Henrik Rydgard
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5df4bac6d2
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Delete some left behind unused code
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2017-01-25 10:05:39 +01:00 |
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Henrik Rydgård
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524854ac16
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Merge pull request #9233 from xebra/spline_bezier
[spline/bezier]Remove wasted code.
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2017-01-24 23:33:51 +01:00 |
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xebra
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133a9d78a8
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[spline/bezier]Remove wasted code.
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2017-01-25 06:35:36 +09:00 |
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Henrik Rydgård
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528af8a939
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Simplification around textures
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2017-01-24 20:59:00 +01:00 |
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Henrik Rydgård
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d8dbb8389b
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Make buffer binding more Vulkan/Metal-like
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2017-01-24 20:59:00 +01:00 |
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Henrik Rydgård
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8654d42528
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DrawContext API change: introduce TextureDesc
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2017-01-24 20:59:00 +01:00 |
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Henrik Rydgård
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6a7d3a3910
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Break out image file management from DrawContext (thin3d)
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2017-01-24 20:58:59 +01:00 |
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Henrik Rydgard
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e17d3e1e7a
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Vulkan: Forgot to extend a few more dirtyflag variables to 64-bit. Avoid a warning.
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2017-01-24 20:19:06 +01:00 |
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Henrik Rydgard
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62a171c616
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Minor DX9 optimization
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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d85888dc2b
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Table-driven dirty-flags for Vulkan and D3D9. Minor Vulkan optimization.
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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1fe32d380b
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Update lots of dirty-flag table entries
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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443d735a28
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Activate table-driven dirty-flags in DX9 and Vulkan backends
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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068f2d3c71
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Remove Execute_Generic in both D3D9 and Vulkan backends
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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c70265d7f2
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Use table-driven dirtying instead of callbacks in GPU_GLES
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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e4cb44c243
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Merge the texture flags into the dirty flags
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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c289a2c7bf
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Split TextureChanged into two bools, so we can later convert to dirtyflags
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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7d60ec73be
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Move framebufChanged into the dirty flag field
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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b423998c36
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Move uniform dirty-flag to gstate_c, opening up for other uses.
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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ae569cd53a
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Fix some Vulkan brokenness (Vulkan2D beginframe/endframe weren't called)
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2017-01-24 18:11:48 +01:00 |
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Henrik Rydgard
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0a3bb4a720
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Vulkan: Increase size of per-frame descriptor pool, move uniform to right place
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2017-01-24 18:11:48 +01:00 |
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xebra
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3ecff41908
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[spline/bezier]Fix to avoid temporarily texture animation bug with hardware tessellation.
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2017-01-24 14:39:19 +09:00 |
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Henrik Rydgard
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f111767315
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Workaround the lack of support for software skinning in Vulkan
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2017-01-23 22:06:30 +01:00 |
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Henrik Rydgard
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69267d4cd6
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Minor optimizations
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2017-01-23 21:14:27 +01:00 |
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Henrik Rydgard
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ae37df0a8c
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Further centralization of EstimatePerVertexCost, now moved to GPUCommon
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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daf02f1de6
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Centralize the matrix load functions, no need to duplicate them for each backend.
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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3c221a7ebd
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Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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097638f4fd
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Fix crash bug
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2017-01-23 21:09:20 +01:00 |
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Henrik Rydgard
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59d80a3785
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Share the set of dirty flags between the backend, to let use share more code.
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2017-01-23 20:39:17 +01:00 |
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Henrik Rydgard
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63c00ec528
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Don't need to take vertex format into account when applying UV scale for spline/bezier
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2017-01-23 17:44:13 +01:00 |
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Henrik Rydgard
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f139246a78
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Switch D3D and Vulkan to 64-bit dirty flags
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2017-01-23 17:32:18 +01:00 |
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Henrik Rydgard
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bd4436c6eb
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Centralize EstimatePerVertexCost and Execute_BlockTransferStart
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2017-01-23 17:22:17 +01:00 |
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Henrik Rydgard
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d9acd27126
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
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Henrik Rydgård
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f111eede85
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Some GLSL syntax fixes
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2017-01-23 14:31:44 +01:00 |
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xebra
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54a2dcd442
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[spline/bezier]Add some comments and fix to avoid division, use multiply instead.
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2017-01-23 14:13:28 +01:00 |
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xebra
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7530e35ab6
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Fix 64bits shader dirty flags properly.
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2017-01-23 14:13:28 +01:00 |
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xebra
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b436aef32a
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[spline/bezier]Avoid to set shader id bits if option of hardware tessellation is off.
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2017-01-23 14:13:28 +01:00 |
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xebra
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de253a6aef
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[spline/bezier]Revert #ab9c1d4 about spline/bezier.
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2017-01-23 14:12:46 +01:00 |
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xebra
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deea258383
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[spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan.
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2017-01-23 14:12:03 +01:00 |
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xebra
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334afbd1ae
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[spline/bezier]Fix again about compatibility with GLES. from @LunaMoo.
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2017-01-23 14:12:03 +01:00 |
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xebra
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67503ed160
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[spline/bezier]Small fixes for compatibility with GLES 2.0.
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2017-01-23 14:12:03 +01:00 |
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xebra
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5aeaa95f2c
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[spline/bezier]Implement hardware tessellation on OpenGL.
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2017-01-23 14:12:02 +01:00 |
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xebra
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38293adc78
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[spline/bezier]Expand shader dirty flags to 64 bit, and add some flags for hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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xebra
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52f86cf61b
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[spline/bezier]Implement common logic of hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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xebra
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71a44644a1
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[spline/bezier]Add some flags in shader id for hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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xebra
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b78e184c51
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[spline/bezier]Add some variables in gpu state cache for hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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xebra
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65be0aa002
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[spline/bezier]Move index conversion logic to tiny class.
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2017-01-23 14:12:02 +01:00 |
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Henrik Rydgard
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b0697b62d7
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Fix bug in setting certain uniforms in DX9. Fixes #9224
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2017-01-21 21:54:42 +01:00 |
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Henrik Rydgard
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ab9c1d4dc0
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Centralize the spline/bezier/bbox execute functions into GPUCommon
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2017-01-21 20:43:05 +01:00 |
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Henrik Rydgard
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47283db18f
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DX9: When optimizing rectangles to clears, don't forget to convert the color to a D3DCOLOR properly. Fixes part of #9224
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2017-01-21 17:45:53 +01:00 |
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Henrik Rydgård
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e47138a5f3
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Warning fixes
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2017-01-17 20:26:48 +07:00 |
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