wine/dlls/wined3d
2012-11-14 11:27:44 +01:00
..
arb_program_shader.c wined3d: Add support for GLSL based fixed function fragment shaders. 2012-11-12 12:15:25 +01:00
ati_fragment_shader.c wined3d: Simplify shader selection. 2012-11-05 11:30:32 +01:00
buffer.c
context.c wined3d: Link directly to opengl32. 2012-11-08 15:37:44 +01:00
device.c d3d10core: Implement d3d10_device_GSGetShader(). 2012-11-14 11:27:44 +01:00
directx.c wined3d: Add support for GLSL based fixed function fragment shaders. 2012-11-12 12:15:25 +01:00
drawprim.c
gl_compat.c
glsl_shader.c wined3d: Handle relative addresses in the common code in shader_glsl_get_register_name(). 2012-11-12 12:15:30 +01:00
Makefile.in wined3d: Link directly to opengl32. 2012-11-08 15:37:44 +01:00
nvidia_texture_shader.c wined3d: Don't depend on device internals in fragment_pipeline.alloc_private(). 2012-10-29 10:47:03 +01:00
palette.c
query.c
resource.c
shader_sm1.c wined3d: Also read comments in shader_sm1_is_end(). 2012-10-22 11:43:59 +02:00
shader_sm4.c wined3d: Recognise the SM4 "primID" register type. 2012-10-16 11:36:45 +02:00
shader.c wined3d: Enable or disable the fragment pipe in shader_select(). 2012-11-05 11:30:33 +01:00
state.c d3d10core: Implement d3d10_device_GSSetShader(). 2012-11-14 11:27:40 +01:00
stateblock.c
surface.c wined3d: Set texture_level in surface_set_texture_target() as well. 2012-10-24 11:24:22 +02:00
swapchain.c
texture.c wined3d: Replace the face and level parameters to device_parent_create_texture_surface() with the sub-resource index. 2012-10-25 11:48:25 +02:00
utils.c d3d10core: Implement d3d10_device_GSSetShader(). 2012-11-14 11:27:40 +01:00
version.rc
vertexdeclaration.c
view.c
volume.c
wined3d_gl.h wined3d: Link directly to opengl32. 2012-11-08 15:37:44 +01:00
wined3d_main.c
wined3d_private.h d3d10core: Implement d3d10_device_GSSetShader(). 2012-11-14 11:27:40 +01:00
wined3d.spec d3d10core: Implement d3d10_device_GSGetShader(). 2012-11-14 11:27:44 +01:00