wine/dlls/wined3d
Tobias Jakobi ef7f769be6 wined3d: Enable constant packing for NP2 texcoord fixup.
Previously every texture that was flagged for NP2 fixup used a vec2
uniform in the shader to store texture dimensions.  Turns out that the
GLSL compilers just maps vec2 to vec4, so essentially wasting 2
floats. The new code only uses vec4 uniforms but packs dimensions info
of 2 textures into a single uniform.
2009-06-25 14:34:13 +02:00
..
arb_program_shader.c
ati_fragment_shader.c
baseshader.c
basetexture.c
buffer.c wined3d: Make sure we have an active GL context in buffer_PreLoad(). 2009-06-25 11:47:16 +02:00
clipper.c
context.c wined3d: Make sure we have an active GL context in context_resource_released(). 2009-06-25 11:47:28 +02:00
cubetexture.c
device.c wined3d: Make sure we have an active GL context in IWineD3DDeviceImpl_SetCursorProperties(). 2009-06-25 11:47:34 +02:00
directx.c
drawprim.c wined3d: Make sure we have an active GL context in buffer_PreLoad(). 2009-06-25 11:47:16 +02:00
gl_compat.c
glsl_shader.c wined3d: Enable constant packing for NP2 texcoord fixup. 2009-06-25 14:34:13 +02:00
Makefile.in
nvidia_texture_shader.c
palette.c
pixelshader.c
query.c
resource.c
shader_sm1.c
shader_sm4.c
state.c
stateblock.c
surface_base.c
surface_gdi.c
surface.c
swapchain_base.c
swapchain_gdi.c
swapchain.c
texture.c
utils.c
vertexdeclaration.c
vertexshader.c
view.c
volume.c
volumetexture.c
wined3d_gl.h
wined3d_main.c
wined3d_private.h wined3d: Add ps_np2fixup_info structure. 2009-06-25 14:34:13 +02:00
wined3d.spec