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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Julian
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c92ec20811
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Fixed Inconsistent texture filtering in Disgaea 2 #4235
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2016-12-16 22:53:55 +02:00 |
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 Henrik RydgårdandGitHub
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705627d6d3
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Merge pull request #9053 from Orphis/android_define
android: Change preprocessor define to standard __ANDROID__
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2016-10-12 13:12:14 +02:00 |
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Florent Castelli
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e0ff68b3f6
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c++11: Remove compat header base/functional.h
We want a proper C++11, not tr1. We don't target those compilers anyway.
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2016-10-12 11:32:45 +02:00 |
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Florent Castelli
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70593d1004
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android: Change preprocessor define to standard __ANDROID__
ANDROID is only standard to the old Makefile buildsystem, not the platform.
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2016-10-12 11:14:09 +02:00 |
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Unknown W. Brackets
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4d0c457ddc
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Cleanup display vs. output screenshot terminology.
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2016-09-25 16:35:43 -07:00 |
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Unknown W. Brackets
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fa0e88f1b7
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Add a flag to use the display vfb for screenshots.
This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
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2016-09-25 16:32:18 -07:00 |
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Unknown W. Brackets
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f5f9b5227d
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Tweak 565 buffer clearing.
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2016-09-18 20:38:19 -07:00 |
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Unknown W. Brackets
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ee0bc6c04d
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Clear memory when clearing drawing.
This should help synchronize block transfers better.
Should improve #8973.
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2016-09-18 20:38:19 -07:00 |
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Henrik Rydgard
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2337523fe9
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Try to avoid a commonly reported crash in TextureCache, though not sure what really to do here
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2016-09-18 23:11:41 +02:00 |
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Unknown W. Brackets
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26809c1d7a
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Determine alpha test texture after texture.
Because, of course, this reads texture alpha parameters for blending
optimizations.
Fixes #8970.
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2016-09-11 11:05:04 -07:00 |
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Unknown W. Brackets
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92d930887f
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Android: Add both a lost and restore phase.
Lost = delete, restore = create. Let's stick to never overlapping.
May help #8912.
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2016-09-10 21:58:42 -07:00 |
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Henrik Rydgard
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5005e83254
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Consistency improvements to the memory protect/alloc APIs
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2016-08-28 12:28:17 +02:00 |
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Unknown W. Brackets
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086dc9e0ed
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Move Apple GL2.0 forcing to a common place.
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2016-08-08 17:56:11 -07:00 |
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Unknown W. Brackets
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b1e57a29a4
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Handle core profile better in shader generators.
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2016-08-08 17:56:10 -07:00 |
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Unknown W. Brackets
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f0a8e931ff
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Remove UTF-8 BOMs from a few files.
And note the only ones that do need them in editorconfig.
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2016-08-07 17:59:35 -07:00 |
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Unknown W. Brackets
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c79916711e
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gedbg: Fix draw stepping during rendering.
Was losing the currently bound framebuffer.
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2016-08-06 15:57:44 -07:00 |
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 Henrik RydgårdandGitHub
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eac18489e6
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Merge pull request #8867 from unknownbrackets/mpeg
Improve mpeg parsing / corruption issues
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2016-08-06 18:14:17 +02:00 |
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Unknown W. Brackets
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e55198f7e7
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Correct some initialization order warnings.
Also, another missing init with IRBlocks.
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2016-08-05 10:46:11 -07:00 |
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Unknown W. Brackets
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c9a9fc5e44
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Allow block transfers to resize framebuffers.
Helps the ending video in Valkyrie Profile. See #6008.
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2016-07-24 15:58:06 -07:00 |
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Unknown W. Brackets
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5962093ef5
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Centralize the majority of texture decode.
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2016-06-19 08:05:54 -07:00 |
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Unknown W. Brackets
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339f065a5c
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Centralize texture deindexing more.
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2016-06-19 07:14:31 -07:00 |
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Unknown W. Brackets
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6151f8ef9f
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Allow taking screenshots with a clamped size.
Sometimes 10x is a little on the big side.
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2016-06-12 07:09:01 -07:00 |
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Unknown W. Brackets
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65ae92c78b
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Also avoid updating images with replacements.
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2016-06-06 23:02:56 -07:00 |
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Unknown W. Brackets
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fc77e2f8fc
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Flag replaced/scaled textures so we don't reuse.
Otherwise, we may try to use the replaceImages path, and end up with a
small updated texture in the top left of a large replaced texture.
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2016-06-06 19:35:58 -07:00 |
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Henrik Rydgard
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8294a54a70
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Disable dual source blending on nvidia Android. See #8243
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2016-06-05 09:15:10 +02:00 |
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Unknown W. Brackets
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c12f835364
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Download single-use renders right away.
Should prevent issues with the memory being reused soon after, hopefully.
See also #8781 and #7695.
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2016-06-04 19:36:30 -07:00 |
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Unknown W. Brackets
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a1fbcc3d93
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Avoid directly calling osm from Core/GPU code.
This allows UI to handle the message however it wants to, and reduces
cross linkage issues.
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2016-05-27 22:05:30 -07:00 |
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Unknown W. Brackets
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f168978d3e
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Properly set w/h on first use of a render-to-tex.
We were getting the wrong w/h when it wasn't in the texture cache already.
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2016-05-21 17:53:42 -07:00 |
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Unknown W. Brackets
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2d53eb5456
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Ensure we don't try to hash framebuffers.
Let's keep when we do things consistent: measure alpha on apply always.
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2016-05-21 15:40:58 -07:00 |
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Unknown W. Brackets
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3ba46a71af
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Properly reset back to GL_TEXTURE0 in bind color.
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2016-05-21 15:31:58 -07:00 |
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Unknown W. Brackets
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7f1ed0737e
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Fix depal/indexed rendering in core profile.
Oops, this needs to be bound after we apply the texture.
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2016-05-21 15:30:54 -07:00 |
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Unknown W. Brackets
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b09c2b1f75
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Add some missing override definitions.
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2016-05-21 09:29:03 -07:00 |
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Unknown W. Brackets
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f08c873a4b
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Save FBOs on decimate when they have a safe size.
Fixes #7695.
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2016-05-19 21:23:22 -07:00 |
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Unknown W. Brackets
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68717411b1
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Track when we see a clear indicate a size of a vfb.
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2016-05-19 21:17:09 -07:00 |
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Henrik Rydgård
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2c84411426
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Merge pull request #8720 from unknownbrackets/tex-range
Move texture decode/hash to after vertex decode
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2016-05-07 22:15:19 +02:00 |
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Unknown W. Brackets
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4b89f44d1c
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Avoid scheduling a rescale when scaling is off.
This happens for PPGe and kernel textures, and replacements. Before, we
would continually reload, trying to scale, but each time decide not to
scale.
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2016-05-06 19:58:01 -07:00 |
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Unknown W. Brackets
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4ce02e0920
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Fix a couple more bugs in texture build.
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2016-05-01 13:42:06 -07:00 |
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Unknown W. Brackets
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bfe23361cd
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Update maxSeenV earlier.
Now, the initial fullhash is already on the correct range.
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2016-05-01 13:26:12 -07:00 |
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Unknown W. Brackets
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6bd86f462d
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Move texture hashing to end of texture apply.
This might also make it more possible to do it on a thread, but it's
likely still too quick.
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2016-05-01 13:24:53 -07:00 |
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Unknown W. Brackets
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fbef79826b
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Oops, correct replaceImages.
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2016-05-01 13:22:53 -07:00 |
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Unknown W. Brackets
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bce5c74dbf
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Refactor out texture rehash check.
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2016-05-01 13:11:35 -07:00 |
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Unknown W. Brackets
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82c1eaad65
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Let's not overuse nextTexture_.
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2016-05-01 13:03:40 -07:00 |
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Unknown W. Brackets
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1a26699607
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Refactor texture loading to move things around.
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2016-05-01 11:17:55 -07:00 |
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