017-09-11 18:43:16 +02:00 |
Makefile.in
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nvidia_texture_shader.c
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palette.c
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query.c
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wined3d: Get rid of most of the redundant query flushes.
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2017-09-11 18:42:35 +02:00 |
resource.c
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sampler.c
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wined3d: Add ARB_texture_filter_anisotropic extension.
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2017-09-18 09:22:49 +02:00 |
shader.c
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wined3d: Add conservative depth output information to GLSL pixel shaders.
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2017-09-11 18:43:16 +02:00 |
shader_sm1.c
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shader_sm4.c
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wined3d: Recognize conservative depth output registers.
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2017-09-11 18:43:12 +02:00 |
state.c
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stateblock.c
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surface.c
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wined3d: Consider all the system memory locations when choosing the surface upload path.
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2017-09-18 09:22:44 +02:00 |
swapchain.c
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texture.c
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wined3d: Accept creation flags for 3D textures.
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2017-09-21 19:52:56 +02:00 |
utils.c
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wined3d: Disable YUV formats when not supported.
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2017-09-13 17:25:48 +02:00 |
version.rc
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vertexdeclaration.c
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view.c
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wined3d: Add support for append/consume structured buffer views.
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2017-08-16 11:06:22 +09:00 |
wined3d.spec
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wined3d: Implement indirect compute dispatch.
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2017-08-16 11:06:07 +09:00 |
wined3d_gl.h
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wined3d: Add ARB_texture_filter_anisotropic extension.
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2017-09-18 09:22:49 +02:00 |
wined3d_main.c
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wined3d_private.h
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wined3d: Add conservative depth output information to GLSL pixel shaders.
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2017-09-11 18:43:16 +02:00 |