Henrik Rydgård
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32eb882bc6
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Clarify some logic, improve framebuffer names
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2020-11-02 10:02:49 +01:00 |
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Henrik Rydgård
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085900adb5
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Fix vertex shader generator bug. Got caught by the new test
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2020-11-02 09:03:08 +01:00 |
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Henrik Rydgård
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34874238ac
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Merge pull request #13611 from hrydgard/merge-glsl-hlsl-vertex-shadergens
Merge GLSL and HLSL vertex shader generators
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2020-11-01 21:51:25 +01:00 |
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Henrik Rydgård
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f4ea3ccf22
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Move the generic vertex shader generator into GPU/Common and rename it.
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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be837912e1
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Delete the HLSL shader generator, switch to the newly generic one.
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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30b1aafcde
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Another hlsl compatibility fix
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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17778131bd
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Share the uniform buffer declarations between D3D11 and VK.
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2020-11-01 19:58:53 +01:00 |
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Henrik Rydgård
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f1dbd25de9
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Fix remaining differences between generated shaders
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2020-11-01 19:58:53 +01:00 |
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Henrik Rydgård
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642f2004d3
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Start working on getting tess to match
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2020-11-01 19:58:53 +01:00 |
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Henrik Rydgård
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ba7c2e856b
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Fix through mode differences
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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9b3662460c
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Make the lighting code match
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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8efb40180e
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Make the hardware skinning code match
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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b6992e428b
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More HLSL work. Some vertex shaders are starting to pass.
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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fbb7f72eec
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Vertex shader merge work
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2020-11-01 19:58:45 +01:00 |
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Henrik Rydgård
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105a6ce920
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Oops, seems I screwed those #version statements up worse.
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2020-11-01 19:53:08 +01:00 |
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Henrik Rydgård
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4053c3d1ec
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Fix #version statement for GLES 2.0 vertex shaders
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2020-11-01 19:42:33 +01:00 |
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Henrik Rydgård
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2e9f42a75f
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Fix #version statement in GLES 2 fragment shaders
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2020-11-01 18:06:56 +01:00 |
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Henrik Rydgård
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5568ad2bc3
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Merge pull request #13610 from hrydgard/vertex-shader-id-cleanup
Remove a redundant bit from vertex shader IDs.
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2020-11-01 15:42:37 +01:00 |
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Henrik Rydgård
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0938d495d9
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Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)
Should have no noticeable effects.
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2020-11-01 11:48:55 +01:00 |
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Henrik Rydgård
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fb785f5f0d
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Fix an old inconsistency between D3D9 and D3D11 projection matrices.
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2020-11-01 11:35:46 +01:00 |
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Henrik Rydgård
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45218ec73d
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Merge pull request #13609 from hrydgard/merge-glsl-hlsl-fragment-shadergens
Merge GLSL and HLSL fragment shader generators into one generic
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2020-11-01 09:53:56 +01:00 |
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Henrik Rydgård
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d32fc34b2b
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Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.
Tried doing it with the preprocessor, couldn't get it to work.
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2020-10-31 23:22:06 +01:00 |
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Henrik Rydgård
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ee11f6af76
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Merge pull request #13608 from shenweip/stopunloadselfmodule
When stops and unloads self module, make sure that the thread is properly deleted.
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2020-10-31 23:03:33 +01:00 |
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Henrik Rydgård
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042f799573
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Fix silly issue in vertex shader gen
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2020-10-31 22:59:38 +01:00 |
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Henrik Rydgård
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99d63714b5
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UWP buildfix
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2020-10-31 22:52:54 +01:00 |
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Henrik Rydgård
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0b1b36921e
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Move the now-renamed fragment shader generator to GPU/Common.
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2020-10-31 19:03:14 +01:00 |
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Henrik Rydgård
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dd00672d88
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Just some cleanups that get to tag along
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2020-10-31 18:32:49 +01:00 |
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Henrik Rydgård
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2f1bbd314e
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Fragment shader gen: Remove unnecessary allocations
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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7a63b5e69e
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Cleanup
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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3d4fc7c696
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Check for a couple additional GL extensions
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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3d0630c04a
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Remove the HLSL fragment shader generator. The GLSL one can now do its job.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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c311eeaf7d
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Switch D3D9 too to the glsl shader generator
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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cf1a5e2c67
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Switch D3D11 over to use the GLSL fragment shader generator
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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d981511459
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Misc cleanup
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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8d70fd269e
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Minor D3D9 fixes
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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b7d674411e
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Test parsing of generated OpenGL shaders too (by using glslang).
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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44c57d87f4
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Get D3D9 fragment shader generation to parity
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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a2ed609e90
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HLSL fix
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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c2a6090c3f
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More D3D9 fixes.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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af4d6e7642
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Set up the test for D3D9, start fixing stuff.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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b070ed45e9
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Evolve the HLSL and GLSL fragment shader generators even closer together.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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b4a76a9f09
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Change fragment shader output to work the same in GLSL and HLSL.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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d833b5985d
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Make discard work the same way in the HLSL shader generator.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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984a4d2641
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Start adding HLSL support to the GLSL shader generator.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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200c25bcc9
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wip
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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92d73e3b03
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HLSL: Use #define to switch to glsl-like vector types.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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2f4dfedaa9
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Fix loading old savestates.
Was broken in #13592
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2020-10-31 18:27:26 +01:00 |
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shenweip
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f5afd98226
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When stops and unloads self module, make sure that the thread is properly deleted.
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2020-10-31 23:25:52 +08:00 |
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Henrik Rydgård
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f3c05cb81a
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Merge pull request #13575 from Florin9doi/android_audio_record2
[Android] Audio record using OpenSL
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2020-10-31 10:25:14 +01:00 |
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AdamN
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ff1b2fb8b8
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Merge pull request #13606 from ANR2ME/adhoc_fix
[Adhoc] - Fix Significant FPS drops on Hitman Reborn Battle Arena 2
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2020-10-31 15:52:56 +07:00 |
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