Henrik Rydgård
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e37468700d
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Remove some accidentally added lines
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2020-11-07 00:57:26 +01:00 |
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Henrik Rydgård
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caa960ee8e
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GLSL ES compilers can be very picky about uint/int. Fixes #13628 - for real this time hopefully
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2020-11-07 00:32:00 +01:00 |
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Henrik Rydgård
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381ca11561
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Fix bugs caused by 44ec286ba4
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2020-11-06 21:50:16 +01:00 |
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Henrik Rydgård
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7a690f177e
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Move shader language feature detection to the draw context.
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2020-11-06 09:11:57 +01:00 |
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Henrik Rydgård
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44ec286ba4
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Framebuffer: Keep the render scale factor around, no need to recompute it.
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2020-11-06 09:11:57 +01:00 |
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Henrik Rydgård
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225734c0b3
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Partially revert "Remove remnants of an old, no longer applicable readback optimization"
This reverts commit 7b2236778b.
Fixes #13628
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2020-11-06 09:09:18 +01:00 |
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Henrik Rydgård
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3c5a05acb3
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Buildfix
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2020-11-05 18:25:14 +01:00 |
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Henrik Rydgård
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84037f448e
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Remove colorDepth property of framebuffers. They're all 8888.
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2020-11-05 14:51:46 +01:00 |
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Henrik Rydgård
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7b2236778b
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Remove remnants of an old, no longer applicable readback optimization
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2020-11-05 14:38:20 +01:00 |
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Henrik Rydgård
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127cf41480
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Fix bug in framebuffer naming
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2020-11-05 08:51:29 +01:00 |
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Henrik Rydgård
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d39badc8c1
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Inline "OptimizeDownloadRange" to make the code more readable
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2020-11-05 08:50:16 +01:00 |
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Henrik Rydgård
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6db943e831
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Merge the two ShaderStage enums
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2020-11-05 08:34:35 +01:00 |
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Henrik Rydgård
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03e8eac6ef
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Merge the two ShaderLanguage enums.
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2020-11-04 09:40:11 +01:00 |
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Henrik Rydgård
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733a152c54
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Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h.
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2020-11-04 09:18:35 +01:00 |
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Henrik Rydgård
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88e772cdf7
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GLSL ES: Extensions must go first. Fixes #13620
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2020-11-03 19:53:02 +01:00 |
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Henrik Rydgård
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3e6d121016
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Partially revert "Clarify some logic, improve framebuffer names"
I screwed up a couple things.
Fixes #13619
This reverts commit 32eb882bc6.
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2020-11-03 11:39:12 +01:00 |
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Unknown W. Brackets
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f3415f4f9c
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GPU: Correct shader blend equations.
This was wrong when ported to HLSL, and then ported back everywhere.
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2020-11-02 21:56:43 -08:00 |
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Henrik Rydgård
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21830d4984
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Bugfix last commit
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2020-11-02 16:22:20 +01:00 |
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Henrik Rydgård
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ce4ee010ac
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Apparently only MSVC can handle the ambiguity.
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2020-11-02 11:45:47 +01:00 |
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Henrik Rydgård
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97e8d5b93b
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Buildfix the rest of the platforms
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2020-11-02 10:37:11 +01:00 |
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Henrik Rydgård
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0292d1719d
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GEDebugger: Use utf-8 internally.
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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39b5eb5b3d
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ShaderWriter, a replacement for the sprintf WRITE macro.
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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291742535b
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Safety, comments
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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32eb882bc6
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Clarify some logic, improve framebuffer names
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2020-11-02 10:02:49 +01:00 |
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Henrik Rydgård
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085900adb5
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Fix vertex shader generator bug. Got caught by the new test
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2020-11-02 09:03:08 +01:00 |
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Henrik Rydgård
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f4ea3ccf22
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Move the generic vertex shader generator into GPU/Common and rename it.
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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be837912e1
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Delete the HLSL shader generator, switch to the newly generic one.
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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17778131bd
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Share the uniform buffer declarations between D3D11 and VK.
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2020-11-01 19:58:53 +01:00 |
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Henrik Rydgård
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8efb40180e
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Make the hardware skinning code match
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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b6992e428b
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More HLSL work. Some vertex shaders are starting to pass.
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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fbb7f72eec
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Vertex shader merge work
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2020-11-01 19:58:45 +01:00 |
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Henrik Rydgård
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105a6ce920
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Oops, seems I screwed those #version statements up worse.
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2020-11-01 19:53:08 +01:00 |
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Henrik Rydgård
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2e9f42a75f
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Fix #version statement in GLES 2 fragment shaders
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2020-11-01 18:06:56 +01:00 |
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Henrik Rydgård
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0938d495d9
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Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)
Should have no noticeable effects.
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2020-11-01 11:48:55 +01:00 |
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Henrik Rydgård
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d32fc34b2b
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Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.
Tried doing it with the preprocessor, couldn't get it to work.
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2020-10-31 23:22:06 +01:00 |
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Henrik Rydgård
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0b1b36921e
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Move the now-renamed fragment shader generator to GPU/Common.
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2020-10-31 19:03:14 +01:00 |
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Henrik Rydgård
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3d0630c04a
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Remove the HLSL fragment shader generator. The GLSL one can now do its job.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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b7d674411e
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Test parsing of generated OpenGL shaders too (by using glslang).
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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44c57d87f4
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Get D3D9 fragment shader generation to parity
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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c2a6090c3f
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More D3D9 fixes.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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af4d6e7642
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Set up the test for D3D9, start fixing stuff.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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b4a76a9f09
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Change fragment shader output to work the same in GLSL and HLSL.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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984a4d2641
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Start adding HLSL support to the GLSL shader generator.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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200c25bcc9
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wip
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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5ee9cfef0d
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Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
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2020-10-29 00:52:19 +01:00 |
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Henrik Rydgård
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2977c56a12
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Complete the vertex shader merge, deleting the Vulkan-specific vertex shader generator.
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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6055350a2c
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Initial work on fixing tess
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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a8f4a4d749
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Fix more vertex shader differences
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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057fd9f8a3
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Bridge more vertex shader differences
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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22b26ffc09
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Time for the vertex shaders. Set up a test, start eliminating differences.
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2020-10-25 08:34:35 +01:00 |
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