Henrik Rydgård
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795ddf16e5
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Mipmaps: Use a uniform to specify the texture lod in SLOPE and CONST modes. Fixes the mipmap test for D3D11, Vulkan and modern GL properly, while keeping Tony Hawk games working.
Also implements increasing the lod level with the render resolution
properly.
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2017-12-08 15:53:49 +01:00 |
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Unknown W. Brackets
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4731a2918c
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GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
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2017-12-02 09:07:27 -08:00 |
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Henrik Rydgård
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7b2ad5fe72
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Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..)
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2017-12-01 00:28:07 +01:00 |
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Henrik Rydgård
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ce1bc7fc3f
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Fixes problem switching between non-through triangles and rects. Helps a small part of #6554
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2017-11-14 09:27:03 +01:00 |
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Henrik Rydgård
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d5f8d484dd
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Tiny cleanups.
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2017-11-04 10:08:53 +01:00 |
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Unknown W. Brackets
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72e0a24724
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GPU: Reset shader state on shader reset.
Was ending up with lastFSID being -1, but being used.
Seen in gpu/commands/blend test.
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2017-09-20 08:37:54 -07:00 |
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Henrik Rydgård
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2f85e6516e
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Minor optimizations (use the new hashmap in a few more places)
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2017-08-20 19:18:46 +02:00 |
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Henrik Rydgård
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b9b2656e93
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More vulkan microoptimizations. Add more profiler scopes.
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2017-08-18 13:48:11 +02:00 |
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Henrik Rydgård
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4e7099bf47
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Vulkan: Fix some more state dirtying issues.
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2017-08-15 10:51:44 +02:00 |
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Henrik Rydgard
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078e1151f9
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Dirty-flag the fragment shader ID.
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2017-08-14 11:36:07 +02:00 |
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Henrik Rydgard
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56cd991833
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All: Only recompute the vertex shader ID when dirty
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2017-08-14 11:36:06 +02:00 |
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Henrik Rydgård
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c173da49d3
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Fix a number of bugs and stuff affecting Vulkan on Mali
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2017-05-30 09:36:17 +02:00 |
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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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Henrik Rydgard
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175b97ef34
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Start stubbing out a new D3D11 backend
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2017-02-08 17:35:41 +01:00 |
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Henrik Rydgard
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e17d3e1e7a
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Vulkan: Forgot to extend a few more dirtyflag variables to 64-bit. Avoid a warning.
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2017-01-24 20:19:06 +01:00 |
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Henrik Rydgard
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d85888dc2b
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Table-driven dirty-flags for Vulkan and D3D9. Minor Vulkan optimization.
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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e4cb44c243
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Merge the texture flags into the dirty flags
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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b423998c36
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Move uniform dirty-flag to gstate_c, opening up for other uses.
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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0a3bb4a720
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Vulkan: Increase size of per-frame descriptor pool, move uniform to right place
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2017-01-24 18:11:48 +01:00 |
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Henrik Rydgard
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3c221a7ebd
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Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.
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2017-01-23 21:11:39 +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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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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Unknown W. Brackets
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39d6ea2985
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Vulkan: Auto-set queued deletes to null.
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2016-10-09 12:16:42 -07:00 |
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Unknown W. Brackets
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a4268fe0b8
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Vulkan: Prep pipeline and shader cache for restore.
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2016-10-09 11:28:10 -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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2b06137e11
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Vulkan: Remove an unused function.
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2016-05-21 09:29:04 -07:00 |
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Henrik Rydgard
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ffde7020d2
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Vulkan prescale UV fix
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2016-03-20 21:48:28 +01:00 |
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Henrik Rydgard
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827481d41d
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Combined two uniforms to get the base UBO down to 512b, in order to not waste space (nVidia needs 256-byte alignment)
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2016-03-20 20:53:46 +01:00 |
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Henrik Rydgard
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0b1cfaf751
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Be more economical with UBO pushbuffer space by reusing the last data when possible.
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2016-03-20 19:35:31 +01:00 |
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Henrik Rydgard
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18d78f9a35
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Minor optimizations
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2016-03-20 19:35:03 +01:00 |
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Henrik Rydgard
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2c61b1e763
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Change the VulkanPushBuffer API to allow for adding support for dynamic growth
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2016-03-20 19:35:03 +01:00 |
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Henrik Rydgard
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5d56537a16
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Move VulkanPushBuffer into VulkanMemory.h
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2016-03-20 19:31:02 +01:00 |
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 Unknown W. BracketsandHenrik Rydgard
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baa7132a89
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Vulkan: Simplify color testing.
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2016-03-20 19:31:02 +01:00 |
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 Unknown W. BracketsandHenrik Rydgard
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dad64b39b6
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Vulkan: Properly set the alpha test ref.
It's definitely not a float, oops.
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2016-03-20 19:31:02 +01:00 |
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Henrik Rydgard
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a995dd2ff4
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Get rid of strange offset in Vulkan matrix converter
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2016-03-20 19:31:02 +01:00 |
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Henrik Rydgard
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697f3a8f94
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Matrix depth fix. Still have depth issues though.
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2016-03-20 19:31:02 +01:00 |
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Henrik Rydgard
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5cee8856ea
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Fix UV scale for some vertex formats (like GL). Separate updates of PROJ and PROJTHROUGH matrices.
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2016-03-20 19:31:02 +01:00 |
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Henrik Rydgard
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d325aa2b30
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Hook up Vulkan on Android, no idea if it works. Move VulkanContext to Common.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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2481714a8e
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Load Vulkan dynamically. Fix Android build (though - Vulkan is not working on Android yet)
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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1677697735
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Vulkan: Don't try to overlap proj with proj_through, will need a different approach.
Also, assorted bugfixes.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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5f71b5b3ec
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Android: Vulkan builds but doesn't link as we have no link library.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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3284899844
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More clearing fixes. Also fix some memory leaks.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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55ef97639a
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More zero-initialization. Fix scope issue, MSVC's optimizer was aggressive enough that this was a problem. Fixes textures in release mode.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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4c281f16ac
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Fix mixup with fragment shader ubo variables
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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29341e53a5
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Assorted fixes and cleanups.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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dced84c9fc
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Work on texture support, cube.elf works correctly. Delete unused code.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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ec6bc4a5f6
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Vertex format fixes. Flip through drawing the right way up.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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6b8c004561
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Fix indexed drawing, flip rendering the right side up, enable culling
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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6141c3651b
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Separate uniform updates from shader updates
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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d67d187b72
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Get untextured drawing working! (at least cube.elf)
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2016-03-20 19:30:11 +01:00 |
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