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fix Parameter reader #37
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MonoGame 3.8 Release
Update master
Fix Missing Android Package
Fix cake script for 3.8.1 auto release
3.8.1 HOTFIX
need to -check for Precision lost -simplify the framework check in MathF.cs , check for netXX and netstandard2.0 -ensure the custom implementation gets inlined on older net.framework, xamarin, UWP, etc
-Do not reorder items -Revert "Adds ContentIdentity of the imported asset to reduce the need for special types in importers. (PR-6013)". -Remove ContentStats -Remove LoggerRootDirectory -Fix incremental build of external assets.
fix EffectProcessor Resolve namespace conflict with Effect class decouple SampleStateInfo from Xna.Framework.Graphics refactor writer and reader fix MGFXHeader fallback to v9
this method is a cause of memory leaks.
Remove the platform contition.
…fix EmulateTouch, and other minor fixes
…of ListReader & DictionaryReader
Reuse the existing instance on Resume/DeviceReset. ContentManager & ContentReaders was creating new instances during AssetReload(). The problem was with SoundEffectReader, and with Shared resources like VertexBuffer, IndexBuffer, Effect. http://community.monogame.net/t/sharpdx-crashing-the-app-after-having-resumed-a-few-times/813/5 Optimize ContentManager.ReloadGraphicsAssets. Do not reload non-GPU resources like SoundEffect.
UnloadContent() should be called only when Disposed is called b the user, otherwise assets will be collectected by GC. Also call Base.Dispose() just in case.
- FromFile() methods should use TileContainer.OpenStream() - FromFile() methods don't add any new functionality - DefaultColorProcessors impementation is slow - Texture2D.FromStream does no longer alter the original image - Convertion to premultiply can be done bt drawing the tecture to a RenderTarget
Since we don't know the MaxMultiSampleCount before the window initialization it's better to disable Multisampling rather than getting an undefinined beharior and/or crashes.
1) TextureColection uses a 32bit bitmask, therefore that's our hard limit at the moment. 2) There are several places that loop over the texture collection. Modern GPUs have hundreds of input slots and this is causing a performance issue. 3) This value should be limited by the Graphics profile.
* Definition of Oculus Touch Controller buttons * Oculus TouchController * update Oculus TouchController
* GamePlatform.Blazor * Content Pipeline TargetPlatform.Blazor * BLAZOR Constant * remove WEB constant * remove web source files
* Move Shaders * Add Macro for vs_3_0 and ps_3_0 * SetConstantBuffers and PlatformApply * ReadParameters While the previous code was reading floats for ogl, the mojo processor writes all zero values for everything. * ConstantBuffer.PlatformDispose() * refactor ConstantBuffer
* Refactor ConstantBuffer.PlatformApply()
* foreach * unwrap method * switch-default * branch prediction * spriteBatch opt * refactor ConstantBuffer.SetParameter() * refactor flags * clear Texture Collection flags * clear SamplerCollection flags
* replace TouchControllerStrategy with IOculusInput
* Texture.Handle * GamePadCapabilities .ctor
* remove WINDOWS code from GraphicsAdapter.Blazor * replacing WINDOWS -> (WINDOWS || DESKTOPGL) * simplifying (WINDOWS || DESKTOPGL) && !OPENGL * simplifying (WINDOWS || DESKTOPGL) && !DESKTOPGL * simplifying (WINDOWS || DESKTOPGL) && DIRECTX * simplifying DESKTOPGL && (WINDOWS || DESKTOPGL) * simplifying (WINDOWS || DESKTOPGL) && OPENGL * simplifying (WINDOWS || DESKTOPGL) || DESKTOPGL * remove DESKTOPGL from DirectX files * simplifying (WINDOWS || DESKTOPGL) * remove due to preceding #elif DESKTOPGL * disable touch because it cant work on Linux * disable PlatformFromStream_DESKTOPGL because it's using System.Drawing * remove unnecessary #if from WindowsDX
* ConstantBufferStrategy * move ConstantBuffer fields * initialize fields * move ConstantBuffer members * remove partial ConstantBuffer * move ConstantBufferStrategy.PlatformInitialize() * remove PlatformInitialize() from ConcreteConstantBufferStrategy * rename and refactor PlatformInitialize() clone HashKey * protecting ConstantBufferStrategy fields
* change Uniform4fvDelegate input to Vector4 assert that _buffer.Length is multiple of 16 (array of Vector4) convert _posFixup to local Vector4 optimize branch for !UseHalfPixelOffset * Uniform1f - float * Uniform1iv - int[] * Uniform1fv - float[] * Uniform2fv - Vector2[] * Uniform3fv - Vector3[] * UniformMatrix4fv - Matrix[] * UniformMatrix2fv * UniformMatrix3fv
* reorder fields of VertexDeclarationAttributeInfo.Element * optimize SetVertexAttributeArray(...) * forech in ApplyAttribs
* formating and whitespaces * remove unused startIndex rename index to vertexCount rename vertexCount to numVertices * refactor FlushVertexArray * replace vertexCount/numVertices with spriteCount * IDisposable SpriteBatcher * set MaxBatchSize to a power of two remove InitialVertexArraySize * set texture in FlushVertexArray(...) * two-pass batch split batch/draw
glTexture is considered a Managed object.
…e previous method. (#35) * SupportsInstancing is 'borrowing' the CheckGLError() from the previous method. * updating WebGL SupportsInstancing/VertexAttribDivisor * move InstanceFrequency check
* implement VertexBuffer SetData(...) Discard * implement IndexBuffer(...) Discard
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