wine/dlls/wined3d
2008-09-19 12:09:57 +02:00
..
arb_program_shader.c Make some ARB program structs and functions private to the backend. 2008-09-16 22:33:42 +02:00
ati_fragment_shader.c
baseshader.c
basetexture.c wined3d: Remove some assumptions that PreLoad() will always bind the texture. 2008-09-17 20:49:38 +02:00
clipper.c
context.c wined3d: Create a FBO for each combination of render targets and depth stencil. 2008-09-19 11:30:00 +02:00
cubetexture.c wined3d: Make the debug channels more consistent. 2008-09-17 20:49:57 +02:00
device.c wined3d: Create a FBO for each combination of render targets and depth stencil. 2008-09-19 11:30:00 +02:00
directx.c wined3d: Fix Geforce9 detection. 2008-09-19 12:09:57 +02:00
drawprim.c wined3d: Fix long int warnings. 2008-09-12 13:33:00 +02:00
glsl_shader.c wined3d: Make some GLSL structs and functions private to the backend. 2008-09-16 22:33:35 +02:00
indexbuffer.c
Makefile.in
nvidia_texture_shader.c
palette.c
pixelshader.c
query.c
resource.c
state.c wined3d: Add a checkGLcall() at the end of loadTexCoords(). 2008-09-17 20:50:04 +02:00
stateblock.c wined3d/d3d9: Set the initial scissorrect to the dimesions of the backbuffer from the first swapchain of the device. 2008-09-04 12:26:59 +02:00
surface_base.c
surface_gdi.c
surface.c wined3d: Create a FBO for each combination of render targets and depth stencil. 2008-09-19 11:30:00 +02:00
swapchain_base.c wined3d/d3d9: Set the initial scissorrect to the dimesions of the backbuffer from the first swapchain of the device. 2008-09-04 12:26:59 +02:00
swapchain_gdi.c
swapchain.c
texture.c wined3d: Don't needlessly bind the texture in PreLoad(). 2008-09-17 20:49:47 +02:00
utils.c
vertexbuffer.c
vertexdeclaration.c
vertexshader.c
volume.c wined3d: Make the debug channels more consistent. 2008-09-17 20:49:57 +02:00
volumetexture.c wined3d: Make the debug channels more consistent. 2008-09-17 20:49:57 +02:00
wined3d_main.c wined3d: Make the debug channels more consistent. 2008-09-17 20:49:57 +02:00
wined3d_private_types.h
wined3d_private.h wined3d: Create a FBO for each combination of render targets and depth stencil. 2008-09-19 11:30:00 +02:00
wined3d.spec