Vincent Lejeune
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a63fdf6c45
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Use files from master
- Drop smart vertex storage and use OpenGL's one instead.
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2015-10-13 14:27:17 +02:00 |
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Vincent Lejeune
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86fff9800f
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Remove base offset
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2015-10-13 00:04:16 +02:00 |
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Vincent Lejeune
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1e431edf09
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Remove fragment program
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2015-10-13 00:04:15 +02:00 |
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Vincent Lejeune
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67f1f0fea3
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Remove fragment constants
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2015-10-13 00:04:15 +02:00 |
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Vincent Lejeune
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beabc88f79
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Remove transform constants
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2015-10-13 00:04:14 +02:00 |
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Vincent Lejeune
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dd1afe85ae
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Remove alpha func
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2015-10-13 00:04:13 +02:00 |
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Vincent Lejeune
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60bccf0f10
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Remove RSXVertexArray
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2015-10-13 00:04:12 +02:00 |
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Vincent Lejeune
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73535e0c04
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remove m_surface*
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2015-10-13 00:04:12 +02:00 |
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Vincent Lejeune
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3de47c201c
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RSX: Create a rsx namespace.
Put get_address inside.
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2015-10-13 00:04:04 +02:00 |
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Vincent Lejeune
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e3e5b46cbf
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Remove m_ prefix on some members of RSXThread
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2015-10-13 00:04:03 +02:00 |
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Vincent Lejeune
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0138a95567
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RSX: Remove using namespace ps3 in header
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2015-10-13 00:04:02 +02:00 |
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Vincent Lejeune
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c7b7d1f71f
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Common: Move generic vertex buffer code from d3d12 backend
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2015-10-03 18:25:19 +02:00 |
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Vincent Lejeune
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9a0232bc87
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d3d12: Use d3dx12.h defined structs for constant buffers code
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2015-10-03 18:25:16 +02:00 |
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Vincent Lejeune
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703b1636c8
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d3d12: Do not use array size to get vertex buffer element count.
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2015-10-03 18:25:15 +02:00 |
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Vincent Lejeune
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37721d6b8a
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d3d12: Use big buffer instead of placed resource for vertex index storage
Increase perf in Disgaea 3
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2015-09-25 22:35:22 +02:00 |
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Vincent Lejeune
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8ba74a7f7d
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d3d12: Add some more counter to debug overlay
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2015-09-25 22:35:21 +02:00 |
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Vincent Lejeune
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23bd197bd4
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d3d12: clean code
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2015-09-25 22:35:19 +02:00 |
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Vincent Lejeune
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f10c812301
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d3d12: Use d3dx12.h defined struct.
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2015-09-25 22:34:34 +02:00 |
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Vincent Lejeune
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12f00a5e16
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d3d12: Fix indexed triangle fan emulation.
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2015-09-18 22:36:21 +02:00 |
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Vincent Lejeune
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0da893695e
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d3d12: Fix buffer upload with a base vertex.
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2015-09-18 22:36:20 +02:00 |
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Vincent Lejeune
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63a54dd70d
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d3d12: Rewrite per frame resource cleaning function.
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2015-08-16 23:45:51 +03:00 |
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Vincent Lejeune
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09cc127dd9
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d3d12: Use ComPtr<> instead of manually releasing some structures
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2015-08-14 23:39:37 +02:00 |
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Vincent Lejeune
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9cb88b3a8d
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d3d12: Use ThrowIfFailed instead of check to be inline with DX12 Samples
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2015-08-14 23:39:37 +02:00 |
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vlj
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9b10895c38
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d3d12: Fix build with latest master
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2015-08-12 00:28:35 +02:00 |
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vlj
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8801abb93a
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d3d12: Refactor index management
Separates it from vertex management and move all the logic (forced
indexing, index count calculation...) outside of GSRender.
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2015-08-12 00:28:29 +02:00 |
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vlj
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91809c09d4
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d3d12: use memcpy instead of streamToBuffer for alpha settings
streamToBuffer doesn't work well for data < 128 bits
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2015-08-12 00:28:28 +02:00 |
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vlj
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bf394d4f56
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d3d12: Support triangle fan
Fix missing character members in the guided fate paradox
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2015-08-12 00:28:28 +02:00 |
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vlj
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1c7bff4d36
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d3d12: Use align instead of powerOf2Align
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2015-08-12 00:28:20 +02:00 |
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vlj
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141c7ef340
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d3d12: Do not cache non buffer vertex attribute
Fix dice test
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2015-08-12 00:28:19 +02:00 |
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vlj
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73aeda1507
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d3d12: Use stream to buffer to upload vertex constants
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2015-08-12 00:28:19 +02:00 |
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vlj
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2c802735bd
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d3d12: Fix crash + use ref instead of copying in some for loops
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2015-08-12 00:28:18 +02:00 |
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vlj
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8f31211557
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d3d12: Avoid copying 8k of constant data per draw call
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2015-08-12 00:28:17 +02:00 |
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vlj
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4ee66a2680
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d3d12: Implement intraframe vertex caching
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2015-08-12 00:28:16 +02:00 |
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vlj
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aa66ddcd86
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d3d12: Add some code documentation + rename some functions
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2015-08-12 00:28:09 +02:00 |
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vlj
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f2d39d0e82
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d3d12: Use fixed width/height scale and use surface_clip info for scaleOffset matrix
Thanks to raven02 for the patch.
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2015-08-12 00:28:09 +02:00 |
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vlj
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41577b5018
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d3d12: Fix some warnings
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2015-08-12 00:28:03 +02:00 |
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vlj
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75a52219e0
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d3d12: Rewind constant buffers get value
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2015-08-12 00:28:03 +02:00 |
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vlj
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d2c13bc4c1
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d3d12: Use a commited resource for constant buffer
Since we rarely use more than 1k of constant data we waste space due to
alignment requirement with heap so use a commited resource instead.
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2015-08-12 00:28:02 +02:00 |
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vlj
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2f54482592
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d3d12: Make depth test optionnal and use (0,0,0,0) when texture unit is disabled
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2015-08-12 00:28:01 +02:00 |
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raven02
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da923f8a3d
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d3d12: declare bufferSize for allocation
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2015-08-12 00:26:53 +02:00 |
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vlj
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70b537c8c2
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d3d12: Implement discard
Should make alpha test kill test almost working as it should.
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2015-08-12 00:26:51 +02:00 |
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vlj
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ad55cced13
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d3d12: Fix vertex buffer sometimes incomplete.
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2015-08-12 00:26:47 +02:00 |
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vlj
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5f46b32616
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d3d12: Use instancing to pass constant vertex attribute
Maybe a bit hackish but it works.
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2015-08-12 00:26:36 +02:00 |
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vlj
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64a555caca
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d3d12: Write data to single vertex attrib
stencil reflect has some color but it's still broken.
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2015-08-12 00:26:35 +02:00 |
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vlj
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e3b73f9ea0
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d3d12: Fix vertex error in stencil reflect
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2015-08-12 00:26:34 +02:00 |
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vlj
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694d4e01a0
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d3d12: Use openMP for vertex buffer mapping and factorize function
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2015-08-12 00:26:31 +02:00 |
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vlj
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7db3599648
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d3d12: Ping pong between data to avoid gpu stall as much as possible
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2015-08-12 00:26:23 +02:00 |
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vlj
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6bb5dd2125
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d3d12: Use ring like buffer for vertex index data
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2015-08-12 00:26:20 +02:00 |
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vlj
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f721f2cbaa
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d3d12: Use ring like heap for vertex and fragment constants too
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2015-08-12 00:26:20 +02:00 |
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vlj
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e0cff6b0b4
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d3d12: Start using a ring-like buffer for constants
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2015-08-12 00:26:19 +02:00 |
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