Unknown W. Brackets
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8bf13d4214
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d3d9: Add stencil and blend replacement helpers.
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2014-09-21 10:56:54 -07:00 |
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Unknown W. Brackets
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e3d6f19a2e
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d3d9: Update some not-yet-used ps uniforms.
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2014-09-21 10:41:44 -07:00 |
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Unknown W. Brackets
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9355322824
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d3d9: Fix shader compile error X3014.
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2014-09-21 09:05:47 -07:00 |
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Unknown W. Brackets
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4210ba44eb
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Clean up a few more ImmPtr() cases.
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2014-09-21 08:34:27 -07:00 |
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Unknown W. Brackets
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a62f88d1f8
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d3d9: Oops, don't need this, no prescale.
Hmm, trying to reduce differences, though...
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2014-09-21 00:09:38 -07:00 |
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Unknown W. Brackets
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77b2da7345
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d3d9: Update some areas of the pix shader.
Will eventually want this to have the clamping etc.
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2014-09-21 00:07:07 -07:00 |
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Unknown W. Brackets
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6f38c21ccc
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d3d9: Make the vertex shaders more similar.
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2014-09-20 23:55:48 -07:00 |
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CPkmn
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d0b225df7c
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D3D9 Get maxAnisotropyLevel from device caps
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2014-09-20 22:39:01 -07:00 |
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Henrik Rydgard
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34f7b90c1d
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DX9: Don't set mipfilter to aniso, it's enough to set the minfilter.
Remove erroneuos comment.
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2014-09-20 21:14:42 +02:00 |
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Unknown W. Brackets
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6d08b363c2
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d3d9: Use a half-pixel offset when drawing a tex.
Fixes half pixel offset issues (center of pixels is 0,0 in d3d9, but
texels are at 0.5/w,0.5/h.)
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2014-09-20 08:30:30 -07:00 |
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Unknown W. Brackets
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8d4a642787
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Merge pull request #6925 from hrydgard/d3d9-matrixopt
D3D9 - use 4x3 matrices where possible
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2014-09-20 08:26:42 -07:00 |
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Henrik Rydgard
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98337c68f3
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DX9: fix type in texture filter selection
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2014-09-20 14:06:02 +02:00 |
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Henrik Rydgard
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e04b67dad4
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When aniso filtering is enabled, force it on for min filtering but not for mag filtering.
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2014-09-20 13:04:32 +02:00 |
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Henrik Rydgard
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f416978013
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DX9: Support anisotropic filtering. Fixes #6929
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2014-09-20 10:32:43 +02:00 |
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Henrik Rydgard
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9bb5bd6fb3
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Of course have to update these as well.
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2014-09-19 00:39:34 +02:00 |
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Henrik Rydgard
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9c625a79a1
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DX9: Use 4x3 matrices for bones too. Compact shader constants.
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2014-09-18 23:14:53 +02:00 |
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Henrik Rydgard
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6304d60b40
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Convert 4x4 to 4x3 matrices where possible (except bones)
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2014-09-18 23:08:46 +02:00 |
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Henrik Rydgård
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23ade6108d
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Merge pull request #6917 from unknownbrackets/vertexjit
Add x86 weight ToFloat handling for d3d9
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2014-09-18 17:48:22 +02:00 |
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Unknown W. Brackets
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967df9c018
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vertexjit: Use SSE4 in tc u8/u16 code.
It's not much different for non-SSE 4, might as well be common.
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2014-09-17 23:15:24 -07:00 |
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Unknown W. Brackets
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5276487611
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vertexjit: Use SSE for all weights, u8/u16.
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2014-09-17 23:14:36 -07:00 |
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Henrik Rydgard
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07c7687052
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More code deduplication. Also normalized some line endings.
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2014-09-18 00:45:11 +02:00 |
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Henrik Rydgard
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6c313385ab
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Reduce the diff between the two draw engines
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2014-09-18 00:40:25 +02:00 |
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Henrik Rydgard
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9755f6ba49
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Really set maxindex correctly..
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2014-09-17 23:28:46 +02:00 |
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Henrik Rydgard
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decdfadabc
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DX9: Specify max index correctly
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2014-09-17 22:06:34 +02:00 |
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Henrik Rydgard
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e07d836d7c
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D3D: Specify maxindex correctly in DrawIndexedPrimitive
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2014-09-17 22:04:10 +02:00 |
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Henrik Rydgard
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60c8cdec39
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Clean up some indentation
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2014-09-17 22:03:44 +02:00 |
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Henrik Rydgard
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5e2c30c640
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Move GetCurrentSimpleVertices to DrawEngineCommon
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2014-09-17 21:37:53 +02:00 |
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Henrik Rydgard
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cef5f5be40
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Fix DX9 bbox crash (DrawEngine::decoded wasn't initialized, because it also existed in the DX9 draw engine)
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2014-09-17 21:31:22 +02:00 |
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Unknown W. Brackets
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4c1061ff4a
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vertexjit: Optimize the d3d9 weights a bit.
Only used without skinning on, or with morph, of course.
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2014-09-17 08:39:56 -07:00 |
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Unknown W. Brackets
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062bcceeee
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Oops, forgot to multiply.
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2014-09-17 08:27:44 -07:00 |
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Unknown W. Brackets
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f426be59b4
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vertexjit: Initial u8/u16 weights for d3d9.
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2014-09-16 23:28:35 -07:00 |
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Unknown W. Brackets
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37f90597e3
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vertexjit: Optimize u8/u16 weights a little.
Only for uncommon values.
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2014-09-16 23:28:28 -07:00 |
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Unknown W. Brackets
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94c865b0ab
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d3d: Fix auto texture scaling.
Fixes #6913.
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2014-09-15 07:09:25 -07:00 |
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Unknown W. Brackets
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01bdb6e160
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Cleanup some minor vertex cache stuff.
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2014-09-15 07:08:55 -07:00 |
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Henrik Rydgård
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b7a54a23d0
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Merge pull request #6910 from unknownbrackets/d3d9
d3d: Fix some vertex cache glitches, enable bounding box test
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2014-09-14 23:38:33 +02:00 |
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Unknown W. Brackets
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64d955ea49
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d3d: Share the bounding box code.
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2014-09-14 14:04:09 -07:00 |
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Unknown W. Brackets
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f0c37e3f61
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d3d: Use minihashing in the vertex cache.
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2014-09-14 13:50:57 -07:00 |
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Unknown W. Brackets
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c4b6e74999
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d3d: Fix vertex cache alpha flag tracking.
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2014-09-14 13:49:59 -07:00 |
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Unknown W. Brackets
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d2df54153d
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d3d: Fix some issues with the vertex cache.
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2014-09-14 13:35:19 -07:00 |
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Henrik Rydgård
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ee8178d8e4
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Merge pull request #6907 from unknownbrackets/d3d-mipmap
d3d: Enable mipmapping
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2014-09-14 21:40:02 +02:00 |
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Unknown W. Brackets
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dc1013ad67
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d3d: Add a not-working experiment to blit depth.
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2014-09-14 11:54:55 -07:00 |
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Unknown W. Brackets
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937fe0ea57
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d3d: Use INTZ if supported.
No performance impact on my card, and allows downloading depth/stencil
data.
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2014-09-14 11:20:59 -07:00 |
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Unknown W. Brackets
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2c88935755
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d3d: Support depth and stencil in the GE debugger.
But, not with our current depth surfaces.
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2014-09-14 11:15:37 -07:00 |
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Unknown W. Brackets
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fee1ab98ba
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Add support for 24/8 textures in the GE debugger.
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2014-09-14 11:13:03 -07:00 |
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Unknown W. Brackets
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bccb8dfb1e
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d3d: Correct render-to-texture effects.
Was checking the corners wrong.
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2014-09-14 09:37:59 -07:00 |
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Unknown W. Brackets
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6af41aeed9
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d3d: Enable mipmapping.
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2014-09-14 09:14:04 -07:00 |
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Henrik Rydgard
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8175c014e2
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Warning fixes
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2014-09-14 17:38:49 +02:00 |
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Unknown W. Brackets
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afd9d864be
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Clear alpha only when clearing stencil.
Not sure if this will fix anything.
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2014-09-14 08:00:35 -07:00 |
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Unknown W. Brackets
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bb7f3c0762
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d3d: Fix silly typo in stencil handling.
Now it works.
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2014-09-14 07:56:48 -07:00 |
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Henrik Rydgard
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a074bf1677
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Delete some dead and duplicated code
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2014-09-14 13:23:36 +02:00 |
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