| Age | Commit message (Collapse) | Author |
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so osx start game, but everything is black
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std::unordered_map. Provides a very small speed boost.
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it's wrong, but so we are guaranteed to get pinned memory.
it's slower for rendering, but faster for mapping.
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invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me.
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rasterfont tex will aways bound to samp8.
efb copy utils will be done in samp9.
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this is the way of dx11. it would upload more per draw, but uses less calls.
will be faster if many uniforms are changed, but slower else
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shader caches. Also, don't need the line in the PixelShaderGen.
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420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
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GL_ARB_get_program_binary, and it's a runtime variable anyways.
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change pair from u64 to u32.
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everything still compiles.
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stuttering when F-Zero starts. Did it because I can :|
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was fixing binding sampler locations last night when I was tired.
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set this multiple times.
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bind a Vertex Uniform block then.
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when The user had UBO support but not Binding support.
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expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers.
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