Henrik Rydgård
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3e06eaccfb
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Fix some comments
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2020-11-08 14:57:35 +01:00 |
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Henrik Rydgård
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793e89d2e3
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Fix some comments, rename a function.
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2020-11-08 14:34:04 +01:00 |
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Henrik Rydgård
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391b8155c5
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More work on detangling the concepts and making things make more sense.
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2020-11-08 13:14:23 +01:00 |
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Henrik Rydgård
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3d289594f9
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ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
The former has forms that don't need to read the framebuffer.
This exposes that some logic is wrong...
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2020-11-08 12:54:05 +01:00 |
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Henrik Rydgård
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2aa9ee97f4
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Simplify shader blend logic in FragmentShaderGenerator.cpp
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2020-11-08 12:54:05 +01:00 |
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Henrik Rydgård
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d81522af11
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Address feedback.
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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9105249901
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Add compat flag for reinterpret shader, also disable on platforms that can't support it yet
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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4e16fcaf1a
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Fix reinterpret shader for D3D11
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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28f8578408
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Cleanup reinterpret shader resources in FramebufferManagerCommon::DeviceLost().
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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96c36d5c10
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More work on reinterpret. Get Vulkan running
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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981d0a2abe
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Reinterpret the data when binding a framebuffer with a different 16-bit format.
Car reflections in Outrun are better (see #11358) but have some
blue/yellow color garbage that will need a different fix.
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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1ccc8c129c
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Reinterpret code runs, no idea if it works
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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f2e315b9a6
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More shadergen work
Buildfix
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2020-11-08 11:32:53 +01:00 |
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Henrik Rydgård
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19b4febbbf
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More reinterpret shader gen and test work.
More work on reinterpret
Buildsystem fixes
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2020-11-08 10:41:20 +01:00 |
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Henrik Rydgård
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614540aa6e
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Merge pull request #13634 from hrydgard/device-lost-improvements
Device lost improvements, unify BindFramebufferAsColorTexture
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2020-11-07 19:47:35 +01:00 |
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Henrik Rydgård
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106fc70a75
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Forgot a line in caa960ee8e
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2020-11-07 11:25:05 +01:00 |
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Henrik Rydgård
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c23ed09a32
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Unify FramebufferManager::BindFramebufferAsColorTexture
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2020-11-07 11:10:54 +01:00 |
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Henrik Rydgård
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a24f4e3e70
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Start unifying BindFramebufferAsColorTexture
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2020-11-07 11:03:53 +01:00 |
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Henrik Rydgård
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d9ee06a60d
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Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it.
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2020-11-07 10:51:54 +01:00 |
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Henrik Rydgård
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e37468700d
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Remove some accidentally added lines
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2020-11-07 00:57:26 +01:00 |
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Henrik Rydgård
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caa960ee8e
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GLSL ES compilers can be very picky about uint/int. Fixes #13628 - for real this time hopefully
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2020-11-07 00:32:00 +01:00 |
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Henrik Rydgård
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381ca11561
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Fix bugs caused by 44ec286ba4
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2020-11-06 21:50:16 +01:00 |
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Henrik Rydgård
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7a690f177e
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Move shader language feature detection to the draw context.
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2020-11-06 09:11:57 +01:00 |
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Henrik Rydgård
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44ec286ba4
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Framebuffer: Keep the render scale factor around, no need to recompute it.
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2020-11-06 09:11:57 +01:00 |
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Henrik Rydgård
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225734c0b3
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Partially revert "Remove remnants of an old, no longer applicable readback optimization"
This reverts commit 7b2236778b.
Fixes #13628
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2020-11-06 09:09:18 +01:00 |
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Henrik Rydgård
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3c5a05acb3
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Buildfix
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2020-11-05 18:25:14 +01:00 |
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Henrik Rydgård
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84037f448e
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Remove colorDepth property of framebuffers. They're all 8888.
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2020-11-05 14:51:46 +01:00 |
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Henrik Rydgård
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7b2236778b
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Remove remnants of an old, no longer applicable readback optimization
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2020-11-05 14:38:20 +01:00 |
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Henrik Rydgård
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127cf41480
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Fix bug in framebuffer naming
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2020-11-05 08:51:29 +01:00 |
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Henrik Rydgård
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d39badc8c1
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Inline "OptimizeDownloadRange" to make the code more readable
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2020-11-05 08:50:16 +01:00 |
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Henrik Rydgård
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6db943e831
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Merge the two ShaderStage enums
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2020-11-05 08:34:35 +01:00 |
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Henrik Rydgård
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207b76da6e
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Show an error on screen if a shader fails to compile.
Part of #1 investigation of #13541
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2020-11-05 08:27:13 +01:00 |
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Henrik Rydgård
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03e8eac6ef
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Merge the two ShaderLanguage enums.
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2020-11-04 09:40:11 +01:00 |
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Henrik Rydgård
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733a152c54
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Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h.
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2020-11-04 09:18:35 +01:00 |
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Henrik Rydgård
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88e772cdf7
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GLSL ES: Extensions must go first. Fixes #13620
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2020-11-03 19:53:02 +01:00 |
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Henrik Rydgård
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3e6d121016
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Partially revert "Clarify some logic, improve framebuffer names"
I screwed up a couple things.
Fixes #13619
This reverts commit 32eb882bc6.
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2020-11-03 11:39:12 +01:00 |
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Unknown W. Brackets
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f3415f4f9c
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GPU: Correct shader blend equations.
This was wrong when ported to HLSL, and then ported back everywhere.
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2020-11-02 21:56:43 -08:00 |
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Henrik Rydgård
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21830d4984
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Bugfix last commit
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2020-11-02 16:22:20 +01:00 |
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Henrik Rydgård
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ce4ee010ac
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Apparently only MSVC can handle the ambiguity.
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2020-11-02 11:45:47 +01:00 |
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Henrik Rydgård
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97e8d5b93b
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Buildfix the rest of the platforms
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2020-11-02 10:37:11 +01:00 |
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Henrik Rydgård
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0292d1719d
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GEDebugger: Use utf-8 internally.
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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39b5eb5b3d
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ShaderWriter, a replacement for the sprintf WRITE macro.
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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291742535b
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Safety, comments
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2020-11-02 10:02:52 +01:00 |
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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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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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