Henrik Rydgård
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013fc094de
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Remove NeedsZWHack old Mali workaround in vertex shaders. The new transform math seems to have fixed it some other way.
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2026-07-15 12:14:33 +02:00 |
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Henrik Rydgård
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c4889b3a2a
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Some more simplification of expressions in the vertex shader generator
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2026-07-15 12:03:16 +02:00 |
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Henrik Rydgård
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8721e11694
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Simplify expressions
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2026-07-14 20:31:39 +02:00 |
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Henrik Rydgård
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c3eafeb005
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Remove obsolete vertex decoder code and options
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2026-07-14 17:26:00 +02:00 |
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Henrik Rydgård
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cd40e2d4f0
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Delete more code related to hardware skinning
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2026-07-14 17:17:40 +02:00 |
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Henrik Rydgård
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61e1ef8f7a
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Remove the "Software skinning" option. Now always on.
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2026-07-14 17:02:57 +02:00 |
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Henrik Rydgård
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a655278dc8
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Fix vertex/index advance with through-mode 2D culling. Fixes Naruto 3
Fixes #21919
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2026-07-14 15:29:55 +02:00 |
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Henrik Rydgård
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18a9de3eca
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Move AdvanceVerts to GPUStateCache
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2026-07-14 15:28:21 +02:00 |
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Henrik Rydgård
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3e393d99e1
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GeDebugger: Add some sanity checks in the vertex preview to avoid crashes
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2026-07-14 14:15:32 +02:00 |
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Henrik Rydgård
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20113c67f3
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Add a few (disabled) lines of code to kinda-simulate the Mali feature set.
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2026-07-13 20:00:10 +02:00 |
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Henrik Rydgård
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04571a15e3
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Don't forget to specify highp on u_zw in OpenGL. Necessary for older Mali.
Fixes #21914
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2026-07-13 19:59:53 +02:00 |
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Henrik Rydgård
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3de35305cd
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Simplify color clamping in vertex shader generator
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2026-07-13 12:42:46 +02:00 |
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Henrik Rydgård
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38b0b0b126
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Eliminate two divisions and multiplication from all vertex shaders
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2026-07-13 12:11:31 +02:00 |
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Henrik Rydgård
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c320639016
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Simplify the math.
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2026-07-13 11:50:47 +02:00 |
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Henrik Rydgård
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a2fb013cf6
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ConvertViewportAndScissor: Have a nice clean path for the common case.
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2026-07-13 11:48:00 +02:00 |
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Henrik Rydgård
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35010391a7
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Correct framebuffer offset, after the refactor.
Fixes #21915
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2026-07-13 11:43:30 +02:00 |
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Henrik Rydgård
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1297958f9d
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Optimize ConvertMatrix4x3To3x4Transposed (by Gemini)
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2026-07-13 11:25:02 +02:00 |
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Henrik Rydgård
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db712016bb
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Comment improvements, rename a dirty-flag
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2026-07-13 11:10:31 +02:00 |
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Henrik Rydgård
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497baecc9e
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Correct OnVkey locking on PauseScreen as well
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2026-07-12 11:31:29 +02:00 |
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Henrik Rydgård
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7e61f82826
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Cleanup the output of the pipeline analyzer
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2026-07-10 19:07:30 +02:00 |
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Henrik Rydgård
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254e10fd4e
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Correct another couple of shader bit problems, found by the analyzer
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2026-07-10 19:07:29 +02:00 |
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Henrik Rydgård
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28b2b1793b
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Pipeline checker: Add support for checking for identical pipelines with different vertex formats
This turned out not to be very fruitful.
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2026-07-10 19:07:27 +02:00 |
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Henrik Rydgård
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a207a46fba
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VertexShaderGenerator: The hasColor bit is only relevant in hw transform.
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2026-07-10 12:49:57 +02:00 |
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Henrik Rydgård
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aab24e67e4
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Add a crude pipeline difference analyzer, to see what shaders it may payoff to merge.
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2026-07-10 12:11:17 +02:00 |
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Henrik Rydgård
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a9c156804a
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More simplification falling out from the previous change
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2026-07-09 18:50:34 +02:00 |
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Henrik Rydgård
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d70697d3ae
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Vulkan simplification: in PipelineCacheKey, use shader IDs instead of pointers to shaders.
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2026-07-09 18:40:58 +02:00 |
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Henrik Rydgård
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9e687c3282
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Make Description a member function of VShaderID / FShaderID. Assorted cleanup
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2026-07-09 17:46:07 +02:00 |
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Henrik Rydgård
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5f7281bd8e
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Remove old vestiges of geometry shader support
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2026-07-08 18:25:08 +02:00 |
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Henrik Rydgård
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0c7ff6000d
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Remove geometry shader tab from DevScreens.cpp
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2026-07-08 18:25:08 +02:00 |
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Henrik Rydgård
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8e2b775967
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Reorganize shader uniforms struct to make room for fogCoef[2] later
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2026-07-08 12:17:40 +02:00 |
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Henrik Rydgård
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32fa86f6aa
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Simplify fog calculation in fragment shader slightly
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2026-07-08 12:11:09 +02:00 |
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Henrik Rydgård
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2d8de4c1bf
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Improve error checking on game launch.
See #21886
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2026-07-08 12:04:15 +02:00 |
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Henrik Rydgård
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2e9ee49679
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Reorganize the FS shader bits too, for a better sort order in the shader viewer
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2026-07-07 20:16:37 +02:00 |
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Henrik Rydgård
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d07ade200e
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Convert FragmentShaderDesc to use ShaderWriter, add missing bit Fog
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2026-07-07 20:16:37 +02:00 |
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Henrik Rydgård
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93b570f8c7
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Reverse the bits so we actually get the desired shader sorting order in the debug shader viewer
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2026-07-07 20:16:37 +02:00 |
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Henrik Rydgård
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e78a46407b
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Add new relay "Jeddah", minor update
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2026-07-07 20:16:32 +02:00 |
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Henrik Rydgård
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6508ae0aae
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Reorganize the vertex ShaderId bits, better sorting order
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2026-07-07 20:16:32 +02:00 |
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Henrik Rydgård
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fdd6da77c0
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Only show Z-raster stats in debug stats if z raster is on
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2026-07-07 20:16:32 +02:00 |
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Henrik Rydgård
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90c48671d7
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D3D11: Remove support for BGRA textures and preferred framebuffer formats
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2026-07-03 16:20:22 +02:00 |
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Henrik Rydgård
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6d2948a09b
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Remove the cached UVScale in gstate_c. Conversion is cheap enough to do directly from gstate, no point in caching.
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2026-07-03 13:17:35 +02:00 |
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Henrik Rydgård
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e2fbf295cf
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Spline: Avoid having to modify and restore gstate_c.uv
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2026-07-03 12:55:34 +02:00 |
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Henrik Rydgård
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8804042a9d
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NormalizeVertices: Take UV scale as a parameter
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2026-07-03 12:55:34 +02:00 |
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Henrik Rydgård
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50970153c9
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Minor cleanup
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2026-07-03 12:55:23 +02:00 |
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Henrik Rydgård
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1b2f87bf1a
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Rename GPUgstate to GEState
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2026-07-02 20:34:09 +02:00 |
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Henrik Rydgård
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ebc564a465
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Centralize handling of another GPU flag
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2026-06-27 13:50:03 +02:00 |
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Henrik Rydgård
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d2f1193afc
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Remove another unused GPU_USE_* flag
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2026-06-27 13:19:13 +02:00 |
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Henrik Rydgård
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9339d455ef
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Return of "Disable range culling" but now only as a compat.ini setting to enhance games
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2026-06-27 13:02:47 +02:00 |
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Henrik Rydgård
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a4d21d23bb
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Remove some remains of HW tessellation
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2026-06-26 18:53:35 +02:00 |
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Henrik Rydgård
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7b3405ab86
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Fix a Vulkan lifetime issue causing invalid descriptors on shutdown
Also simplifies the code a little
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2026-06-25 21:56:33 +02:00 |
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Henrik Rydgård
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623545bd24
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Delete the "Hardware tessellation" feature.
Very hard to maintain and debug, not worth it.
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2026-06-16 16:17:14 +02:00 |
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