degasus 
							
						 
					 
					
						
						
							
						
						41b0c74e30 
					 
					
						
						
							
							VideoCommon: Make dst_alpha state implicit.  
						
						 
						
						
						
						
					 
					
						2017-01-04 20:02:31 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								JosJuice 
							
						 
					 
					
						
						
							
						
						1081497cad 
					 
					
						
						
							
							DiscIO/SConfig: Rename GetUniqueID to GetGameID  
						
						 
						
						... 
						
						
						
						We call this "game ID" everywhere else, and it's not
actually completely unique. 
						
						
					 
					
						2016-10-29 15:24:02 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						829fc8f0ad 
					 
					
						
						
							
							PixelShaderGen: Drop dstAlphaMode constant in shader generation.  
						
						 
						
						... 
						
						
						
						It is already stored within the UID. 
						
						
					 
					
						2016-10-04 10:13:46 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Lioncash 
							
						 
					 
					
						
						
							
						
						14e0b48ae4 
					 
					
						
						
							
							VideoCommon: Make API_TYPE an enum class  
						
						 
						
						... 
						
						
						
						Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers. 
						
						
					 
					
						2016-07-29 19:20:16 -04:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Scott Mansell 
							
						 
					 
					
						
						
							
						
						2f134c5c36 
					 
					
						
						
							
							Remove the rest of ShaderDebugging.  
						
						 
						
						... 
						
						
						
						Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back). 
						
						
					 
					
						2016-06-26 16:25:11 +12:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Scott Mansell 
							
						 
					 
					
						
						
							
						
						ebe5fd0b36 
					 
					
						
						
							
							Multithreadded Shadergen: Minor fixups.  
						
						 
						
						
						
						
					 
					
						2016-06-26 16:13:22 +12:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Scott Mansell 
							
						 
					 
					
						
						
							
						
						95469ec225 
					 
					
						
						
							
							Remove UID Checker.  
						
						 
						
						... 
						
						
						
						Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible. 
						
						
					 
					
						2016-06-26 16:13:22 +12:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Scott Mansell 
							
						 
					 
					
						
						
							
						
						24e5d21780 
					 
					
						
						
							
							Multithreadded Shadergen: Second pass over Pixel Shadergen.  
						
						 
						
						... 
						
						
						
						Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.
Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future. 
						
						
					 
					
						2016-06-26 16:13:21 +12:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Scott Mansell 
							
						 
					 
					
						
						
							
						
						1a831cfc7d 
					 
					
						
						
							
							Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens  
						
						 
						
						... 
						
						
						
						As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID. 
						
						
					 
					
						2016-06-26 16:13:21 +12:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Scott Mansell 
							
						 
					 
					
						
						
							
						
						28c7113e41 
					 
					
						
						
							
							Multithreadded Shadergen: Second Pass over geometery Shadergen  
						
						 
						
						
						
						
					 
					
						2016-06-26 16:13:21 +12:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						3570c7f03a 
					 
					
						
						
							
							Reformat all the things. Have fun with merge conflicts.  
						
						 
						
						
						
						
					 
					
						2016-06-24 10:43:46 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Lioncash 
							
						 
					 
					
						
						
							
						
						6c0db9fe3c 
					 
					
						
						
							
							ShaderCache: Remove unnecessary template type specifications  
						
						 
						
						... 
						
						
						
						These are already inferred through the passed in arguments. 
						
						
					 
					
						2016-02-15 23:32:30 -05:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Lioncash 
							
						 
					 
					
						
						
							
						
						53fe5a04ec 
					 
					
						
						
							
							ShaderCache: Remove unnecessary null checks  
						
						 
						
						... 
						
						
						
						We already bail out if the shader compilation fails.
Also, there would have already been a nullptr dereference in
InsertByteCode prior to reaching this point. 
						
						
					 
					
						2016-02-15 23:29:30 -05:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								hdcmeta 
							
						 
					 
					
						
						
							
						
						8cc686b360 
					 
					
						
						
							
							D3D12: Initial commit for D3D12 backend implementation.  
						
						 
						
						
						
						
					 
					
						2016-02-15 09:48:25 -08:00