Henrik Rydgård
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6bcfe539f7
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Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
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2017-05-30 09:36:17 +02:00 |
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Henrik Rydgård
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1b05a54800
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Remove the Mipmap setting. One step forward for #8171
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2017-05-26 10:21:20 +02:00 |
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Unknown W. Brackets
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c4d1863ded
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GPU: Consistently bias const mip levels.
Since SLOPE is just a more complicated CONST, we can treat them the same.
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2017-05-12 20:30:47 -07:00 |
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Unknown W. Brackets
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8e9945df97
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D3D11: Approximate AUTO/CONST mip bias.
These generally work, as long as the mip levels are halving.
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2017-04-22 18:22:22 -07:00 |
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Henrik Rydgard
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22d5acb40e
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Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9.
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2017-04-04 11:09:29 +02:00 |
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Henrik Rydgård
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5a8e9c4f71
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Port some accessors over from #9255 to be able to catch these changes and dirty state later.
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2017-04-03 17:04:58 +02:00 |
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Henrik Rydgard
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2ebba56758
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Fix crash in LocoRoco with D3D11 when hitting a spiky (a broken texture gets created with too many mipmaps for its size)
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2017-04-01 20:36:44 +02:00 |
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Unknown W. Brackets
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7fb7a4877d
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Texcache: Cleanup last bound tex invalidation.
When we're deleting, we're always about to bind a new tex.
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2017-03-25 11:42:24 -07:00 |
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xebra
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d475c752d4
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Add support fake mipmap hacks to D3D11.
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2017-03-23 15:14:49 +09:00 |
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Henrik Rydgård
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58c2ba987d
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D3D11: Expand 16-bit CLUT textures to 32-bit if not supported.
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2017-03-17 10:11:17 +01:00 |
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Henrik Rydgård
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d8abcb8d74
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D3D9: Set the right Z in ApplyBounds
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2017-03-17 10:00:45 +01:00 |
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Henrik Rydgård
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e74749f2b2
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A function renamed, some logging improvements
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2017-03-10 00:11:00 +01:00 |
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Henrik Rydgård
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90e0079c98
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GE Debugger D3D11: Support displaying the current texture
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2017-03-06 16:46:15 +01:00 |
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Henrik Rydgard
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a04e24c300
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Further D3D11 on mobile fixes
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2017-03-05 14:05:04 +01:00 |
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Henrik Rydgard
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9d116505cf
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D3D11: Add a large amounts of asserts
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2017-03-05 10:34:44 +01:00 |
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Henrik Rydgard
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5ba53addb5
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D3D11: Fix problems with scaling 16-bit textures, fixes issue with #9345, thanks @ufdada
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2017-02-26 00:05:08 +01:00 |
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Henrik Rydgard
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8eb668ea59
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D3D11: Enable pixel depth rounding. GL: Fix a crash bug
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2017-02-23 20:40:53 +01:00 |
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Henrik Rydgard
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0954ecf28c
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D3D11: Expand 16-bit texture formats to 32-bit if they are not supported, like on Windows 7. Part of issue #9317
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2017-02-22 17:31:01 +01:00 |
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Henrik Rydgard
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f24b1495ba
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Assorted texture format cleanup, prep for supporting D3D11 on Win7
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2017-02-22 16:23:04 +01:00 |
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Henrik Rydgard
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f772066c54
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Remove some unnecessary error handling paths
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2017-02-21 11:29:51 +01:00 |
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Henrik Rydgard
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4c6ca76681
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D3D11: Fix texture loading crash on 32-bit platforms
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2017-02-20 10:15:41 +01:00 |
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Henrik Rydgard
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4c897ff853
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Forgot to delete CheckFullHash duplicates
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2017-02-20 00:21:54 +01:00 |
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Henrik Rydgard
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4652c6af28
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Some member variable renaming to match the convention
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2017-02-20 00:19:58 +01:00 |
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Henrik Rydgard
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f753573332
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Unify HandleTextureChange
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2017-02-20 00:13:21 +01:00 |
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Henrik Rydgard
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f15e25c4b5
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Centralize SetTexture
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2017-02-20 00:05:23 +01:00 |
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Henrik Rydgard
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e24e652b0d
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Prepare to unify SetTexture
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2017-02-19 23:50:04 +01:00 |
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Henrik Rydgard
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aae2030a14
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Unify Decimate()
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2017-02-19 23:39:35 +01:00 |
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Henrik Rydgard
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d9c20fbaff
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Unify ApplyTexture
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2017-02-19 23:25:09 +01:00 |
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Henrik Rydgard
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7890b61cc5
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More work towards unifying ApplyTexture
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2017-02-19 23:19:55 +01:00 |
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Henrik Rydgard
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f839f1944e
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Work towards unifying ApplyTexture
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2017-02-19 23:07:00 +01:00 |
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Henrik Rydgard
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665ffe34ab
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Centralize DeleteTexture
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2017-02-19 22:50:04 +01:00 |
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Henrik Rydgard
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dbafc6ef95
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Centralize Texcache::Clear
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2017-02-19 22:31:07 +01:00 |
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Henrik Rydgard
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4364569cf4
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Move TexCacheEntry outside the TextureCacheCommon class. Nested structs are annoying.
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2017-02-19 18:53:30 +01:00 |
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Henrik Rydgard
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f868a0c4a1
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D3D11: Fix crash with texture scaling enabled
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2017-02-18 12:00:15 +01:00 |
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Henrik Rydgard
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b0cdcfca3c
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D3D11: Proper fix for DXT5 crash. May also help #9134.
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2017-02-18 02:41:17 +01:00 |
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Henrik Rydgard
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badd3669ca
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Workaround for crash decoding DXT5 textures. This may be a clue to #9134
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2017-02-18 02:32:33 +01:00 |
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Henrik Rydgard
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061685678d
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State management fixes. DBZ toon shader effect now works.
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2017-02-17 17:34:21 +01:00 |
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Henrik Rydgard
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ba040559c1
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Fix bugs. DBZ now shows outlines, though doesn't apply them correctly.
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2017-02-17 17:00:35 +01:00 |
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Henrik Rydgard
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e83dd2b524
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Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about
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2017-02-17 14:31:02 +01:00 |
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Henrik Rydgard
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55beec3e89
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D3D11: Enable anisotropic filtering
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2017-02-15 11:46:47 +01:00 |
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Henrik Rydgard
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6d4d638746
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D3D11: Fix some color issues by doing thing similarly to DX9. Can be optimized later.
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2017-02-14 01:31:45 +01:00 |
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Henrik Rydgard
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cef8dc907d
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Last one for today
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2017-02-13 02:12:49 +01:00 |
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Henrik Rydgard
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373c6ba12f
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More D3D11 fixes, hopefully without breaking DX9
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2017-02-13 02:07:27 +01:00 |
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Henrik Rydgård
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328201978f
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D3D11: Prepare for dual src blending support
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2017-02-12 17:10:04 +01:00 |
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Henrik Rydgård
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4fbb537c92
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Assorted D3D11 fixes
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2017-02-12 12:02:13 +01:00 |
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Henrik Rydgård
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abbd6cb1d1
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Fix DrawActiveTexture, now Buffered Rendering is starting to work
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2017-02-12 11:20:55 +01:00 |
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Henrik Rydgård
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04b803e2f6
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D3D11: Change init method for textures, so we can support mipmapping
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2017-02-10 15:40:51 +01:00 |
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Henrik Rydgård
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f7717063a8
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Assorted fixes for memory leaks etc
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2017-02-10 14:41:32 +01:00 |
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Henrik Rydgard
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7750ee9f7b
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D3D11: Fix reversed colors, stencil improvements
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2017-02-10 11:36:09 +01:00 |
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Henrik Rydgard
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3f4e14f504
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D3D11: Lumines is now playable in non-buffered, with reverse colors.
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2017-02-10 11:25:24 +01:00 |
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