Henrik Rydgård
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163350bbcd
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Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
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2018-04-13 08:58:05 +02:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
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2018-04-10 12:22:41 +02:00 |
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Henrik Rydgård
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8953d7ff73
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Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2.
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2018-04-10 12:14:23 +02:00 |
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Henrik Rydgård
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6a90b8fbb4
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Revert "Further cleanup after the removal of hardware skinning."
This reverts commit f086a0915f.
Increment the shader cache version. Restore some more.
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2018-04-10 11:38:02 +02:00 |
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Henrik Rydgård
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69309aa400
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Revert "Remove some remains of software skinning"
This reverts commit 2d33d526b8.
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2018-04-10 11:21:56 +02:00 |
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Henrik Rydgård
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f967e206b8
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Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
Also this is good for terminology, no more confusion with the texture
replacement facility :)
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2018-03-25 10:50:37 +02:00 |
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Henrik Rydgård
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2d33d526b8
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Remove some remains of software skinning
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2018-03-16 20:38:05 +01:00 |
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Henrik Rydgård
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7a8310ae5e
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Tiny unification of code. Save the GL shader cache a bit less often.
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2018-03-13 13:35:58 +01:00 |
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Henrik Rydgård
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d8651fd85b
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Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
Probably a very small perf optimization.
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2018-03-12 11:17:45 +01:00 |
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Henrik Rydgård
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8ff5704fbf
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Fix indentation mistake, minor cleanup.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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f086a0915f
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Further cleanup after the removal of hardware skinning.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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6fa9fcefb2
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Comment fixes, reindentation.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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40db61a680
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Remove further remains of hardware skinning. Fixes #10661
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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c7dcb7c365
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D3D9/D3D11: Fix GPU feature detection. Enforce accurate depth on nVidia as well, they no longer seem to support reverse depth so it's needed as a workaround. Fixes #10655
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2018-03-01 09:38:06 +01:00 |
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Henrik Rydgård
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64ec46e705
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Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends
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2018-02-26 11:58:17 +01:00 |
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Henrik Rydgård
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78467d6092
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Unify FastRunLoop for the hardware backends.
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2018-02-26 11:52:16 +01:00 |
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Henrik Rydgård
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6a2f45c2e1
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Unify UpdateCmdInfo
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2018-02-26 11:48:56 +01:00 |
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Henrik Rydgård
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8cef1f0f8d
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GPU: Unify command table (cmdInfo_)
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2018-02-26 11:44:02 +01:00 |
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Henrik Rydgård
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a8a34fef9c
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Virtualize CheckGPUFeatures
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2018-02-26 11:35:37 +01:00 |
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Henrik Rydgård
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feb4694acc
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Unify DispatchSubmitPrim as much as possible
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2018-02-26 11:33:17 +01:00 |
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Henrik Rydgård
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967018b7f8
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Unify Execute_LoadClut
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2018-02-26 11:32:02 +01:00 |
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Henrik Rydgård
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c7f8f4c5ca
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Unify Execute_Prim
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2018-02-26 11:22:27 +01:00 |
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Henrik Rydgård
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23980065ba
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Unify all the DrawEngine::SubmitPrim
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2018-02-26 11:07:30 +01:00 |
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Unknown W. Brackets
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4b8d8c875d
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Qt: Remove old texture debug API.
No one's testing it and it's not the best way. We have a better
implemented API and should use it instead.
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2018-02-19 09:09:35 -08:00 |
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Henrik Rydgård
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86cfc411a4
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Remove the confusing "DisableState" across the codebase
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2018-02-08 16:27:36 +01:00 |
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Henrik Rydgård
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b9b41f52c5
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Add a simple spinner to the game load screen to not look frozen.
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2018-02-08 12:03:29 +01:00 |
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Henrik Rydgård
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5c7c7ce192
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Move GL sampler state tracking into GLRenderManager/QueueRunner.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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d565e23f4c
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Stencil copy: Avoid clearing the depth buffer.
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2017-12-31 01:06:31 +01:00 |
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Henrik Rydgård
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b5e5d72a0a
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Complete the separation of depth and stencil renderpass flags
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2017-12-30 22:52:22 +01:00 |
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Unknown W. Brackets
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0151c5e649
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GPU: Track stats on uploads.
A lot can lead to slowdown, so it's useful when logging frame drops.
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2017-12-28 19:27:45 -08:00 |
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Unknown W. Brackets
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f9750dd137
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Display: Avoid limiting FPS without a clear.
A bit of a dirty heuristic to avoid the slowdown in #8538.
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2017-12-26 19:37:40 -08:00 |
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Henrik Rydgård
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dc6a4ea753
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Fix annoying name clashes (Status is in X11 headers..)
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2017-12-15 16:34:29 +01:00 |
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Henrik Rydgård
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4a0c2ad683
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Minor uniform cleanup
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2017-12-08 11:54:49 +01:00 |
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Henrik Rydgård
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b75c8b72c6
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Fix another little inconsistency (two uniforms were merged for bad reasons)
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2017-12-07 21:39:09 +01:00 |
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Henrik Rydgård
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fb74c9dfeb
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Clean up a small inconsistency
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2017-12-07 21:09:09 +01:00 |
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Unknown W. Brackets
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243304a5e8
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Hashmaps: Fix missing maintain calls in non-GLES.
Should only matter if vertex cache is enabled.
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2017-12-02 18:27:18 -08:00 |
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Unknown W. Brackets
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4731a2918c
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GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
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2017-12-02 09:07:27 -08:00 |
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Henrik Rydgård
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734d9c494c
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Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
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2017-12-02 11:05:10 +01:00 |
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Henrik Rydgård
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a67357db05
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Merge pull request #10223 from unknownbrackets/minor
Reporting: Use a different link message on preload
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2017-12-01 20:28:37 +01:00 |
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Unknown W. Brackets
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2a540de329
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Reporting: Use a different link message on preload.
May help us determine if this only happens from a corrupt cache.
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2017-12-01 11:17:51 -08:00 |
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Henrik Rydgård
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f8b70fe185
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Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
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2017-12-01 12:17:10 +01:00 |
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Henrik Rydgård
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d884eeda99
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DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check.
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2017-11-30 15:28:15 +01:00 |
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Henrik Rydgård
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e6be86ce74
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ARM buildfix
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2017-11-22 11:01:42 +01:00 |
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Henrik Rydgård
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2c86217552
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Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
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2017-11-21 16:19:28 +01:00 |
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Henrik Rydgård
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6a3d41892a
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Workarounds for issue with "accurate depth". See #9545, #10087
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2017-11-21 12:11:05 +01:00 |
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Henrik Rydgård
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674d5c7dbb
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Merge pull request #10130 from hrydgard/lod-bias-fixes
Mipmaps: Disable slope mode pending a better method. Implementing it entirely as a LOD bias is not the way it works.
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2017-11-20 13:49:39 +01:00 |
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Henrik Rydgård
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713afdfe49
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Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
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2017-11-19 12:39:09 +01:00 |
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Henrik Rydgård
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23f7819329
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Unify RebindFramebuffer, mostly.
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2017-11-15 20:44:25 +01:00 |
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Henrik Rydgård
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b1a93ad3a5
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Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode)
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2017-11-15 14:22:19 +01:00 |
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Henrik Rydgård
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f564c59248
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Mipmaps: Disable LOD bias in slope mode as that's not how it works.
Works around #9772
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2017-11-15 14:21:17 +01:00 |
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