wine-orson.git
2014-02-25 Nozomi Kodamad3dx9: Implement D3DXSHMultiply5 wine-patches-csmt
2014-02-25 Stefan Dösingerwined3d: Add a registry key to configure buffer object...
2014-02-25 Stefan Dösingerd3d9: Make IDirect3DDevice9Ex::PresentEx hookable. csmt-rebased
2014-02-25 Stefan Dösingerwined3d: Completely reset the state on reset.
2014-02-25 Stefan Dösingerwined3d: Send palette updates through the command stream.
2014-02-25 Stefan Dösingerd3d9/tests: D3DLOCK_NO_DIRTY_UPDATE on managed textures...
2014-02-25 Stefan Dösingerd3d8/tests: D3DLOCK_NO_DIRTY_UPDATE on managed textures...
2014-02-25 Stefan Dösingerwined3d: Fence preload operations.
2014-02-25 Stefan Dösingerwined3d: Use an event to block the worker thread when...
2014-02-25 Stefan Dösingerwined3d: Don't switch directly from one context to...
2014-02-25 Stefan Dösingerwined3d: Invoke surface_unload through the CS in wined3...
2014-02-25 Stefan Dösingerwined3d: Delete GL contexts through the CS in uninit_3d.
2014-02-25 Stefan Dösingerwined3d: Delete GL contexts through the CS in reset.
2014-02-25 Stefan Dösingerwined3d: Ignore WINED3D_MAP_NO_DIRTY_UPDATE in resource...
2014-02-25 Stefan Dösingerwined3d: Recreate ctx and dummy textures through the...
2014-02-25 Stefan Dösingerwined3d: Create the initial context through the CS.
2014-02-25 Stefan Dösingerwined3d: Create dummy textures through the CS.
2014-02-25 Stefan Dösingerwined3d: Remove software cursor support.
2014-02-25 Stefan Dösingerwined3d: Don't glFinish after a depth buffer blit.
2014-02-25 Stefan Dösingerwined3d: Unload resources through the CS in device_reset.
2014-02-25 Stefan Dösingerwined3d: Unload resources through the CS in uninit_3d.
2014-02-25 Stefan Dösingerwined3d: Clean up texture resources through the cs.
2014-02-25 Stefan Dösingerwined3d: Clean up surfaces through the cs.
2014-02-25 Stefan Dösingerwined3d: Clean up volume resource data through the CS.
2014-02-25 Stefan Dösingerwined3d: Clean up buffer resource data through the CS.
2014-02-25 Stefan Dösingerwined3d: Clean up resource data through the CS.
2014-02-25 Stefan Dösingerwined3d: Create VBOs through the command stream.
2014-02-25 Stefan Dösingerwined3d: Don't request the frontbuffer to create dummy...
2014-02-25 Stefan Dösingerwined3d: Unset some objects in state_init_default.
2014-02-25 Stefan Dösingerwined3d: Put update_surface checks back in place
2014-02-25 Stefan Dösingerwined3d: Implement DISCARD resource maps with heap...
2014-02-25 Stefan Dösingerwined3d: Implement DISCARD resource maps with buffers.
2014-02-25 Stefan Dösingerwined3d: Separate resource map and draw buffers
2014-02-25 Stefan Dösingerwined3d: Wrap GL BOs in a structure
2014-02-25 Stefan Dösingerwined3d: Dirtify changed textures through the command...
2014-02-25 Stefan Dösingerwined3d: Make resource maps and unmaps a priority command.
2014-02-25 Stefan Dösingerwined3d: Fence present calls.
2014-02-25 Stefan Dösingerwined3d: Fence clear calls.
2014-02-25 Stefan Dösingerwined3d: Fence color_fill operations.
2014-02-25 Stefan Dösingerwined3d: Fence blit operations.
2014-02-25 Stefan Dösingerwined3d: Fence render targets and depth stencils
2014-02-25 Stefan Dösingerwined3d: Fence texture reads in draws
2014-02-25 Stefan Dösingerwined3d: Dirtify resources on unmap
2014-02-25 Stefan Dösingerwined3d: Put this into the query poll patch
2014-02-25 Stefan Dösingerwined3d: Fence update_texture and update_surface calls
2014-02-25 Stefan Dösingerwined3d: Use finer-grained buffer fencing
2014-02-25 Stefan Dösingerwined3d: Don't lock the src volume in device_update_volume
2014-02-25 Stefan Dösingerwined3d: Create buffers before mapping them.
2014-02-25 Stefan Dösingerwined3d: Send flips through the command stream
2014-02-25 Stefan Dösingerwined3d: Handle evit_managed_resources through the CS
2014-02-25 Stefan Dösingerwined3d: Don't reset the query state if it doesn't...
2014-02-25 Stefan Dösingerwined3d: Get rid of the surface_upload_data glFinish
2014-02-25 Stefan Dösingerwined3d: Send update_texture calls through the CS
2014-02-25 Stefan Dösingerwined3d: Send surface preloads through the CS
2014-02-25 Stefan Dösingerwined3d: Send texture preloads through the CS
2014-02-25 Stefan Dösingerwined3d: Send update_surface commands through the CS
2014-02-25 Stefan Dösingerwined3d: CS debug message cleanup
2014-02-25 Stefan Dösingerwined3d: Destroy shaders through the CS
2014-02-25 Stefan Dösingerwined3d: Destroy vertex declarations through the CS
2014-02-25 Stefan Dösingerwined3d: Control WINED3D_BUFFER_DISCARD from the worker...
2014-02-25 Stefan Dösingerwined3d: Remove restated queries from the poll list
2014-02-25 Stefan Dösingerwined3d: Don't poll queries that failed to start
2014-02-25 Stefan Dösingerwined3d: Separate main and worker thread query state
2014-02-25 Stefan Dösingerwined3d: Use glBufferSubData instead of glMapBufferRange
2014-02-25 Stefan Dösingerwinex11: complain if glFlush or glFinish are called
2014-02-25 Stefan Dösingerwined3d: Send buffer preloads through the CS
2014-02-25 Stefan Dösingerwined3d: Add a debug FIXME to catch cs->finish calls
2014-02-25 Stefan Dösingerwined3d: Ignore buffer->resource.map_count in the CS
2014-02-25 Stefan Dösingerwined3d: Remove another glFinish
2014-02-25 Stefan Dösingerwined3d: Destroy queries through the CS
2014-02-25 Stefan Dösingerwined3d: Poll queries automatically in the CS
2014-02-25 Stefan Dösingerwined3d: Use the priority queue to retrieve query data
2014-02-25 Stefan Dösingerwined3d: Introduce a separate queue for priority commands
2014-02-25 Stefan Dösingerwined3d: Check our CS state to find out if a query...
2014-02-25 Stefan Dösingerwined3d: Add query support to the command stream
2014-02-25 Stefan Dösingerwined3d: wined3d_*_query_issue never fails
2014-02-25 Stefan Dösingerwined3d: Access the buffer dirty areas through the CS
2014-02-25 Stefan Dösingerwined3d: Accelerate READONLY buffer maps
2014-02-25 Stefan Dösingerwined3d: Accelerate DISCARD buffer maps
2014-02-25 Stefan Dösingerwined3d: Separate buffer map write and draw read memory...
2014-02-25 Stefan Dösingerwined3d: Don't call glFinish before swapping
2014-02-25 Stefan Dösingerwined3d: Don't synchronize NOOVERWRITE buffer maps
2014-02-25 Stefan Dösingerwined3d: Use double-buffered buffers for multithreaded CS
2014-02-25 Stefan Dösingerwined3d: Don't preload buffers on unmap
2014-02-25 Stefan Dösingerwined3d: Replace the linked lists with a ringbuffer
2014-02-25 Stefan Dösingerwined3d: Get rid of the end_scene flush and finish
2014-02-25 Stefan Dösingerwined3d: send resource maps through the command stream
2014-02-25 Stefan Dösingerwined3d: Send surface maps through the command stream
2014-02-25 Stefan Dösingerwined3d: Send color fills through the command stream
2014-02-25 Stefan Dösingerwined3d: Don't force strict draw ordering for multithre...
2014-02-25 Stefan Dösingerwined3d: Add cs waiting debug code
2014-02-25 Stefan Dösingerwined3d: Get rid of WINED3D_BUFFER_FLUSH
2014-02-25 Stefan Dösingerwined3d: Send blits through the command stream.
2014-02-25 Stefan Dösingerwined3d: Run the cs asynchronously
2014-02-25 Stefan Dösingerwined3d: Wait for the cs to finish before destroying...
2014-02-25 Stefan Dösingerwined3d: Prevent the command stream from running ahead...
2014-02-25 Stefan Dösingerwined3d: Send light updates through the command stream
2014-02-25 Stefan Dösingerwined3d: Send int constant updates through the command...
2014-02-25 Stefan Dösingerwined3d: Send bool constant updates through the command...
2014-02-25 Stefan Dösingerwined3d: Send primitive type updates through the comman...
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