Henrik Rydgard
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5d0d67140f
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Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738.
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2015-05-12 20:01:04 +02:00 |
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Henrik Rydgard
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ed8a3eaf6d
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Move the vertex decoder cache into DrawEngineCommon
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2015-04-08 21:35:00 +02:00 |
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Henrik Rydgard
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69e099e615
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Fix #6398 for DX9 as well
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2015-03-01 16:15:13 +01:00 |
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Unknown W. Brackets
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7379d37e73
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Bail on bad verts after grabbing byte increment.
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2015-02-28 01:28:30 -08:00 |
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Henrik Rydgard
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033798c796
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Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
Might help #7386
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2015-01-29 16:04:00 +01:00 |
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Henrik Rydgard
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c2500744e1
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D3D9 rectangle rendering fix (maxindex)
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2015-01-15 23:58:07 +01:00 |
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Unknown W. Brackets
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d663cda2de
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Transform rects using indices.
Not a hge difference. Minor cleanup.
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2015-01-15 12:26:35 -08:00 |
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Henrik Rydgard
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3d8e30e4c7
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Fix #6898 - buttons could disappear in non-buffered rendering
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2015-01-04 18:00:59 +01:00 |
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xebra
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1a6102178c
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[spline/bezier]Remove unnecessary initialization of array.
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2014-12-16 22:30:06 +09:00 |
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xebra
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51afbdd490
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[spline/bezier]Fix the remains of differences between dx9 and opengl.
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2014-12-16 22:27:45 +09:00 |
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Henrik Rydgard
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0df4afce67
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Didn't mean to keep this check.
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2014-10-30 01:04:08 +01:00 |
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Henrik Rydgard
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1fe2af3421
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Fix D3D NFSU crash #7030 in a cleaner way than #7033 :)
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2014-10-29 23:51:23 +01:00 |
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Unknown W. Brackets
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2b16b5b79b
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Use XXH64 on 64-bit systems.
I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
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2014-10-26 17:49:24 -07:00 |
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Henrik Rydgard
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7cb5e7f53f
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Some very minor optimizations. Remove little-used stat counter.
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2014-10-19 21:12:25 +02:00 |
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Henrik Rydgard
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3c55f81b87
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Fix #6988 (crash under startup of GTA Chinatown Wars)
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2014-10-18 11:26:51 +02:00 |
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Unknown W. Brackets
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856154a5f9
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d3d9: Replace alpha and premultiply blend.
Unfortunately they are fairly tied together.
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2014-09-21 12:01:49 -07:00 |
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Henrik Rydgard
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6c313385ab
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Reduce the diff between the two draw engines
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2014-09-18 00:40:25 +02:00 |
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Henrik Rydgard
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9755f6ba49
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Really set maxindex correctly..
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2014-09-17 23:28:46 +02:00 |
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Henrik Rydgard
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decdfadabc
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DX9: Specify max index correctly
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2014-09-17 22:06:34 +02:00 |
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Henrik Rydgard
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e07d836d7c
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D3D: Specify maxindex correctly in DrawIndexedPrimitive
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2014-09-17 22:04:10 +02:00 |
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Henrik Rydgard
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60c8cdec39
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Clean up some indentation
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2014-09-17 22:03:44 +02:00 |
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Henrik Rydgard
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5e2c30c640
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Move GetCurrentSimpleVertices to DrawEngineCommon
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2014-09-17 21:37:53 +02:00 |
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Unknown W. Brackets
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64d955ea49
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d3d: Share the bounding box code.
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2014-09-14 14:04:09 -07:00 |
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Unknown W. Brackets
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f0c37e3f61
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d3d: Use minihashing in the vertex cache.
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2014-09-14 13:50:57 -07:00 |
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Unknown W. Brackets
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c4b6e74999
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d3d: Fix vertex cache alpha flag tracking.
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2014-09-14 13:49:59 -07:00 |
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Unknown W. Brackets
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d2df54153d
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d3d: Fix some issues with the vertex cache.
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2014-09-14 13:35:19 -07:00 |
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Henrik Rydgard
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8175c014e2
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Warning fixes
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2014-09-14 17:38:49 +02:00 |
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Unknown W. Brackets
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afd9d864be
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Clear alpha only when clearing stencil.
Not sure if this will fix anything.
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2014-09-14 08:00:35 -07:00 |
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Henrik Rydgard
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63e3e95d58
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Replace the DX9 software transform code with the new common one
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2014-09-13 13:53:04 +02:00 |
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Henrik Rydgard
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b4690b23d6
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Make D3D TransformDrawEngine more similar to GL
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2014-09-13 12:27:20 +02:00 |
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Henrik Rydgard
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9b587bb144
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Make the D3D backend cmd processing work more similar to the GL backend
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2014-09-13 12:11:34 +02:00 |
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Henrik Rydgard
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c25815b904
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DX9: Must turn off vertex caching for software skinned draws
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2014-09-13 01:02:47 +02:00 |
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Unknown W. Brackets
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77cd49622b
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d3d: Fix switching between rendering modes.
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2014-09-11 23:30:42 -07:00 |
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Henrik Rydgard
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38b803aba4
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DX9: Enable vtxdec JIT, buildfix
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2014-09-12 02:00:34 +02:00 |
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Henrik Rydgard
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1407648b59
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D3D vtxdec: Convert weights and normals to float
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2014-09-12 02:00:33 +02:00 |
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Henrik Rydgard
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37e3cf362f
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Move vertexdecoder files into GPU/Common
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2014-09-12 02:00:32 +02:00 |
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Henrik Rydgard
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1f9c1719e3
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Delete the DX9 vertex decoder, use the "GL" one instead (now common)
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2014-09-12 02:00:32 +02:00 |
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Henrik Rydgard
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7b66059ae0
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D3D: Assorted cleanup. Add a missing register specification.
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2014-09-10 15:20:57 +02:00 |
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Henrik Rydgard
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163f81e5be
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DX9: "Linked" shaders are now pointless, so remove them.
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2014-09-10 14:07:30 +02:00 |
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Unknown W. Brackets
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02a3ebcb8a
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d3d: Add vertex full alpha detection.
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2014-09-09 01:03:08 -07:00 |
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Henrik Rydgard
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aaa0180114
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D3D: Always decode U16 coords to floats as there's no good corresponding vertex format that works on all GPUs.
Fixes Burnout and probably many more games.
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2014-09-09 00:42:12 +02:00 |
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Henrik Rydgard
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ef0ae77e98
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D3D: some cleanup and a crashfix on shutdown
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2014-09-09 00:29:01 +02:00 |
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Unknown W. Brackets
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34b1d13c29
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d3d: Release vertex decls on shutdown.
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2014-09-07 13:07:12 -07:00 |
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Unknown W. Brackets
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b8e768066f
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d3d: Remove another use of D3DCOLOR.
Fixes more colors.
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2014-08-26 07:46:22 -07:00 |
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Unknown W. Brackets
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a34bf158e3
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d3d: Clean up some normal handling.
So hardware and software transform match gles.
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2014-08-25 07:43:19 -07:00 |
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Unknown W. Brackets
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41d699ba98
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d3d: Unbreak hardware transform, oops.
This was broken by my earlier commit. Now we can send colors directly.
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2014-08-25 01:16:49 -07:00 |
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Henrik Rydgård
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64100dc642
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Merge pull request #6780 from unknownbrackets/ge-debugger
Welcome Direct3D9 to the GE debugger family
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2014-08-25 09:59:46 +02:00 |
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Unknown W. Brackets
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c65f9603bd
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d3d: Fix some RGBA / ARGB color issues.
I wonder if we should just send floats here? We denormalize and then
renormalize in software...
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2014-08-24 23:34:48 -07:00 |
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Unknown W. Brackets
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d2018f4aea
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d3d: Copy over the vertex preview stuff.
Really need to just centralize, I know. But want a debugger that works
first.
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2014-08-24 22:19:59 -07:00 |
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Henrik Rydgard
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1d7642fa48
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Remove most mentions of the "_XBOX" define
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2014-08-24 14:21:35 +02:00 |
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