wine/dlls/wined3d
2015-02-18 23:21:49 +09:00
..
arb_program_shader.c wined3d: Recognize the SM4 or opcode. 2015-02-11 23:05:17 +09:00
ati_fragment_shader.c
buffer.c wined3d: Check the d3d buffer to find converted attributes. 2015-02-06 22:20:26 +09:00
context.c wined3d: Call glReadBuffer() through the appropriate function pointer. 2015-02-10 16:21:41 +09:00
cs.c wined3d: Implement WINED3DSIH_SAMPLE in the GLSL shader backend. 2015-01-19 14:31:32 +01:00
device.c wined3d: Directly use the core version of glTex[Sub]Image3D. 2015-02-09 22:05:32 +09:00
directx.c wined3d: Set z = 0.0 via the projection matrix instead of depth clamping. 2015-02-12 22:20:05 +09:00
drawprim.c wined3d: Use the core version of GL vertex attribute functions where possible. 2015-01-23 12:02:33 +01:00
gl_compat.c wined3d: Prefer the core glActiveTexture function. 2015-01-09 11:49:33 +01:00
glsl_shader.c wined3d: Apply modifiers after floatBitsToInt()/floatBitsToUint() in shader_glsl_add_src_param(). 2015-02-18 23:21:49 +09:00
Makefile.in
nvidia_texture_shader.c
palette.c
query.c wined3d: Use the core version of the asynchronous queries functions. 2015-02-02 22:39:05 +09:00
resource.c wined3d: Do not validate format restrictions for buffers. 2015-02-11 23:05:04 +09:00
sampler.c wined3d: Create GL sampler objects for wined3d sampler objects. 2015-01-15 17:24:43 +01:00
shader_sm1.c wined3d: Record the data type of shader resources. 2014-12-03 11:14:25 +01:00
shader_sm4.c wined3d: Recognize the SM4 or opcode. 2015-02-11 23:05:17 +09:00
shader.c wined3d: Recognize the SM4 or opcode. 2015-02-11 23:05:17 +09:00
state.c wined3d: Set z = 0.0 via the projection matrix instead of depth clamping. 2015-02-12 22:20:05 +09:00
stateblock.c
surface.c wined3d: Read WINED3D_TEXTURE_COLOR_KEY and gl_color_key to find format conversions. 2015-02-18 22:02:39 +09:00
swapchain.c wined3d: Filter messages generated by focus handling. 2014-12-08 14:18:43 +01:00
texture.c wined3d: Manage color key changes in the texture. 2015-02-18 22:02:33 +09:00
utils.c wined3d: Read WINED3D_TEXTURE_COLOR_KEY and gl_color_key to find format conversions. 2015-02-18 22:02:39 +09:00
version.rc
vertexdeclaration.c wined3d: Add support for appending vertex declaration elements. 2015-02-13 18:53:17 +09:00
view.c
volume.c wined3d: Directly use the core version of glTex[Sub]Image3D. 2015-02-09 22:05:32 +09:00
wined3d_gl.h wined3d: Set z = 0.0 via the projection matrix instead of depth clamping. 2015-02-12 22:20:05 +09:00
wined3d_main.c
wined3d_private.h wined3d: Manage color key changes in the texture. 2015-02-18 22:02:33 +09:00
wined3d.spec wined3d: Fix the .spec. 2015-02-12 22:12:11 +09:00