Henrik Rydgård
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5711259b86
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Declare the back depth buffer as "transient". Allows allocating no memory for it on tiled GPUs.
We can't do the same for other depth buffers as we often need to
preserve them between passes.
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2023-10-06 15:40:13 +02:00 |
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Henrik Rydgård
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6063e30fd4
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Correct the subpass dependencies for the backbuffer to pass validation.
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2023-09-27 16:56:59 +02:00 |
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Henrik Rydgård
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ca4ee83038
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Vulkan: Add debug names to renderpasses
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2023-09-27 16:56:57 +02:00 |
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Henrik Rydgård
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42fcd399f4
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Restore the ReadyForFence flag. Some paranoia probably
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2023-09-26 02:00:22 +02:00 |
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Henrik Rydgård
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4d465678cd
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GL: Add resilience to delete-null bugs (but assert in debug builds)
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2023-09-26 00:49:59 +02:00 |
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Henrik Rydgård
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db245e1b34
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Fix old texture leak in GLES hardware tessellation
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2023-09-26 00:38:11 +02:00 |
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Henrik Rydgård
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964f606a9c
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Fix some issues around geometry shaders - like, loading them from shader cache while disabled
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2023-09-24 01:29:38 +02:00 |
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Henrik Rydgård
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6a8f65b566
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Some assert paranoia, remove unused "failed_" variable
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2023-09-23 10:09:32 +02:00 |
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Henrik Rydgård
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602407fcf2
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Warning and comment fixes, logic precedence fixes in PPGeDraw
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2023-09-21 16:41:42 +02:00 |
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Henrik Rydgård
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2e171b22ec
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Vulkan: Remove an assert that didn't give much actionable information. Replace with reporting.
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2023-09-20 22:50:38 +02:00 |
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Henrik Rydgård
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3783afd855
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Fix a really bad race condition during game shutdown.
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2023-09-20 18:47:32 +02:00 |
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Henrik Rydgård
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b8353c6273
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Add a commented-out torture test for a shader race condition
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2023-09-20 18:47:32 +02:00 |
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Henrik Rydgård
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5c94b41dde
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Vulkan: If a createimageview failed, don't leak the image. Probably very rare.
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2023-09-20 18:47:32 +02:00 |
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Henrik Rydgård
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0bfd166200
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Try to prevent a weird shutdown race condition that I'm not sure can happen - but crash logs show it
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2023-09-18 16:45:07 +02:00 |
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Henrik Rydgård
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3c810521e2
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TextureBatch tiny optimization: Use vector.reserve
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2023-09-18 14:49:13 +02:00 |
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German Semenov
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c27481d637
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GPU, VFS, UI: Fixed minor memleaks
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2023-09-15 12:23:54 +03:00 |
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Henrik Rydgård
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ec33bcfce3
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Turn the debug assert in BindPipeline into a proper one to try to get some more context in the logs
Shouldn't be too expensive.
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2023-09-11 16:57:38 +02:00 |
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Henrik Rydgård
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875112e9c2
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Improve an assert
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2023-09-11 14:18:55 +02:00 |
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Henrik Rydgård
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10f93875c6
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Fix the semantics of DenseHashMap to be consistent even when inserting nulls
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2023-09-11 12:07:18 +02:00 |
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Henrik Rydgård
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626d901441
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OpenGL: Fix hang that mostly happened when buffered commands == off
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2023-09-11 00:30:52 +02:00 |
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Henrik Rydgård
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d9e9bde596
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Vulkan: Fix disabling VSync on SDL platforms that support IMMEDIATE but not MAILBOX
Fixes #18084
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2023-09-06 18:46:19 +02:00 |
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Henrik Rydgård
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64852409df
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Don't use the present time extensions (but keep the code around for future experiments)
Seen some suspicious crashes on Poco F1.
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2023-08-30 10:47:20 +02:00 |
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Bashar Astifan
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4d71c96a10
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Very minor cleanup
Removing unused include and cleaned the Tls TODO notice
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2023-08-24 15:25:20 +04:00 |
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Bashar Astifan
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04d72ebe54
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UWP improvements 2
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2023-08-23 02:25:57 +04:00 |
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Henrik Rydgård
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44d602ca7d
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Move InitSysDirectories to where it belongs and rename it. Plus warning fixes.
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2023-08-18 13:03:32 +02:00 |
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Henrik Rydgård
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13cfd9c3d6
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Add Mesa as a known GPU driver "vendor".
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2023-08-17 22:06:03 +02:00 |
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Henrik Rydgård
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8fb5b06e0e
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Add workaround for 32-bit x86 debug builds on AMD on Windows
Fixes issue #17787
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2023-08-17 21:05:43 +02:00 |
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Henrik Rydgård
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691c8b8d8d
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Write to the frame time history from the other backends too. Needed for the upcoming timing code.
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2023-08-16 12:22:49 +02:00 |
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Henrik Rydgård
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572595cc7b
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Refactor: Lift the frame time history data up one level into thin3d
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2023-08-16 11:45:26 +02:00 |
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Henrik Rydgård
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5959481a3e
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libretro D3D11: Attempt at fixing a build error
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2023-08-15 00:30:36 +02:00 |
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Henrik Rydgård
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1b2cffe632
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Address feedback
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2023-08-14 11:06:20 +02:00 |
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Henrik Rydgård
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aadb700505
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Fix turning off VSync on Android, logic fix
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2023-08-14 11:02:29 +02:00 |
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Henrik Rydgård
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ff6e118fff
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Get rid of a lot of ifdefs around presentation mode. Instead, set things dynamically.
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2023-08-14 11:02:29 +02:00 |
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Henrik Rydgård
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bec9c5611e
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Rename PresentationMode to PresentMode
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2023-08-14 11:02:29 +02:00 |
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Henrik Rydgård
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dc4de340b3
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Some debug overlays don't make sense when not in-game, disable them. Minor feedback fixes.
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2023-08-13 21:54:24 +02:00 |
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Henrik Rydgård
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e651d6e59f
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Finish the separation of EndFrame and Present.
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2023-08-13 18:40:35 +02:00 |
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Henrik Rydgård
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377704f195
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OpenGL: Split submit and presentation into two tasks, but schedule them together
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2023-08-13 18:40:35 +02:00 |
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Henrik Rydgård
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86fcb28d4d
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Remove "bool retainControl_" for simplicity. Not needed.
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2023-08-13 18:40:35 +02:00 |
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Henrik Rydgård
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cf83be8b3c
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Very small memory leak fix
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2023-08-13 13:55:51 +02:00 |
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Henrik Rydgård
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0ccd29f2ba
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Revert "OpenGL: Separate submit/present for this backend as well"
This reverts commit 0143d67f9b.
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2023-08-12 13:35:21 +02:00 |
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Henrik Rydgård
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ed9b033f7d
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D3D9/11: Move away from using context->SwapBuffers(), instead move present to draw_->Present().
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2023-08-11 01:57:02 +02:00 |
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Henrik Rydgård
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1bdbef487b
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D3D11: Pass the swapchain pointer into the thin3d context
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2023-08-11 01:57:02 +02:00 |
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Henrik Rydgård
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0143d67f9b
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OpenGL: Separate submit/present for this backend as well
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2023-08-10 17:46:10 +02:00 |
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Henrik Rydgård
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0deefb82a9
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thin3d: Merge BeginFrame and SetDebugFlags (set them every frame anyway)
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2023-08-10 17:15:54 +02:00 |
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Henrik Rydgård
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1b6d4df3a4
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Move the EndFrame/Present split one level out, to NativeApp.cpp
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2023-08-10 09:59:29 +02:00 |
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Henrik Rydgård
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e06e919624
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VulkanRenderManager: Split finish and present (so we can inject a wait in between if desired).
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2023-08-10 09:50:01 +02:00 |
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Henrik Rydgård
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86db91979f
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Turn off present-wait for now. Too many issues.
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2023-08-08 15:07:44 +02:00 |
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Henrik Rydgård
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652cc6cd65
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Race condition fix
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2023-08-08 14:00:58 +02:00 |
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Henrik Rydgård
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8fec4fb02f
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wip
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2023-08-08 13:26:27 +02:00 |
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Henrik Rydgård
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8e74907710
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Don't try to use VK_GOOGLE_display_timing on Mac/iOS. MoltenVK has an implementation that seems broken.
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2023-08-08 11:46:36 +02:00 |
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