Dr. Chat
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b2d8837e52
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Fix depth clear when not sourcing from a depth target.
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2016-01-22 18:47:27 -06:00 |
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Dr. Chat
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a34e82c77f
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Disable GL cull on rectangle lists
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2016-01-18 21:00:58 -06:00 |
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Dr. Chat
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ab93a6bf64
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If last framebuffer texture isn't set, use active framebuffer otherwise don't draw.
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2015-12-22 15:44:02 -06:00 |
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Dr. Chat
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919d3d080b
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Assert on context loss due to a TDR
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2015-12-22 15:43:08 -06:00 |
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Ben Vanik
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ec113275dc
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Making texture swizzles dynamic. Seems to fix some color swap issues.
And probably exposes many more ;)
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2015-12-07 22:39:33 -08:00 |
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Ben Vanik
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09022a6ad3
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gl_FragCoord support.
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2015-12-07 20:45:02 -08:00 |
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Ben Vanik
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c86e479214
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Replacing old Shader with TranslatedShader.
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2015-12-06 10:36:07 -08:00 |
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Ben Vanik
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51a8002629
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Moving GL backend to new shader translator.
This seems to make a lot of things better, but may also break things.
Cleanup to follow.
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2015-12-06 00:48:41 -08:00 |
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Ben Vanik
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89172da4b7
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Unplumbing program_cntl and simplifying shader loading.
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2015-11-24 20:24:35 -08:00 |
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Ben Vanik
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3d2a5b2495
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Reverting depth clear restriction in #330.
The comment is still true: games seem to need more clears.
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2015-11-12 14:15:59 -08:00 |
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Ben Vanik
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d8fa54ffc4
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Fixing super class call in gl4 cp.
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2015-11-09 20:28:09 -08:00 |
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Ben Vanik
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9a6c5c5c74
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95% of trace viewer now gpu backend agnostic.
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2015-11-08 14:05:37 -08:00 |
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Ben Vanik
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b5a18b5462
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Factoring out a lot of reusable GPU code from gl4/.
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2015-11-08 11:54:36 -08:00 |
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