| Age | Commit message (Collapse) | Author |
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this is the first step, uniform handling is still missing
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on shader compilation)
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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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