Triang3l
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e720e0a540
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[Code] Remove game names from code comments (most of at least)
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2021-09-05 21:27:40 +03:00 |
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Triang3l
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dce6938827
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[D3D12] ROV sample depth via ddxy(z), DSV depth bias cleanup
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2021-06-06 18:27:43 +03:00 |
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Triang3l
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3c20a83972
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[Base] Float clamping cleanup
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2021-06-05 14:55:55 +03:00 |
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Triang3l
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dd5ea87213
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[GPU] Linear mip tail exact extent estimation
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2021-05-15 18:19:26 +03:00 |
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Triang3l
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4eca2326c3
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[GPU/D3D12] Support texture pitch, more precise texture extent/stride calculations
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2021-05-13 23:02:11 +03:00 |
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Triang3l
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330beaf552
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[GPU] Screen scissor alongside window scissor
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2021-05-04 22:54:05 +03:00 |
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Triang3l
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fb01ccaac6
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[GPU] Viewport/clipping cleanup, don't clamp oDepth
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2021-05-04 21:39:34 +03:00 |
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Triang3l
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913e1e949c
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[GPU] Ownership-transfer-based RT cache, 3x3 resolution scaling
The ROV path is also disabled by default because of lower performance
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2021-04-26 22:12:09 +03:00 |
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Triang3l
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e7cd2ffffa
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[GPU] Clamp scissor to surface_pitch
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2020-12-29 11:15:05 +03:00 |
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Triang3l
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dcde08a493
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[GPU] PS and rasterization disabling cleanup
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2020-12-24 23:40:38 +03:00 |
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Triang3l
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9a4643d0f2
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[GPU] Non-ROV f24 trunc/round, host shader modifications, cache dir
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2020-12-07 22:31:46 +03:00 |
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Triang3l
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cadc31c93f
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[GPU] Fix uninitialized viewport_top when drawing without a viewport
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2020-12-06 15:55:28 +03:00 |
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Triang3l
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99bb82fd1c
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[GPU] Separate GetHostViewportInfo X and Y bounds
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2020-11-18 12:27:36 +03:00 |
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Triang3l
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10d7bcde93
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[GPU] Viewport in draw_util with host API flexibility
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2020-11-16 23:03:42 +03:00 |
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Triang3l
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56a07c1773
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[GPU] Scissor in draw_util
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2020-11-15 16:34:23 +03:00 |
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Triang3l
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b3f84f4a9c
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[GPU] Rename present_stretch to present_rescale
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2020-09-05 19:34:36 +03:00 |
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Triang3l
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0be0eb2b38
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[GPU/D3D12] Letterboxing cropping to action-safe area
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2020-09-05 17:47:32 +03:00 |
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Triang3l
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1b3db70a07
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[GPU] Fix negative shift build error
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2020-08-29 00:22:15 +03:00 |
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Triang3l
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210c30aef9
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[D3D12] Fix resolve not syncing with CPU memory and memory extent calculation
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2020-08-28 23:49:23 +03:00 |
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Triang3l
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bd5f77bc3b
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[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring
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2020-08-09 21:33:10 +03:00 |
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