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Trying to use the old `hardware_transform` flag to combine the new large_fvf has lead to several bugs. So here the logic is broken out into 2 separate components, single item and large_fvf. The old `hardware_transform` name also no longer makes sense, as there are now 3 transform paths: Software (CPU) Hardware (uniform) Hardware (attribute) |
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.. | ||
shaders | ||
rasterizer_canvas_base_gles3.cpp | ||
rasterizer_canvas_base_gles3.h | ||
rasterizer_canvas_gles3.cpp | ||
rasterizer_canvas_gles3.h | ||
rasterizer_gles3.cpp | ||
rasterizer_gles3.h | ||
rasterizer_scene_gles3.cpp | ||
rasterizer_scene_gles3.h | ||
rasterizer_storage_gles3.cpp | ||
rasterizer_storage_gles3.h | ||
SCsub | ||
shader_compiler_gles3.cpp | ||
shader_compiler_gles3.h | ||
shader_gles3.cpp | ||
shader_gles3.h |