Henrik Rydgard
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5b1b4329fd
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GL: some extra error checks for texture loading
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2017-01-29 14:19:58 +01:00 |
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Henrik Rydgard
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d7da981a62
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Make the Dangan Ronpa hack use the compat system instead of hacky code
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2017-01-29 00:12:20 +01:00 |
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Henrik Rydgard
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e59cafe177
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Don't rely on gstate_c.spline or bezier during shader compile, as that doesn't work with the cache. Should fix #9249
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2017-01-28 22:34:10 +01:00 |
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Henrik Rydgård
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d5d9d87dc6
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Update the shader cache version to avoid obsolete shaders sticking around. Should fix #9249.
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2017-01-28 22:11:48 +01:00 |
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Henrik Rydgard
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182d87cc15
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Minor cleanup in GPU dispatch tables
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2017-01-28 12:11:56 +01:00 |
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Henrik Rydgard
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ab6bc4cb16
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Restores a lost optimization from uv prescale - avoiding flushing. Should fix #9219.
Also #ifdef away some invalid-address checks in hot paths in the GPU.
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2017-01-28 11:39:34 +01:00 |
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Henrik Rydgard
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9c55e1e0de
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Only enable RAM Clears for the SOCOM games that require it.
Should remove the performance impact of #8994 which is bigger than
expected, it seems (cache pollution?)
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2017-01-28 10:11:43 +01:00 |
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xebra
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a460acf411
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[spline/bezier]Fix to build GLES.
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2017-01-27 13:32:36 +09:00 |
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xebra
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0e6c2b00cf
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[spline/bezier]Fix compatibility for GLES.
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2017-01-27 13:32:35 +09:00 |
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Henrik Rydgard
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98e0ccf1e1
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Vertex JIT: Add some missing functions to ARM/ARM64 decoders.
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2017-01-25 20:13:29 +01:00 |
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Henrik Rydgård
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524854ac16
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Merge pull request #9233 from xebra/spline_bezier
[spline/bezier]Remove wasted code.
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2017-01-24 23:33:51 +01:00 |
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xebra
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133a9d78a8
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[spline/bezier]Remove wasted code.
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2017-01-25 06:35:36 +09:00 |
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Henrik Rydgard
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d85888dc2b
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Table-driven dirty-flags for Vulkan and D3D9. Minor Vulkan optimization.
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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1fe32d380b
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Update lots of dirty-flag table entries
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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c70265d7f2
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Use table-driven dirtying instead of callbacks in GPU_GLES
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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e4cb44c243
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Merge the texture flags into the dirty flags
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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c289a2c7bf
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Split TextureChanged into two bools, so we can later convert to dirtyflags
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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7d60ec73be
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Move framebufChanged into the dirty flag field
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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b423998c36
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Move uniform dirty-flag to gstate_c, opening up for other uses.
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2017-01-24 18:12:20 +01:00 |
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xebra
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3ecff41908
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[spline/bezier]Fix to avoid temporarily texture animation bug with hardware tessellation.
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2017-01-24 14:39:19 +09:00 |
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Henrik Rydgard
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f111767315
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Workaround the lack of support for software skinning in Vulkan
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2017-01-23 22:06:30 +01:00 |
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Henrik Rydgard
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69267d4cd6
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Minor optimizations
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2017-01-23 21:14:27 +01:00 |
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Henrik Rydgard
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ae37df0a8c
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Further centralization of EstimatePerVertexCost, now moved to GPUCommon
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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daf02f1de6
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Centralize the matrix load functions, no need to duplicate them for each backend.
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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3c221a7ebd
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Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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097638f4fd
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Fix crash bug
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2017-01-23 21:09:20 +01:00 |
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Henrik Rydgard
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59d80a3785
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Share the set of dirty flags between the backend, to let use share more code.
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2017-01-23 20:39:17 +01:00 |
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Henrik Rydgard
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63c00ec528
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Don't need to take vertex format into account when applying UV scale for spline/bezier
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2017-01-23 17:44:13 +01:00 |
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Henrik Rydgard
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bd4436c6eb
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Centralize EstimatePerVertexCost and Execute_BlockTransferStart
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2017-01-23 17:22:17 +01:00 |
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Henrik Rydgard
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d9acd27126
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
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Henrik Rydgård
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f111eede85
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Some GLSL syntax fixes
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2017-01-23 14:31:44 +01:00 |
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xebra
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7530e35ab6
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Fix 64bits shader dirty flags properly.
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2017-01-23 14:13:28 +01:00 |
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xebra
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de253a6aef
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[spline/bezier]Revert #ab9c1d4 about spline/bezier.
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2017-01-23 14:12:46 +01:00 |
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xebra
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deea258383
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[spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan.
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2017-01-23 14:12:03 +01:00 |
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xebra
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334afbd1ae
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[spline/bezier]Fix again about compatibility with GLES. from @LunaMoo.
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2017-01-23 14:12:03 +01:00 |
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xebra
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67503ed160
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[spline/bezier]Small fixes for compatibility with GLES 2.0.
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2017-01-23 14:12:03 +01:00 |
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xebra
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5aeaa95f2c
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[spline/bezier]Implement hardware tessellation on OpenGL.
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2017-01-23 14:12:02 +01:00 |
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xebra
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38293adc78
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[spline/bezier]Expand shader dirty flags to 64 bit, and add some flags for hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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Henrik Rydgard
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ab9c1d4dc0
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Centralize the spline/bezier/bbox execute functions into GPUCommon
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2017-01-21 20:43:05 +01:00 |
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Henrik Rydgård
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5af8b152e1
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Further buildfixes
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2016-12-27 11:59:12 +01:00 |
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Henrik Rydgård
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674937a520
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Extend some enums with potentially useful values
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2016-12-27 11:59:12 +01:00 |
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Henrik Rydgard
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dc5c0c0d2d
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Centralize ProcessEvent
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2016-12-21 20:02:05 +01:00 |
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Henrik Rydgard
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7634ff7f09
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Centralize a few more functions, fix DX9
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2016-12-21 18:51:19 +01:00 |
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Henrik Rydgard
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98ebf9ed6f
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Centralize PerformStencil* and Invalidate* functions
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2016-12-21 18:33:08 +01:00 |
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Henrik Rydgard
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866d4a645f
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Centralize "PerformMemory*" functions
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2016-12-21 18:26:06 +01:00 |
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Henrik Rydgard
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e15cba0e1b
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Centralize "Resized()"
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2016-12-21 18:13:58 +01:00 |
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Henrik Rydgard
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7e46a153c0
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Centralize DoBlockTransfer between the GPUs.
Required adding a pointer to the framebuffer manager and texture cache in
GPUCommon, which took a little bit of refactoring.
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2016-12-21 18:07:17 +01:00 |
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Henrik Rydgard
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0fa2f2c7ae
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Remove more now-unused code
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2016-12-20 13:50:07 +01:00 |
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Henrik Rydgard
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1dbeca0618
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Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
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2016-12-20 13:42:54 +01:00 |
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Henrik Rydgard
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9d7983eee8
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Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
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2016-12-20 13:27:44 +01:00 |
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