Henrik Rydgård
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f2e315b9a6
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More shadergen work
Buildfix
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2020-11-08 11:32:53 +01:00 |
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Henrik Rydgård
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19b4febbbf
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More reinterpret shader gen and test work.
More work on reinterpret
Buildsystem fixes
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2020-11-08 10:41:20 +01:00 |
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 Henrik RydgårdandGitHub
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614540aa6e
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Merge pull request #13634 from hrydgard/device-lost-improvements
Device lost improvements, unify BindFramebufferAsColorTexture
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2020-11-07 19:47:35 +01:00 |
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Henrik Rydgård
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106fc70a75
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Forgot a line in caa960ee8e
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2020-11-07 11:25:05 +01:00 |
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Henrik Rydgård
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c23ed09a32
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Unify FramebufferManager::BindFramebufferAsColorTexture
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2020-11-07 11:10:54 +01:00 |
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Henrik Rydgård
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d9ee06a60d
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Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it.
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2020-11-07 10:51:54 +01:00 |
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Henrik Rydgård
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e37468700d
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Remove some accidentally added lines
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2020-11-07 00:57:26 +01:00 |
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Henrik Rydgård
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caa960ee8e
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GLSL ES compilers can be very picky about uint/int. Fixes #13628 - for real this time hopefully
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2020-11-07 00:32:00 +01:00 |
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Henrik Rydgård
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381ca11561
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Fix bugs caused by 44ec286ba4
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2020-11-06 21:50:16 +01:00 |
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Henrik Rydgård
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7a690f177e
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Move shader language feature detection to the draw context.
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2020-11-06 09:11:57 +01:00 |
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Henrik Rydgård
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44ec286ba4
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Framebuffer: Keep the render scale factor around, no need to recompute it.
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2020-11-06 09:11:57 +01:00 |
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Henrik Rydgård
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225734c0b3
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Partially revert "Remove remnants of an old, no longer applicable readback optimization"
This reverts commit 7b2236778b.
Fixes #13628
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2020-11-06 09:09:18 +01:00 |
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Henrik Rydgård
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3c5a05acb3
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Buildfix
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2020-11-05 18:25:14 +01:00 |
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Henrik Rydgård
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84037f448e
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Remove colorDepth property of framebuffers. They're all 8888.
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2020-11-05 14:51:46 +01:00 |
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Henrik Rydgård
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7b2236778b
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Remove remnants of an old, no longer applicable readback optimization
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2020-11-05 14:38:20 +01:00 |
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Henrik Rydgård
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127cf41480
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Fix bug in framebuffer naming
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2020-11-05 08:51:29 +01:00 |
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Henrik Rydgård
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d39badc8c1
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Inline "OptimizeDownloadRange" to make the code more readable
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2020-11-05 08:50:16 +01:00 |
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Henrik Rydgård
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6db943e831
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Merge the two ShaderStage enums
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2020-11-05 08:34:35 +01:00 |
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Henrik Rydgård
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03e8eac6ef
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Merge the two ShaderLanguage enums.
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2020-11-04 09:40:11 +01:00 |
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Henrik Rydgård
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733a152c54
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Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h.
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2020-11-04 09:18:35 +01:00 |
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Henrik Rydgård
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88e772cdf7
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GLSL ES: Extensions must go first. Fixes #13620
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2020-11-03 19:53:02 +01:00 |
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Henrik Rydgård
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3e6d121016
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Partially revert "Clarify some logic, improve framebuffer names"
I screwed up a couple things.
Fixes #13619
This reverts commit 32eb882bc6.
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2020-11-03 11:39:12 +01:00 |
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Unknown W. Brackets
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f3415f4f9c
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GPU: Correct shader blend equations.
This was wrong when ported to HLSL, and then ported back everywhere.
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2020-11-02 21:56:43 -08:00 |
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Henrik Rydgård
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21830d4984
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Bugfix last commit
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2020-11-02 16:22:20 +01:00 |
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Henrik Rydgård
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ce4ee010ac
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Apparently only MSVC can handle the ambiguity.
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2020-11-02 11:45:47 +01:00 |
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Henrik Rydgård
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97e8d5b93b
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Buildfix the rest of the platforms
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2020-11-02 10:37:11 +01:00 |
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Henrik Rydgård
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0292d1719d
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GEDebugger: Use utf-8 internally.
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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39b5eb5b3d
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ShaderWriter, a replacement for the sprintf WRITE macro.
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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291742535b
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Safety, comments
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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32eb882bc6
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Clarify some logic, improve framebuffer names
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2020-11-02 10:02:49 +01:00 |
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Henrik Rydgård
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085900adb5
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Fix vertex shader generator bug. Got caught by the new test
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2020-11-02 09:03:08 +01:00 |
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Henrik Rydgård
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f4ea3ccf22
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Move the generic vertex shader generator into GPU/Common and rename it.
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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be837912e1
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Delete the HLSL shader generator, switch to the newly generic one.
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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17778131bd
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Share the uniform buffer declarations between D3D11 and VK.
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2020-11-01 19:58:53 +01:00 |
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Henrik Rydgård
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8efb40180e
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Make the hardware skinning code match
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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b6992e428b
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More HLSL work. Some vertex shaders are starting to pass.
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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fbb7f72eec
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Vertex shader merge work
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2020-11-01 19:58:45 +01:00 |
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Henrik Rydgård
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105a6ce920
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Oops, seems I screwed those #version statements up worse.
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2020-11-01 19:53:08 +01:00 |
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Henrik Rydgård
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2e9f42a75f
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Fix #version statement in GLES 2 fragment shaders
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2020-11-01 18:06:56 +01:00 |
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Henrik Rydgård
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0938d495d9
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Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)
Should have no noticeable effects.
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2020-11-01 11:48:55 +01:00 |
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Henrik Rydgård
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d32fc34b2b
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Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.
Tried doing it with the preprocessor, couldn't get it to work.
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2020-10-31 23:22:06 +01:00 |
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Henrik Rydgård
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0b1b36921e
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Move the now-renamed fragment shader generator to GPU/Common.
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2020-10-31 19:03:14 +01:00 |
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Henrik Rydgård
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3d0630c04a
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Remove the HLSL fragment shader generator. The GLSL one can now do its job.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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b7d674411e
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Test parsing of generated OpenGL shaders too (by using glslang).
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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44c57d87f4
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Get D3D9 fragment shader generation to parity
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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c2a6090c3f
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More D3D9 fixes.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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af4d6e7642
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Set up the test for D3D9, start fixing stuff.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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b4a76a9f09
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Change fragment shader output to work the same in GLSL and HLSL.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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984a4d2641
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Start adding HLSL support to the GLSL shader generator.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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200c25bcc9
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wip
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2020-10-31 18:32:42 +01:00 |
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