- Jun 28, 2006
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The code for uploading / binding textures for use with pixel shaders is slightly different from the one for uploading / binding textures for use with the fixed function pipeline. It would be possible to keep the code in a single function with a couple of conditionals, but in combination with the changes needed for register combiners that would become quite messy.
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GL_LIMITS(textures) is currently used for both the number of texture stages and the maximum number of simultaneous textures. In the current code that's the same, but in a later patch that will be separated, since a texture stage doesn't have to reference an actual texture. Also, shaders can access a larger number of samplers than the number of texture units the fixed function pipeline can access.
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Show a confirmation dialog in SHFileOperationW for the FO_DELETE operation when called without FOF_NOCONFIRMATION or with FOF_WANTNUKEWARNING. That way the user's files won't be deleted without a warning.
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- Jun 27, 2006
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Alexandre Julliard authored
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This means we don't need to add checks for NULL libxml node ptrs in our node implementation.
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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when requesting info on a module by address, always print the module ELF/PE pair (if this applies) (and not only the embedded PE), which can be confusing.
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This allows reimplementing the module list command and do less black magic to guess the ELF debug format.
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- now internally storing module info as a 64bit module structure (the interest in not in the 64 bit side of things, but because it allows storing lots of usefull information) - fixed SymGetModuleInfo64W which wasn't returning the LoadedPdbName field - now filling for MSC files with the extended information (instead of guessing it) - reused the extended module info to store wine ELF module information (link for map link, stabs vs dwarf symbol info)
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Alexandre Julliard authored
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- Implement D3DSIO_DP2ADD, D3DSIO_TEXKILL, D3DSIO_TEXM3X3PAD - Partially implement D3DSIO_TEXBEM, D3DSIO_TEXM3X3VSPEC (as much as they are implemented in ARB_fragment_program at least). - Stop copying the SHADER_PARSE_STATE struct in each ARB shader routine - use a pointer instead.
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