raven02
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c9c1a75869
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Fix opcode/glLogicOp type
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2013-08-06 16:14:36 +08:00 |
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raven02
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5c4af8908e
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Add context for logicOps
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2013-08-06 16:03:27 +08:00 |
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raven02
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f1473ba1fb
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Add remaining GE_LOGI in enum GELogicOp
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2013-08-06 16:01:31 +08:00 |
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Unknown W. Brackets
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3aa2db9a8e
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Simplify ProcessDLQueue() slightly.
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2013-08-04 16:31:54 -07:00 |
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Unknown W. Brackets
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f7a39d1b12
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Move ReapplyGfxState() to GPUCommon.
This way it can be overridden, and simplifies some other things.
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2013-08-04 15:15:50 -07:00 |
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raven02
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c4a3638183
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Add gstate.isClearModeDepthWriteEnabled/ColorMask/AlphaMask()
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2013-08-03 14:56:37 +08:00 |
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raven02
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fd40bf7ada
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Use gstate.isClearModeDepthWriteEnabled/ColorMask/AlphaMask()
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2013-08-03 14:55:45 +08:00 |
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Unknown W. Brackets
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f35b4a6159
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Don't use render-to-texture with format mismatch.
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2013-08-02 22:45:35 -07:00 |
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Unknown W. Brackets
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8e512c926e
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For now, don't bind mismatched FBs at all.
But still don't create a garbage texture either.
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2013-08-02 22:45:34 -07:00 |
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Unknown W. Brackets
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ab1c20f509
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Detach textures and fbs using a range check.
This is more compatible with the attach logic, and might also be faster.
Although, framebuffer destroys should not be that common.
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2013-08-02 22:45:34 -07:00 |
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Henrik Rydgard
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61d419b2ec
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Don't scan for something to decimate every frame. Actually costs perf.
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2013-08-01 00:13:58 +02:00 |
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raven02
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08a315b7db
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Fix typo
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2013-07-31 02:35:03 +08:00 |
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raven02
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635def582c
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Fix readIndexedTex() to use texture level for width/height
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2013-07-31 01:52:29 +08:00 |
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raven02
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271171dbe3
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Use getUVGenMode()
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2013-07-31 01:44:03 +08:00 |
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raven02
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0daa550538
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Add getWeightMask()
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2013-07-30 23:55:11 +08:00 |
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raven02
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50f98fe498
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Add texture level parameter
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2013-07-30 23:23:02 +08:00 |
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raven02
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75c9ce2498
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GPUstate :Add getTextureWidth() & getTextureHeight()
and
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2013-07-30 23:09:22 +08:00 |
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Unknown W. Brackets
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676702071d
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Correctly rebind textures after an fbo tex.
This is the right fix for Tactics Ogre, and makes sense. May fix other
games too.
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2013-07-30 01:06:33 -07:00 |
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Henrik Rydgård
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abdeda590e
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Merge pull request #2991 from unknownbrackets/gpu-minor
Get rid of GLES references outside GLES / UI code
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2013-07-30 00:42:55 -07:00 |
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Unknown W. Brackets
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ebe68a5d00
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Don't bind odd render-to-texture when copying mem.
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2013-07-30 00:09:33 -07:00 |
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Unknown W. Brackets
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0a9315d0e2
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Cut down the scan range to avoid perf hit.
Probably no perf hit anyway. Should have the same functionality.
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2013-07-30 00:02:34 -07:00 |
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Unknown W. Brackets
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04dc4ac19b
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Detect tex subarea renders and palette renders.
But right now, just drawing the original, which isn't really correct.
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2013-07-30 00:02:34 -07:00 |
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Unknown W. Brackets
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797027779e
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Log when render to texture formats differ.
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2013-07-30 00:02:33 -07:00 |
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Unknown W. Brackets
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c31859021c
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Check the entire FB range for textures.
Using lower_bound/upper_bound should not be very slow.
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2013-07-30 00:02:33 -07:00 |
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Unknown W. Brackets
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5f5048ca04
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Save the bufw for textures as well, to match fbs.
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2013-07-30 00:02:32 -07:00 |
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Unknown W. Brackets
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89349eae7e
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Consistently use a proper type for GE fb format.
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2013-07-29 23:05:59 -07:00 |
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Unknown W. Brackets
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4dde7276c6
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Don't use PspDisplayPixelFormat at all.
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2013-07-29 22:58:37 -07:00 |
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Unknown W. Brackets
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2f94977efe
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Don't include gfx/gl* outside the OpenGL GE.
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2013-07-29 22:47:38 -07:00 |
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Henrik Rydgård
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d8cdf37815
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Merge pull request #2986 from neobrain/math3d-extensions2
Math3d extensions2
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2013-07-29 15:16:16 -07:00 |
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neobrain
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2228ff1cd0
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GPU/Math3D: Add a 4x4 matrix class.
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2013-07-29 22:49:19 +02:00 |
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neobrain
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9f73789c22
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GPU/Math3D: Add a 3x3 matrix class.
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2013-07-29 22:26:42 +02:00 |
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neobrain
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d3e33c527e
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GPU/Math3D: Replace VecX::Lerp methods with more general and clearer Lerp and LerpInt template functions.
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2013-07-29 22:26:42 +02:00 |
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neobrain
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f080abc9e9
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GPU/Math3D: Add methods for casting vectors.
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2013-07-29 22:26:42 +02:00 |
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neobrain
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4ab080d083
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GPU/Math3D: Support converting Vec3 and Vec4 objects to u32 color values.
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2013-07-29 22:26:42 +02:00 |
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neobrain
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97f4318ce5
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GPU/Math3D: Rename VecXRef::Mul to the star operator.
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2013-07-29 22:26:42 +02:00 |
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neobrain
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878550ec68
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GPU/Math3D: Add component swizzlers for Vec2, Vec3 and Vec4.
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2013-07-29 22:26:42 +02:00 |
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neobrain
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45d1645c6a
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GPU/Math3D: Add a Vec2 class.
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2013-07-29 22:26:42 +02:00 |
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neobrain
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9a5958d353
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GPU/Math3D: Add a Vec4 class.
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2013-07-29 22:26:41 +02:00 |
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neobrain
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6926926267
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GPU/Math3D: Change Vec3 to allow for arbitrary component base types.
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2013-07-29 22:26:41 +02:00 |
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neobrain
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0ed6e93b22
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GPU/Math3D: Replace ambiguous Vec3 constructors with static methods returning a new Vec3 object.
Possibly fixes a bug or two because the old code was using the constructors incorrectly.
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2013-07-29 22:26:41 +02:00 |
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neobrain
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c502429c8f
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GPU/Math3D: Add some getter functions to allow indexing Vec3 objects like colors or texture coordinates.
GPU/Math3D: Replace Vec3::v array with a method called "AsArray".
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2013-07-29 22:26:41 +02:00 |
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neobrain
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17759082dc
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GPU/Math3D: Replace * and % operators with the less ambiguous function names Dot and Cross.
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2013-07-29 22:26:41 +02:00 |
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The Dax
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21f0bf2079
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Put TextureFiltering enumerator name back. It was deleted by accident.
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2013-07-29 15:34:51 -04:00 |
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The Dax
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83a255d413
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Remove BufferedRendering enumerator name.
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2013-07-29 15:34:51 -04:00 |
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The Dax
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5ef3a558ff
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Remove more magic numbers and remove enumerator names.
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2013-07-29 15:34:51 -04:00 |
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The Dax
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b2dfdf6401
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Perform some Windows UI cleanups. Dozens of unused IDs were leftover from Dolphin, and I doubt they'll ever be used again. Also remove several magic numbers, instead using enumerators to clarify code.
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2013-07-29 15:34:50 -04:00 |
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raven02
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adf0680897
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gstate code cleanup
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2013-07-29 17:25:07 +08:00 |
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raven02
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9cfe48dd33
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Float code cleanup
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2013-07-29 17:12:02 +08:00 |
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raven02
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3ff54b53a1
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TransformPipeline : Set case 3 as default #1
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2013-07-29 16:54:09 +08:00 |
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raven02
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ba458bf421
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VertexShader : Set case 3 as default #1
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2013-07-29 16:53:06 +08:00 |
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