Unknown W. Brackets
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259af56ee6
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SoftGPU: Fix rendering when using Direct3D 9.
Since we restore dxstate when setting a framebuffer or backbuffer, we need
something that populates it.
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2017-05-20 21:29:09 -07:00 |
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Unknown W. Brackets
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022de0d45a
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D3D11: Fix initialization of mipmaps.
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2017-05-13 17:31:21 -07:00 |
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Henrik Rydgård
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c55aa834b0
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Merge pull request #9670 from unknownbrackets/vertexjit
Remove unused vertex decode steps, jit through s16
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2017-05-07 17:01:56 +02:00 |
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Henrik Rydgard
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ff6fcc9179
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More vulkan fixes
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2017-05-07 10:53:04 +02:00 |
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Henrik Rydgard
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5974e0ee6d
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Work towards a clean vulkan shutdown.
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2017-05-07 10:40:11 +02:00 |
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Unknown W. Brackets
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6b3944d329
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UnitTest: Correct vertex and jit tests.
We now convert texcoords to floats.
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2017-05-06 18:45:04 -07:00 |
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Henrik Rydgård
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c899882034
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Fix issues with software GPU on D3D11
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2017-04-11 12:53:11 +02:00 |
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Henrik Rydgård
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c0f6a24a21
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Fix issue where we were a little too aggressive when eliminating calls to SetRenderTarget
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2017-03-23 10:02:28 +01:00 |
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Henrik Rydgard
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52cd3164ee
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Hook up the backbuffer. PPSSPP draws now, though with issues.
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2017-03-23 10:02:27 +01:00 |
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Henrik Rydgard
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dfc0b32733
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More work on UWP upbring
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2017-03-23 10:02:27 +01:00 |
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Henrik Rydgård
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9b216af65d
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Stencil in thin3d/gl was broken. Not that we use it for anything though.
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2017-03-22 15:31:14 +01:00 |
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Henrik Rydgård
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babfa44614
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Windows: d3dcompiler_47.dll is redistributable, so add it to our installation package scripts.
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2017-03-22 13:44:44 +01:00 |
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Henrik Rydgard
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908193e894
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Rework Android lost/restore lifecycle again. Can autorotate screen without crashing again. Should help #9295 and maybe #8906.
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2017-03-18 15:21:26 +01:00 |
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Henrik Rydgard
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85d0b89b7b
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GL: Improve lost managment in DrawContext framebuffers
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2017-03-18 13:55:15 +01:00 |
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Henrik Rydgard
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378170d723
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Add ability to tag objects in the gl_lost_manager
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2017-03-18 13:55:15 +01:00 |
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Henrik Rydgård
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f4a0c4504f
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Fixes to GPU system information. Fixes #9434
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2017-03-16 09:48:10 +01:00 |
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Henrik Rydgård
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d93e118496
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D3D11: Avoid doing redundant framebuffer switch calls
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2017-03-13 13:55:29 +01:00 |
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Henrik Rydgård
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da3ac4a1de
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D3D11 CopyFramebufferImage: Clip copies to the size of the source surface.
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2017-03-13 13:55:29 +01:00 |
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Henrik Rydgard
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8a8360ef96
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Reintroduce mipmaps for images in the UI like screenshots (D3D11, OpenGL, D3D9)
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2017-03-12 16:30:53 +01:00 |
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Henrik Rydgård
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7520c0e273
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UWP: Don't try to use dual source blending on D3D9 feature level devices.
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2017-03-10 00:12:57 +01:00 |
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Henrik Rydgard
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042d09a049
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Fix #9390, also unbreak D3D11 screenshots
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2017-03-05 20:30:39 +01:00 |
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Henrik Rydgard
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116edcb77a
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Take the D3D11 feature level into account when creating shaders. May help #9369
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2017-03-05 12:31:33 +01:00 |
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Henrik Rydgard
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85717a981c
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Show feature levels in System Info, allow lower D3D11 feature levels
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2017-03-05 11:05:36 +01:00 |
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Henrik Rydgard
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340f0cff2c
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Prepare for supporting manual screen rotation
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2017-03-05 10:54:45 +01:00 |
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Henrik Rydgard
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7b3f84aae8
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More buildfixes for Windows on ARM
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2017-03-05 10:52:08 +01:00 |
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Henrik Rydgard
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e9f2f82863
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Windows Mobile 10 D3D11 fixes
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2017-03-05 10:15:56 +01:00 |
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Henrik Rydgard
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5d4700ae7e
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Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default.
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2017-03-03 14:18:40 +01:00 |
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Henrik Rydgard
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5de190a45f
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D3D11: Move the responsibility for the swapchain out of the DrawContext so it can be used with differently-managed D3D like with UWP.
Minor cleanups.
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2017-02-27 10:10:24 +01:00 |
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Henrik Rydgard
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c219ae9e63
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Further UWP fixes
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2017-02-25 09:57:24 +01:00 |
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Henrik Rydgard
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f5fa238e22
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More minor changes to make GPU and native build on UWP later
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2017-02-24 20:26:38 +01:00 |
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Henrik Rydgard
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fcbc20f240
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Small changes to make Common and Core build under my preliminary UWP setup.
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2017-02-24 18:59:41 +01:00 |
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Henrik Rydgard
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79bd01efb8
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D3D11: Add support for viewing the depth and stencil buffers in the GE debugger
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2017-02-23 16:27:26 +01:00 |
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Henrik Rydgard
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acde17e3ce
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Improvements to D3D11 detection and error handling.
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2017-02-23 10:40:55 +01:00 |
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Henrik Rydgard
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f24b1495ba
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Assorted texture format cleanup, prep for supporting D3D11 on Win7
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2017-02-22 16:23:04 +01:00 |
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Henrik Rydgard
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b94ad12aea
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D3D9: Use D3DLOCK_DISCARD when updating whole textures, may be a small speedup
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2017-02-21 11:35:06 +01:00 |
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Henrik Rydgard
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e16e1b6d7e
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GL: If possible, use glCopyImageSubData instead of glBlitFramebuffer to copy depth buffers
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2017-02-21 11:10:44 +01:00 |
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Henrik Rydgard
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fd20788a67
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Missing initialization, warning fixes, fix display of tabs in fast text drawing
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2017-02-20 11:21:07 +01:00 |
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Henrik Rydgard
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387ad7e4d6
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OpenGL DrawContext texture handling cleanup, fixing some bugs.
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2017-02-19 12:25:37 +01:00 |
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Henrik Rydgard
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1c33ac8dc1
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Fix even more confusion around 4-bit RGBA texture formats
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2017-02-19 11:09:42 +01:00 |
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Henrik Rydgard
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eabcb22623
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Refactor away SetImageData
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2017-02-19 11:02:24 +01:00 |
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Henrik Rydgard
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d7238c39e9
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Disable logic ops, the D3D11 debug layer says they don't work anyway..
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2017-02-18 12:17:51 +01:00 |
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Henrik Rydgard
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5a0ee6cc36
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Add some plumbing to be able to reach DX11.1 features.
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2017-02-18 01:54:28 +01:00 |
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Henrik Rydgard
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6a09d45aee
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D3D11: Add proper checks for B4G4R4A4 format support. Not yet using the checks.
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2017-02-18 01:41:08 +01:00 |
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Henrik Rydgard
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584650a0c2
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Initial preparations for logic op support
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2017-02-18 01:41:08 +01:00 |
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Henrik Rydgard
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e8396b10f9
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D3D11: Implement screenshots.
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2017-02-18 00:43:02 +01:00 |
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Henrik Rydgard
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0e8aeaea3a
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D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
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2017-02-18 00:07:49 +01:00 |
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Henrik Rydgard
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522ac5c739
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Add an escape route to D3D9 in case D3D11 fails to initialize. Cleanups.
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2017-02-17 19:53:24 +01:00 |
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Henrik Rydgard
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f8305e8e47
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Windows: Add main menu item for Direct3D11
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2017-02-17 16:04:00 +01:00 |
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Henrik Rydgard
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4538edad14
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Work towards enabling shader blending on D3D11
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2017-02-17 12:21:18 +01:00 |
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Henrik Rydgard
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a847de9522
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Fix some minor gl bugs
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2017-02-15 23:56:38 +01:00 |
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