Conor McCarthy : vkd3d: Collect multiple descriptor writes in a buffer and update in one call.
by Alexandre Julliard April 25, 2023
by Alexandre Julliard April 25, 2023
April 25, 2023
1
0
Conor McCarthy : vkd3d: Use atomic exchange for descriptor writes.
by Alexandre Julliard April 25, 2023
by Alexandre Julliard April 25, 2023
April 25, 2023
1
0
Conor McCarthy : vkd3d: Delay writing Vulkan descriptors until submitted to a queue.
by Alexandre Julliard April 25, 2023
by Alexandre Julliard April 25, 2023
April 25, 2023
1
0
Conor McCarthy : vkd3d: Ensure descriptors are pointer aligned.
by Alexandre Julliard April 25, 2023
by Alexandre Julliard April 25, 2023
April 25, 2023
1
0
Henri Verbeet : d3d10: Implement d3d10_effect_parse() on top of vkd3d_shader_parse_dxbc().
by Alexandre Julliard April 24, 2023
by Alexandre Julliard April 24, 2023
April 24, 2023
1
0
Henri Verbeet : d3d10: Implement parse_fx10_preshader() on top of vkd3d_shader_parse_dxbc().
by Alexandre Julliard April 24, 2023
by Alexandre Julliard April 24, 2023
April 24, 2023
1
0
Paul Gofman : ntdll: Avoid integer overflow in block_get_subheap().
by Alexandre Julliard April 24, 2023
by Alexandre Julliard April 24, 2023
April 24, 2023
1
0
Alex Henrie : kernel32/tests: Check that lpSectionBase != NULL before dereferencing.
by Alexandre Julliard April 24, 2023
by Alexandre Julliard April 24, 2023
April 24, 2023
1
0
Alex Henrie : ntdll: Increment offset by len in build_clr_surrogate_section.
by Alexandre Julliard April 24, 2023
by Alexandre Julliard April 24, 2023
April 24, 2023
1
0
Paul Gofman : ntdll: Mind LFH pending blocks in RtlDestroyHeap().
by Alexandre Julliard April 24, 2023
by Alexandre Julliard April 24, 2023
April 24, 2023
1
0