Henrik Rydgård
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6e9cd933b2
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Implement GetFramebufferAPITexture for Vulkan
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2017-10-31 12:34:30 +01:00 |
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Henrik Rydgård
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97dced543e
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Share the conversion code between vulkan and D3D, fixing the missing format thing.
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2017-10-29 14:42:51 +01:00 |
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Henrik Rydgård
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93c785b76d
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Color-convert directly during the readback, saves a copy. Like we already do in D3D11.
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2017-10-29 10:56:36 +01:00 |
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Henrik Rydgård
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a9f01c45e0
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Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug.
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2017-10-28 19:20:46 +02:00 |
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Henrik Rydgård
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34b65c0ca9
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Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8.
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2017-10-28 18:41:54 +02:00 |
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Henrik Rydgård
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b98d4e5c9d
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Vulkan: Rough untested implementation of synchronous readbacks.
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2017-10-28 18:03:27 +02:00 |
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Henrik Rydgård
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717ec2387b
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VulkanRenderManager: Split out BeginFrame and EndFrame from Run
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2017-10-28 16:47:08 +02:00 |
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Henrik Rydgård
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962ada1700
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Comment cleanup
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2017-10-28 00:37:06 +02:00 |
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Henrik Rydgård
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3f918ed328
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Refactor: Split out VulkanQueueRunner from VulkanRenderManager
Should be no functionality change, but good to do before adding more
functionality.
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2017-10-27 22:11:01 +02:00 |
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Henrik Rydgård
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1e9984dbf6
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Another buildfix
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2017-10-26 13:00:27 +02:00 |
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Henrik Rydgård
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5456194a69
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Fix integer overflow affecting very large draw calls
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2017-10-26 12:28:36 +02:00 |
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Henrik Rydgård
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7312576239
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More buildfixes, warning fix, memory leak fix
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2017-10-26 11:43:22 +02:00 |
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Henrik Rydgård
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ecad09d18f
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32-bit android buildfix attempt
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2017-10-26 10:57:01 +02:00 |
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Henrik Rydgård
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07e8b4ff1a
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Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them)
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2017-10-26 10:57:01 +02:00 |
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Henrik Rydgård
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54e4eab1c1
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Warning fixes
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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613cc46285
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Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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12f8580984
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Assorted fixes
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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85cb604a24
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Fix (some) crashes on blits. Validation issues remain.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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8639664a6a
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Warning fixes, CMakeLists.txt/Android.mk fixes
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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d016bfe221
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Fix some resource leaks and excessive logging in VulkanRenderManager
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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c4f0afc8a2
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Clean out some obsolete code
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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b5e06f3c7d
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VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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3e2b810c39
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Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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c403edfa89
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Avoid re-binding pipelines.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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72a41cd524
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Let's try a mutex. Doesn't completely solve the problem though..
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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d3672d9e57
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Make sure not to begin and end the init command buffer on different threads.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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48ac334f4f
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Vulkan: Don't forget to specify stencil load op in render passes
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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022657ebb3
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This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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c788dc896a
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Synchronization is HARD. need a rethink, methinks.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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1c5bd0f8dc
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Move the VulkanRenderManager stuff to thin3d, fits in better there.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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02f76ae4a8
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Rendering basics now works.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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833916a906
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A multitude of fixes. The UI now works correctly, though of course ingame still broken.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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0a0494ef8e
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It builds! With some shortcuts, of course.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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417b96a1b0
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Use RenderManager for thin3d stuff
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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84ed793adf
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Initial work on render queue manager
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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7b1e1cd5e0
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Automatically scroll textboxes when the caret ends up outside. Fixes #10026 .
There was some code for this before but it didn't work.
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2017-10-24 23:05:21 +02:00 |
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Henrik Rydgård
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d1d1e1f742
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Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings.
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2017-10-24 22:45:27 +02:00 |
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Henrik Rydgård
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eabaf6ddcd
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Bit more Vulkan barrier cleanup.
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2017-10-21 13:05:52 +02:00 |
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Henrik Rydgård
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804aa79376
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Various Vulkan image transition fixes and related
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2017-10-20 18:09:05 +02:00 |
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Henrik Rydgård
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5da165fad6
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More work towards passing 1.61 Vulkan validation layers
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2017-10-20 17:19:07 +02:00 |
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Henrik Rydgård
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d0b9e5ed8f
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Initial work on passing the latest Vulkan validation checks.
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2017-10-20 14:47:36 +02:00 |
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Henrik Rydgård
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b9ba525de1
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Don't call functions in asserts, they get compiled out in release...
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2017-10-20 14:45:00 +02:00 |
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Henrik Rydgård
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017d3da067
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Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
Fixes an issue where after switching to D3D9 on a PC without the D3D9 runtime, it's impossible to start PPSSPP anymore.
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2017-10-20 11:53:07 +02:00 |
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Henrik Rydgård
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21d3c54401
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Have GetFramebufferDimensions return the backbuffer size for null in all backends.
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2017-10-20 11:11:04 +02:00 |
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Henrik Rydgård
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0d85f86e2d
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Add some safety checks. Fix some inadvertent Y-flips (bit hacky).
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2017-10-18 11:40:07 +02:00 |
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Henrik Rydgård
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f2ea0ce472
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Unify (well, almost) GetOutputFramebuffer (D3D11/GL)
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2017-10-18 10:54:26 +02:00 |
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Unknown W. Brackets
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424af60086
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Merge pull request #10008 from hrydgard/thin3d-readpixels
Start unification of framebuffer readback code
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2017-10-16 23:26:56 -04:00 |
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Henrik Rydgård
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f220c74037
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Remove comment, add check.
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2017-10-16 16:28:27 +02:00 |
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Henrik Rydgård
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861c11f709
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Buildfix
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2017-10-16 14:34:11 +02:00 |
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Henrik Rydgård
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ad4bc3f9f4
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Address review comments.
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2017-10-16 14:32:26 +02:00 |
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