Age | Commit message (Collapse) | Author |
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This is an initial implementation based on the current RD implementation
Performance will improve later
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Prevent windows from having a size greater than device limit
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This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.
This results in much faster rendering on low-end devices
but improves speed on all devices.
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
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Split canvas_texture_storage and texture_storage from render_storage class
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