Unknown W. Brackets
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e1df8fc45f
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Centralize sampling params and test optimizations.
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2015-09-13 06:38:07 -07:00 |
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LunaMoo
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c20cf39d5d
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Update GPU.vcxproj
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2015-09-07 09:56:59 +02:00 |
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Unknown W. Brackets
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85533dad6e
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Native merge part 2: update build files.
And a couple minor stragglers.
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2015-09-06 13:06:57 -07:00 |
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Unknown W. Brackets
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e0f85a9c6b
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Native merge part 1: skip native/ in includes.
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2015-09-06 12:19:33 -07:00 |
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Henrik Rydgard
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f77a2494ad
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DrawTriangleSlice lambda: Capture parameters by reference, not copy, to avoid alignment issues.
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2015-09-06 19:32:16 +02:00 |
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Henrik Rydgard
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fdea85138c
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Update project files, fix minor issues for VS 2015
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2015-09-06 19:32:15 +02:00 |
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Henrik Rydgard
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ab3468ea02
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Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
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2015-09-06 13:45:17 +02:00 |
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Henrik Rydgard
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08735b806f
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Remove silly use of gstate.SetVSyncInterval
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2015-09-06 13:36:33 +02:00 |
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Henrik Rydgard
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d822cbf60b
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Move fbo.cpp/h from native into PPSSPP
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2015-09-06 13:13:37 +02:00 |
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Henrik Rydgard
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72ae497350
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Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP.
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2015-09-06 12:42:15 +02:00 |
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Unknown W. Brackets
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764539f814
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Clean up GLES logic used in shader gen.
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2015-09-05 16:44:17 -07:00 |
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Unknown W. Brackets
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fb7c71e41d
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Simplify NV blit logic.
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2015-09-05 16:28:59 -07:00 |
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Unknown W. Brackets
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2d0635c3e6
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Cut out a bit more USING_GLES2.
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2015-09-05 16:28:46 -07:00 |
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Henrik Rydgard
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b22850720d
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Move the CheckGPUFeatures call to the Resize check
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2015-09-06 00:13:46 +02:00 |
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Henrik Rydgard
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1c0158bfe6
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Further reduce the use of ifdef USING_GLES2 and friends.
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2015-09-05 23:39:10 +02:00 |
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Henrik Rydgard
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0237b84efd
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Reduce use of #ifdef USING_GLES2 some more
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2015-09-05 23:09:06 +02:00 |
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Henrik Rydgard
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186d624ef3
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Cleanup of FBO+blit flags. Requires the change in native to stop lying.
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2015-09-05 22:40:45 +02:00 |
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Henrik Rydgard
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5b2ffd1434
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Fix some naming, remove NV_draw_texture, move decisions out
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2015-09-05 22:11:28 +02:00 |
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Henrik Rydgard
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f524049277
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Move more GPU feature checks upfront. Re-check when exiting settings menu.
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2015-09-05 21:23:58 +02:00 |
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Henrik Rydgard
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a71be3f75f
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Start moving GPU feature compatibility decisions to startup
(and a single, cache-friendly flag field)
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2015-09-05 19:58:47 +02:00 |
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Henrik Rydgard
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86a02fed61
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Minor cleanup
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2015-09-05 19:42:58 +02:00 |
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Henrik Rydgard
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08b340f423
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More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
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2015-08-30 22:45:24 +02:00 |
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Henrik Rydgard
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488c62e534
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This makes slightly more sense than the last commit.
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2015-08-29 20:38:19 +02:00 |
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Henrik Rydgard
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7b0a31ade5
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Adjust D3D depth calculations to get them to match OpenGL as close as I can get it.
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2015-08-29 17:43:09 +02:00 |
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Henrik Rydgard
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76eacf32f4
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Change the offset to 0.0
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2015-08-27 18:02:45 +02:00 |
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Henrik Rydgard
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2b7d08e3af
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Also apply the GT fix in D3D, doh
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2015-08-27 18:01:00 +02:00 |
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Henrik Rydgard
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fd18f14508
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Fix GT and hopefully other games that got a black screen
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2015-08-27 17:58:41 +02:00 |
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Henrik Rydgard
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7e3292d275
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Minor optimization
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2015-08-26 18:46:55 +02:00 |
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Henrik Rydgard
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bf6aef44cd
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Oops, didn't finish the D3D code
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2015-08-26 17:45:21 +02:00 |
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Henrik Rydgard
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d89da71057
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Get rid of a division in the vertex shader by precomputing the inverse.
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2015-08-26 17:40:06 +02:00 |
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Henrik Rydgard
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5dbc8abd94
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experiment: Add a different offset that unknown found during testing, plus remove rounding of through mode depth (which should already be rounded)
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2015-08-26 17:28:34 +02:00 |
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Henrik Rydgard
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dedd2b60e4
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Subtracting an offset of 0.5 works on my nVidia and I have no idea why, this makes no sense.
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2015-08-26 17:02:07 +02:00 |
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Henrik Rydgard
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160980ee2e
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Properly dirty the uniform in Execute_ViewportType
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2015-08-26 16:28:10 +02:00 |
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Henrik Rydgard
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44ce0c8dee
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Implement vertex shader depth rounding in DX9
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2015-08-26 16:07:40 +02:00 |
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Henrik Rydgard
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c91b58ac8e
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Fix typo. This breaks it again though, strangely.
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2015-08-26 16:07:11 +02:00 |
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Henrik Rydgard
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fee776b6e0
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Correct scale factors for through mode depth rounding.
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2015-08-26 15:55:58 +02:00 |
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Henrik Rydgard
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9e18fb7e90
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Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
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2015-08-26 15:25:21 +02:00 |
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Henrik Rydgard
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a5fb4cffd5
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Failed quick attempt at Z rounding in the vshader
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2015-08-26 15:25:20 +02:00 |
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Henrik Rydgard
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1e8a1b801f
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Rename viewportX1/X2 etc to scale + center, which is what they actually are.
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2015-08-26 15:24:35 +02:00 |
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Henrik Rydgard
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29fc9e81a4
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Use the gstate.getViewport* accessors.
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2015-08-26 15:24:35 +02:00 |
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Unknown W. Brackets
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95d4f88e01
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Read depth values as floats on OpenGL.
This preserves the full precision better than a 16-bit value does.
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2015-08-23 17:52:15 -07:00 |
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Unknown W. Brackets
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ba15718db3
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Track hovering in GE debugger to show pixel value.
This works for texture, framebuffer, depth, and stencil.
Importantly, allows debugging the actual depth values present.
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2015-08-23 09:25:05 -07:00 |
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Henrik Rydgård
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22e5431b1b
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operator precedence fix
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2015-08-05 13:39:05 +02:00 |
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Henrik Rydgard
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d7f4c47c22
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Refactor: Even more getting rid of gstate access in the framebuffer manager.
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2015-08-05 12:13:14 +02:00 |
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Henrik Rydgard
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d7c76cb1da
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Refactor: More work towards getting rid of gstate accesses from the framebuffer manager
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2015-08-05 11:51:24 +02:00 |
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Henrik Rydgard
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454a363876
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Reorganize all the gstate fetching in FramebufferCommon to one place
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2015-08-05 11:36:02 +02:00 |
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Henrik Rydgard
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d26b74d4d6
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GPU refactor: Move accesses to gstate out of leaf functions
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2015-08-05 01:03:49 +02:00 |
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Henrik Rydgard
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1c68069083
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refactor: Get rid of gstate from depalshadercache
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2015-07-29 14:28:51 +02:00 |
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Henrik Rydgard
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b5f7d9346f
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Minor cleanups in GPU
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2015-07-29 13:08:02 +02:00 |
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Henrik Rydgard
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c8fe0b2690
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Minor simplification, buildfixes
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2015-07-29 12:38:31 +02:00 |
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