Unknown W. Brackets
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c323a89c8d
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Match the lighting/alpha logic in the sw transform.
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2013-02-03 00:10:40 -08:00 |
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Henrik Rydgard
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00f9c97479
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Seems vertex/index addresses should be computed through the same mechanism as jumps.
Gets rid of bad vertex address messages in Sol Trigger.
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2013-02-02 23:48:22 +01:00 |
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Henrik Rydgard
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ec7dd1f5b1
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Merge branch 'master' into framebuffer-texture
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2013-02-02 13:42:44 +01:00 |
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Henrik Rydgard
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510f1ac3f4
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Some misc GE constant renames / disasm
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2013-02-02 13:40:26 +01:00 |
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Henrik Rydgard
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0769a1d3e8
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I think I finally understood how origin-relative GE jumps are supposed to work.
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2013-02-02 13:38:34 +01:00 |
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Henrik Rydgard
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78906531f9
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Try the buffer clearing optimization on mobile again. Let me know if this causes black screens that weren't there before.
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2013-02-02 12:38:25 +01:00 |
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Henrik Rydgard
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76acd62e6e
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Try to adjust texture size for fbo dimension
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2013-02-02 12:37:41 +01:00 |
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Henrik Rydgard
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a0c0d6a977
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Initial support for texturing from framebuffers.
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2013-02-01 00:18:23 +01:00 |
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Henrik Rydgard
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02936d5090
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Don't use palette addr to build the cache key if the texture doesn't use one.
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2013-02-01 00:02:50 +01:00 |
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raven02
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d29245d007
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Fix viewport resize
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2013-01-31 19:19:45 +08:00 |
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Unknown W. Brackets
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e8519a8a9b
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Walk a pointer in texture reading too.
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2013-01-31 00:49:18 -08:00 |
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Unknown W. Brackets
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63ef98a994
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Use pointer walking and sizeInRAM for texture hash.
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2013-01-31 00:30:48 -08:00 |
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Unknown W. Brackets
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8bf5189324
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Looks like these should be pos/nrm/col.
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2013-01-31 00:02:52 -08:00 |
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Unknown W. Brackets
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39663a1409
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Check RET isn't hit right away for safety.
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2013-01-31 00:02:52 -08:00 |
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Henrik Rydgard
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64a376516e
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Move all the framebuffer management out into its own file.
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2013-01-30 21:09:53 +01:00 |
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Henrik Rydgard
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3b681d3854
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Make GLES_GPU own texturecache
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2013-01-30 20:40:26 +01:00 |
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Unknown W. Brackets
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c81d296534
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Use memcpy also in Step_Color8888().
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2013-01-29 08:45:04 -08:00 |
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Unknown W. Brackets
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661c7132c4
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Don't check that the pc is valid every single op.
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2013-01-29 08:19:07 -08:00 |
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Henrik Rydgard
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366583d34f
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Align some vertex arrays to page size. It's said to possibly be beneficial.
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2013-01-29 00:48:13 +01:00 |
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Henrik Rydgard
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4f8cdb8370
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Delete now-unnecessary (hopefully) sanity check
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2013-01-28 19:29:12 +01:00 |
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Henrik Rydgard
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4773f20fad
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Fix spiky polygon glitches with vertex cache in Dissidia and maybe more.
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2013-01-28 19:05:38 +01:00 |
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Henrik Rydgard
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d1b3fd0e49
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Better window resize handling
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2013-01-27 00:15:39 +01:00 |
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Henrik Rydgard
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8b180513cb
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Assorted GPU cleanup/fixing (fbo, vbo draw type)
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2013-01-26 21:39:36 +01:00 |
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Unknown W. Brackets
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6e403be006
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Skip a double map lookup.
Profiler says this was taking extra time. Only saves 0.23%.
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2013-01-26 11:36:45 -08:00 |
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Henrik Rydgard
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0930b5b587
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Typo + warning fix
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2013-01-25 19:08:28 +01:00 |
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Henrik Rydgard
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8a32779150
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Misc GPU stats etc changes
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2013-01-25 18:29:14 +01:00 |
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Henrik Rydgard
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7a5aa60b3a
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Disasm GE_CMD_REVERSENORMAL
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2013-01-25 18:29:13 +01:00 |
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raven02
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104dfcb6e4
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Fix too dark issue in-game
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2013-01-25 21:15:56 +08:00 |
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Unknown W. Brackets
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81225e0f09
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Fix flicker caused by using the wrong fbo.
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2013-01-24 21:36:28 -08:00 |
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Henrik Rydgard
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b1bbbc44fc
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Add enable/disable dithering. Respect chosen framebuffer color depth.
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2013-01-23 23:04:09 +01:00 |
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Henrik Rydgard
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a7bc2ea120
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Clearing FBOs on bind was a bit too aggressive an optimization.
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2013-01-23 08:31:29 +01:00 |
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Henrik Rydgard
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dbdd461a53
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Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
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2013-01-22 22:27:03 +01:00 |
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Henrik Rydgard
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e04f5156ee
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Fix a few graphics issues, optimize shader ID generation (fewer shaders)
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2013-01-22 22:03:41 +01:00 |
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Henrik Rydgard
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14d26141a5
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TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range.
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2013-01-22 22:03:39 +01:00 |
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Henrik Rydgard
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b30ab91379
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GCC fix
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2013-01-21 19:19:41 +01:00 |
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Henrik Rydgard
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2f0cf82f72
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Don't expand normals and positions to floats unless necessary.
Fix sign of Z component of position in through mode.
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2013-01-21 19:12:46 +01:00 |
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Xele02
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77af8f4727
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Change cast which break build on linux
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2013-01-21 01:25:48 +01:00 |
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Henrik Rydgard
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784c191caf
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Fix bugs with fog bit in shader IDs
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2013-01-21 00:34:37 +01:00 |
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Henrik Rydgard
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3b8ea62b05
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Cannot cache vertices when morph is enabled.
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2013-01-20 22:48:29 +01:00 |
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Henrik Rydgard
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e15b580df6
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Avoid using an element buffer in more cases.
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2013-01-20 22:42:38 +01:00 |
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Henrik Rydgard
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d9c9a9102a
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Tiled renderers are much faster if we clear FBOs before rendering.
Alternatively we could use glDiscardFramebufferEXT but I haven't figured out how to call it.
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2013-01-20 22:05:11 +01:00 |
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Henrik Rydgard
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611fb3536f
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Try to use glDrawArrays in more situations, saving us a buffer. Misc.
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2013-01-20 21:52:54 +01:00 |
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Henrik Rydgard
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8b4deb93ce
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Merge branch 'master' into vertexcache
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2013-01-20 19:18:52 +01:00 |
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Henrik Rydgård
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b93f974ff1
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Merge pull request #423 from raven02/hw
Fix alpha blending for HW transform
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2013-01-20 08:22:31 -08:00 |
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Henrik Rydgard
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1b1a275dcc
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GPU "dirty" optimization, wip vertexcache
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2013-01-20 13:15:46 +01:00 |
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Henrik Rydgard
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04860322f4
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Merge branch 'master' into vertexcache
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2013-01-20 11:30:11 +01:00 |
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raven02
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139932f7a0
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Revert color0 to be original
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2013-01-20 12:41:47 +08:00 |
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Unknown W. Brackets
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140fd171ef
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Fix some 64-bit type conversion warnings.
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2013-01-19 13:48:20 -08:00 |
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Henrik Rydgard
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201e1ea0bc
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Vertex caching now works for HW transform + VBO, not including RECTANGLE primitives yet.
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2013-01-19 19:22:15 +01:00 |
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Henrik Rydgard
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8ff96bbcd8
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Defer vertex decoding until flush. Track draw calls so that they can be cached later.
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2013-01-19 17:05:50 +01:00 |
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