Henrik Rydgard
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8b2da19a55
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Fix display of God Eater video in non-buffered mode. See #8082
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2015-10-31 20:08:03 +01:00 |
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Henrik Rydgard
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27d4be9509
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Fix texel addressing in post processing shaders when buffer size isn't 480x272. Fixes #8016.
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2015-10-31 16:15:38 +01:00 |
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Henrik Rydgard
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89d0c7751f
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Viewport clipping did not take small screen into account. Fix that. #8082 should be rebased on this :)
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2015-10-31 14:56:13 +01:00 |
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Henrik Rydgard
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293ab099bc
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Disable FRAMEBUFFER_FETCH for all GPUs. Can be whitelisted for some in the future.
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2015-10-29 19:28:48 +01:00 |
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Sacha
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bbc4f64999
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MIPS: Fix build so we can compile this again.
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2015-10-29 02:46:43 +00:00 |
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Unknown W. Brackets
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c41b981333
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Oops, undelete shader bits for alpha test.
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2015-10-24 23:05:18 -07:00 |
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Unknown W. Brackets
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97c568dca6
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Tweak to shader desc.
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2015-10-24 23:05:09 -07:00 |
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Unknown W. Brackets
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6b905e8e18
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d3d9: Remove the old shader id gen.
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2015-10-24 21:26:40 -07:00 |
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Unknown W. Brackets
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06f2c7f1fe
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Maintain hasTexcoord even for UV gen.
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2015-10-24 21:26:12 -07:00 |
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Unknown W. Brackets
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5595d1278d
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Merge pull request #8103 from hrydgard/d3d-shader-id
D3D: Generate shaders from shader IDs, just like in GL
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2015-10-24 21:19:34 -07:00 |
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Henrik Rydgard
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838e53f482
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Delete disabled code to use built-in alpha test on DX9.
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2015-10-25 01:26:38 +02:00 |
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Henrik Rydgard
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56814ad52d
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SW skinning (ARM32, x86): Don't convert more bone matrices than necessary
Was already fixed on ARM64.
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2015-10-25 00:51:47 +02:00 |
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Henrik Rydgard
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85229efef4
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |
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Henrik Rydgard
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b86394d0a6
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Minor bugfixes in vtx shader gen
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2015-10-25 00:08:46 +02:00 |
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Henrik Rydgard
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edafa9bc17
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Centralize the GPU state conversion functions
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2015-10-24 23:49:05 +02:00 |
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Henrik Rydgard
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92389a4966
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Use a common ShaderId class. Start moving shader ID code to GPU/Common
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2015-10-24 23:24:06 +02:00 |
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Henrik Rydgard
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67cd018aca
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Rename shader bits to not clash (this is preparation for other changes)
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2015-10-24 23:09:28 +02:00 |
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Henrik Rydgard
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3c82dc1462
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vtxshader: Don't enable full lighting if only shadeMapping is enabled. Should help #8071
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2015-10-24 22:59:36 +02:00 |
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Henrik Rydgard
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6a373fe09a
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Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model).
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2015-10-24 10:41:31 +02:00 |
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Henrik Rydgard
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c63ed2f701
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Improve vertex shader description
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2015-10-24 10:41:14 +02:00 |
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Henrik Rydgård
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25d2f4da9c
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LLVM warning fixes
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2015-10-14 22:18:43 +02:00 |
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Henrik Rydgård
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6c08e00e8c
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TextureCache: Don't proceed if we get a crazy bufw for some reason, risk of crashing.
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2015-10-14 22:13:50 +02:00 |
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Henrik Rydgård
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70e99791aa
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Merge pull request #8019 from LunaMoo/scaling_shaders
Add 5xBR and scaling to existing 4xHQ
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2015-10-14 20:58:19 +02:00 |
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Henrik Rydgard
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285480f992
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More shader bit organization, viewer
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2015-10-14 20:23:51 +02:00 |
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Henrik Rydgard
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4e26561d78
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Fix bug in hardware skinning, improve shader viewer
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2015-10-14 20:17:12 +02:00 |
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LunaMoo
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b054117aad
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Technically we do change resolution, so this seems best solution
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2015-10-14 20:07:06 +02:00 |
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Henrik Rydgard
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1308a90fd1
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More shader viewer improvements
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2015-10-14 20:04:44 +02:00 |
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Henrik Rydgard
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9d2589bc6e
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Use previous improvement to find a bug that created lots of unnecessary fragment shaders
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2015-10-14 19:52:41 +02:00 |
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Henrik Rydgard
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0b46b6b43a
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Improvements to shader viewer
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2015-10-14 19:50:39 +02:00 |
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LunaMoo
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612f569c82
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Extra check for filtering in case of game change with same resolution.
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2015-10-14 19:16:48 +02:00 |
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Henrik Rydgård
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953f712e3a
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Merge pull request #8065 from hrydgard/shader-view
Add new shader viewing tool
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2015-10-14 19:05:24 +02:00 |
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Henrik Rydgård
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f7b3e5e693
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Merge pull request #7922 from hrydgard/fragshader-depth-round
WIP: Alternative to #7920: Round depth in the fragment shader.
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2015-10-14 18:36:05 +02:00 |
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LunaMoo
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9543250863
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Add new postshader setting "upscaling"
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2015-10-14 18:32:13 +02:00 |
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Henrik Rydgard
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7f4e473e8c
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Add new shader viewing tool
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2015-10-14 18:10:21 +02:00 |
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Henrik Rydgard
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09cc80f413
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Don't skip lights that are being used for shade mapping when generating vertex shader IDs
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2015-10-14 18:01:40 +02:00 |
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Henrik Rydgard
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f4d50feacb
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Reduce the number of shaders generated by games that juggle a lot of lights, like Tekken 6
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2015-10-14 17:56:36 +02:00 |
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Henrik Rydgård
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d12f74d49b
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Slightly more elegant error handling
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2015-10-14 17:44:50 +02:00 |
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Henrik Rydgård
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6bd1a43e20
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Minor cleanups
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2015-10-14 11:18:45 +02:00 |
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Henrik Rydgård
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cdf61ad21a
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Fix bug in fragment shader ID reading
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2015-10-14 11:17:13 +02:00 |
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Henrik Rydgård
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87f45ed307
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OpenGL: Generate vertex shaders directly from the shader ID.
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2015-10-14 10:50:29 +02:00 |
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Henrik Rydgård
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39f04ab5d6
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OpenGL: Generate fragment shaders directly from the ID.
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2015-10-14 10:50:08 +02:00 |
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Henrik Rydgård
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633385252b
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Some extra functionality in ShaderID
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2015-10-14 09:09:49 +02:00 |
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Unknown W. Brackets
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4e7c59daae
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Fix minor typo.
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2015-10-12 22:14:14 -07:00 |
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Unknown W. Brackets
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4222639a84
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Oops, fix texture preview in GE debugger.
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2015-10-12 21:40:47 -07:00 |
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Henrik Rydgard
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65b78b18ea
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Only enable fragment shader depth rounding for Heroes Phantasia, should reduce flicker.
Doens't fix but helps #6485
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2015-10-11 20:52:00 +02:00 |
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Henrik Rydgard
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fecc825e66
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Round depth in the fragment shader. Simpler alternative to #7920 but will not work on ES 2.0, and will in many cases be slower.
So possibly this could be an option for modern devices, and possibly for games that #7920 can't fix.
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2015-10-11 19:35:26 +02:00 |
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Henrik Rydgard
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f9f9619bea
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Fix and clarify comments
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2015-10-11 18:42:32 +02:00 |
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Henrik Rydgard
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652e4bca76
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Fix for a struct padding error affecting Android-x86, making it produce savestates that were not compatible with the other platforms.
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2015-10-11 14:38:26 +02:00 |
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Unknown W. Brackets
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161efea38e
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Prevent unbinding array buffer in depal.
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2015-10-07 22:11:24 -07:00 |
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Henrik Rydgard
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8107cb4423
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Hopefully this will help issue #7969
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2015-10-04 10:08:20 +02:00 |
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