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UI: Add Layout
Build
#31:
Commit
abcad8b
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jspingu
2m 19s
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master
2m 19s
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stride.h: Shorten float and int conversion function names
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#30:
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jspingu
2m 42s
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master
2m 42s
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Clean up parenthesis & scalar initializer warnings
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#29:
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22e0634
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2m 43s
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2m 43s
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stride.h: Add first element extraction functions
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#28:
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34be014
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2m 50s
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Shade: Add TileMap
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#27:
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5031a26
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3m 46s
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3m 46s
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ECS: Null-terminate component/child construction macros
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#26:
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fedd4f6
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2m 13s
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Move shading to dedicated category
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#25:
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6aab89c
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2m 41s
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Move shading to dedicated category
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#24:
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2m 52s
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3D: Shade and apply alpha scissor mask before writing depth
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#23:
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73dda86
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3m 8s
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3D: Implement alpha scissor
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#22:
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2m 14s
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3D: Implement triangle sort
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#21:
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63dbe66
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2m 51s
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Queue triangle draws per-tile spanned by each triangle's bounding box
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#20:
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4806410
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2m 22s
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Note performance
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#19:
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07d7715
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2m 22s
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3D: Precompute index sort & gradients for scanline span
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#18:
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fae8dc4
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2m 20s
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Add release/debug build profiles
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#17:
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20d7510
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2m 23s
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Remove debug log
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#16:
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bd5355a
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10m 38s
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Remove extraneous semicolon in sd_int_mask_blend
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#15:
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733fa81
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2m 28s
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Fix various memory leaks
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#14:
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CI: Remove brew update
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#13:
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Simplify cubemap sampling algorithm
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#12:
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Use __regcall calling convention when available
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#11:
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81104a3
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Fix depth reset strided boundary
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#10:
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35c6d20
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Introduce tiling scheduler for rasterizer thread pool
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#9:
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Use pitch from SDL_LockTexture in canvas present
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#8:
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Add per-thread wake signal to prevent incorrect work stealing race
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#7:
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