BearishSun fdfc56c8ac Depth of field (Gaussian) effect functional %!s(int64=8) %!d(string=hai) anos
..
BsD3D11BlendState.cpp 56ed650df4 Final set of refactors to rename core thread objects %!s(int64=9) %!d(string=hai) anos
BsD3D11CommandBuffer.cpp 4e57b50514 Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix %!s(int64=9) %!d(string=hai) anos
BsD3D11CommandBufferManager.cpp 4e57b50514 Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix %!s(int64=9) %!d(string=hai) anos
BsD3D11DepthStencilState.cpp 5ac8e7b2e6 Added ability to bind depth & stencil buffers separately as read-only %!s(int64=8) %!d(string=hai) anos
BsD3D11Device.cpp 4e57b50514 Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix %!s(int64=9) %!d(string=hai) anos
BsD3D11Driver.cpp 4e57b50514 Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix %!s(int64=9) %!d(string=hai) anos
BsD3D11DriverList.cpp 4e57b50514 Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix %!s(int64=9) %!d(string=hai) anos
BsD3D11EventQuery.cpp f171405be5 RenderAPICore -> ct::RenderAPI %!s(int64=9) %!d(string=hai) anos
BsD3D11GpuBuffer.cpp 12037d7ba2 Buffer copy operations now execute on the provided command buffer instead of the transfer queue, similar to textures %!s(int64=8) %!d(string=hai) anos
BsD3D11GpuBufferView.cpp 42c00ad036 Work on transparent rendering path - DirectX functional %!s(int64=9) %!d(string=hai) anos
BsD3D11GpuParamBlockBuffer.cpp 56ed650df4 Final set of refactors to rename core thread objects %!s(int64=9) %!d(string=hai) anos
BsD3D11GpuProgram.cpp d4c19836b5 Initial support for unified shading language across all render APIs %!s(int64=8) %!d(string=hai) anos
BsD3D11HLSLParamParser.cpp 729a9cd7b7 Various fixes for the new shader parsing logic %!s(int64=8) %!d(string=hai) anos
BsD3D11HLSLProgramFactory.cpp 56ed650df4 Final set of refactors to rename core thread objects %!s(int64=9) %!d(string=hai) anos
BsD3D11HardwareBuffer.cpp 12037d7ba2 Buffer copy operations now execute on the provided command buffer instead of the transfer queue, similar to textures %!s(int64=8) %!d(string=hai) anos
BsD3D11HardwareBufferManager.cpp 56ed650df4 Final set of refactors to rename core thread objects %!s(int64=9) %!d(string=hai) anos
BsD3D11IndexBuffer.cpp 12037d7ba2 Buffer copy operations now execute on the provided command buffer instead of the transfer queue, similar to textures %!s(int64=8) %!d(string=hai) anos
BsD3D11InputLayoutManager.cpp 56ed650df4 Final set of refactors to rename core thread objects %!s(int64=9) %!d(string=hai) anos
BsD3D11Mappings.cpp 4e57b50514 Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix %!s(int64=9) %!d(string=hai) anos
BsD3D11OcclusionQuery.cpp f171405be5 RenderAPICore -> ct::RenderAPI %!s(int64=9) %!d(string=hai) anos
BsD3D11Plugin.cpp b9a97b133e Removing unnecessary DLL export specifiers from plugins %!s(int64=8) %!d(string=hai) anos
BsD3D11QueryManager.cpp 4e57b50514 Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix %!s(int64=9) %!d(string=hai) anos
BsD3D11RasterizerState.cpp 56ed650df4 Final set of refactors to rename core thread objects %!s(int64=9) %!d(string=hai) anos
BsD3D11RenderAPI.cpp fdfc56c8ac Depth of field (Gaussian) effect functional %!s(int64=8) %!d(string=hai) anos
BsD3D11RenderAPIFactory.cpp f171405be5 RenderAPICore -> ct::RenderAPI %!s(int64=9) %!d(string=hai) anos
BsD3D11RenderStateManager.cpp 56ed650df4 Final set of refactors to rename core thread objects %!s(int64=9) %!d(string=hai) anos
BsD3D11RenderTexture.cpp 5ac8e7b2e6 Added ability to bind depth & stencil buffers separately as read-only %!s(int64=8) %!d(string=hai) anos
BsD3D11RenderUtility.cpp 5ac8e7b2e6 Added ability to bind depth & stencil buffers separately as read-only %!s(int64=8) %!d(string=hai) anos
BsD3D11RenderWindow.cpp 5ac8e7b2e6 Added ability to bind depth & stencil buffers separately as read-only %!s(int64=8) %!d(string=hai) anos
BsD3D11RenderWindowManager.cpp 56ed650df4 Final set of refactors to rename core thread objects %!s(int64=9) %!d(string=hai) anos
BsD3D11SamplerState.cpp f7c66134dd Refactoring/fixing comparison sampler states %!s(int64=8) %!d(string=hai) anos
BsD3D11Texture.cpp 8ffa542fb5 Texture copy operations no longer occurr on the transfer queue, but instead on the user-provided command buffer, in order to avoid user needing to worry about submitting previous rendering operations manually %!s(int64=8) %!d(string=hai) anos
BsD3D11TextureManager.cpp 56ed650df4 Final set of refactors to rename core thread objects %!s(int64=9) %!d(string=hai) anos
BsD3D11TextureView.cpp 5ac8e7b2e6 Added ability to bind depth & stencil buffers separately as read-only %!s(int64=8) %!d(string=hai) anos
BsD3D11TimerQuery.cpp f171405be5 RenderAPICore -> ct::RenderAPI %!s(int64=9) %!d(string=hai) anos
BsD3D11VertexBuffer.cpp 12037d7ba2 Buffer copy operations now execute on the provided command buffer instead of the transfer queue, similar to textures %!s(int64=8) %!d(string=hai) anos
BsD3D11VideoModeInfo.cpp 4e57b50514 Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix %!s(int64=9) %!d(string=hai) anos