Henrik Rydgård
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14a80968cf
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Unify transformed arrays
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2017-06-03 18:05:21 +02:00 |
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Henrik Rydgård
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1abb8792ab
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Unify ComputeMiniHash
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2017-06-03 18:05:18 +02:00 |
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Henrik Rydgård
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3032240916
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Unify DecodeVertsStep
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2017-06-03 18:04:46 +02:00 |
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Henrik Rydgård
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240e058b3b
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Some unification in DrawEngine
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2017-06-03 18:03:56 +02:00 |
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Unknown W. Brackets
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ade110bcc8
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Fix crash on resize due to overridden property.
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2017-03-19 16:38:42 -07:00 |
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Henrik Rydgård
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17a250df7a
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Always trigger gpu->Resized when exiting GameSettingsScreen.
Strangely, this does NOT help #9438.
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2017-03-17 10:27:49 +01:00 |
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Henrik Rydgard
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147d311acb
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Fix typo with isAllowTexture2D for hardware tesselation
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2017-03-03 12:32:01 +01:00 |
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Henrik Rydgard
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08d173ceee
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Unify ApplyShaderBlending
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2017-02-17 12:21:27 +01:00 |
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Henrik Rydgard
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4538edad14
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Work towards enabling shader blending on D3D11
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2017-02-17 12:21:18 +01:00 |
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xebra
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0e6c2b00cf
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[spline/bezier]Fix compatibility for GLES.
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2017-01-27 13:32:35 +09:00 |
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Henrik Rydgard
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bd4436c6eb
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Centralize EstimatePerVertexCost and Execute_BlockTransferStart
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2017-01-23 17:22:17 +01:00 |
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Henrik Rydgard
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d9acd27126
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
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xebra
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5aeaa95f2c
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[spline/bezier]Implement hardware tessellation on OpenGL.
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2017-01-23 14:12:02 +01:00 |
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Henrik Rydgard
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9d7983eee8
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Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
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2016-12-20 13:27:44 +01:00 |
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Unknown W. Brackets
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92d930887f
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Android: Add both a lost and restore phase.
Lost = delete, restore = create. Let's stick to never overlapping.
May help #8912.
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2016-09-10 21:58:42 -07:00 |
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Henrik Rydgard
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7cb6192005
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Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES
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2016-04-10 10:31:42 +02:00 |
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