Moderator: Moderator
Aric Stewart (16):
dinput: Begin joystick separation into a generic module.
dinput: Move joystick productGuid and Name to the generic part.
dinput: Move joystick Polling and Device State to the generic part.
dinput: Move joystick mapping functions to the generic part.
dinput: Rename Linux-specific joystick functions.
dinput: Remove easy redundancy from linuxinput.
dinput: Create generic joystick Acquire/Unacquire.
dinput: Add Mac OS/X joystick support.
dinput: OS/X joystick add axes.
dinput: OS/X joystick add POV controls.
dinput: OS/X joystick add GD_X, GD_Y, GD_Z axes.
dinput: OS/X joystick add Rx,Ry,and Rz axes.
dinput: Map OS/X joystick axes so even if they come out of order on the device we recognize them correctly.
dinput: Add OS/X sliders.
dinput: OS/X joystick: Check usage page to avoid odd non-button elements found on the 360 controller.
dinput: OS/X joystick: Sort buttons based on usage as some controllers report the buttons out of order.
Henri Verbeet (60):
d3d10: Fix a typo.
d3d10: Implement ID3D10Effect::GetTechniqueByName().
d3d10: Implement ID3D10Effect::GetTechniqueByIndex().
d3d10: Implement ID3D10EffectTechnique::GetPassByName().
d3d10: Implement ID3D10EffectTechnique::GetPassByIndex().
d3d10: Actually use the parse_fx10() return value.
d3d10: Simplify DXBC chunk handlers.
d3d10: Implement ID3D10EffectTechnique::GetDesc().
d3d10: Store the shaders input signature.
d3d10: Implement ID3D10EffectPass::GetDesc().
wined3d: Use flags for shader_glsl_get_sample_function().
d3d10core: Add a stub ID3D10InputLayout implementation.
d3d10core: Add a stub ID3D10VertexShader implementation.
d3d10core: Add a stub ID3D10GeometryShader implementation.
d3d10core: Add a stub ID3D10PixelShader implementation.
wined3d: Pass the vertex count rather than the primitive count to wined3d draw methods.
wined3d: Fix some prototypes.
wined3d: Add support for ARB_geometry_shader4.
wined3d: Add d3d10 primitive types.
wined3d: Add separate methods for setting the primitive type.
d3d10core: Implement ID3D10Device::Draw().
d3d10: Implement ID3D10Effect::GetDevice().
d3d10: Create shaders.
d3d10: Implement ID3D10EffectPass::Apply().
wined3d: Also set VBFLAG_HASDESC if we can determine we dont need conversion.
wined3d: Simplify IWineD3DVertexBufferImpl_PreLoad() a bit.
wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
d3d9: Improve IDirect3DDevice9::SetFVF() code flow.
wined3d: Buffer object IDs are supposed to be unsigned.
wined3d: Dont compare texUnitMap entries to -1.
wined3d: Dont compare const_num against -1.
wined3d: Use shader_glsl_get_write_mask_size() to calculate the write mask size.
wined3d: Handle error conditions better in RemoveContextFromArray().
d3d9: Fix some sign compare warnings.
wined3d: Dont call shader_glsl_append_dst() from shader_glsl_texldl().
wined3d: Get rid of a few stack buffers.
d3d8: Fix some sign compare warnings.
d3d8: Dont call Release() in a while loop.
d3d8: Make the shader handle table a bit more generic.
d3d8: Handles arent supposed to be pointers.
wined3d: Set the correct texture names on cube surfaces.
wined3d: Free the logo path when were done with it.
wined3d: The adapters array should be owned by IWineD3DImpl.
wined3d: Get rid of the PUSH1 macro.
wined3d: Dont leak WineD3DAdapter.cfgs.
d3d9: Present parameters are an array when D3DCREATE_ADAPTERGROUP_DEVICE is specified.
wined3d: Explicitly pass the texUnitMap to shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().
wined3d: Remove an unused field.
wined3d: Remove a redundant check.
wined3d: Store a pointer to the format description in the resource.
wined3d: Get rid of some calls to getFormatDescEntry().
wined3d: Remove the shader_color_fixup field from IWineD3DBaseTextureClass.
d3d8: Release the d3d8 shader once were done with it in IDirect3DDevice8Impl_GetPixelShader().
wined3d: Also change the resources format desc in IWineD3DBaseSurfaceImpl_SetFormat().
wined3d: Eliminate the heightscale field from IWineD3DSurfaceImpl.
wined3d: Remove some redundant fields from struct glDescriptor.
wined3d: Remove the width and height fields from IWineD3DTextureImpl.
wined3d: Add fields from StaticPixelFormatDesc to struct GlPixelFormatDesc.
wined3d: Only return a pointer to struct GlPixelFormatDesc from getFormatDescEntry().
wined3d: Remove the format field from IWineD3DResourceClass.
Tony Wasserka (8):
d3dx9: Implement ID3DXSprite_Get/SetTransform.
d3dx9: ID3DXSprite: Move vdecl creation to ID3DXSprite_Begin.
d3dx9: Implement ID3DXSprite_OnLostDevice/OnResetDevice.
d3dx9: Fix inclusions in some d3dx9 headers.
d3dx9: Add some definitions in d3dx9.h.
d3dx9: Add ID3DXSprite tests.
d3dx9: Recognize the D3DXSPRITE_DONOTSAVESTATE flag.
d3dx9: Recognize the D3DXSPRITE_DO_NOT_ADDREF_TEXTURE flag.
Vitaliy Margolen (1):
dinput: Add few special cases for key mappings.
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