ppsspp/GPU/D3D11
Henrik Rydgård 096985f51f Provoking vertex (software transform): Simpler solution
Simply rotate each primitive in the index buffer to simulate a different provoking vertex.

Since at this point we have already generated a plain primitive index
buffer, it's easy to manipulate like this.

An even better solution would be to generate rotated index buffers
directly during decode, although that code is super critical and does
not need more complexity..

We could now also enable this for hardware transform but I'm leaving
that for later.
2024-07-17 14:40:52 +02:00
..
D3D11Util.cpp Provoking vertex (software transform): Simpler solution 2024-07-17 14:40:52 +02:00
D3D11Util.h Add brute force shader generator tester. Tests D3D11 and Vulkan shaders. 2020-10-21 23:20:15 +02:00
DrawEngineD3D11.cpp Provoking vertex (software transform): Simpler solution 2024-07-17 14:40:52 +02:00
DrawEngineD3D11.h Delete the vertex cache option from the code. 2023-10-10 15:43:43 +02:00
FramebufferManagerD3D11.cpp Include file cleanup in framebuffer managers 2023-02-25 12:21:00 +01:00
FramebufferManagerD3D11.h Include file cleanup in framebuffer managers 2023-02-25 12:21:00 +01:00
GPU_D3D11.cpp Logging API change (refactor) (#19324) 2024-07-14 14:42:59 +02:00
GPU_D3D11.h OpenGL: Fix some confusion between gpu->BeginHostFrame and gpu->BeginFrame, fixing black screen 2023-12-11 23:05:37 +01:00
ShaderManagerD3D11.cpp Back out clearly inconsequential/useless .reserve() calls 2023-12-29 08:27:56 +01:00
ShaderManagerD3D11.h GPU: Correct some missing override specifiers. 2023-02-26 15:58:58 -08:00
StateMappingD3D11.cpp Fix the semantics of DenseHashMap to be consistent even when inserting nulls 2023-09-11 12:07:18 +02:00
StateMappingD3D11.h Move most GPU things to Common. 2020-10-04 23:39:02 +02:00
TextureCacheD3D11.cpp Logging API change (refactor) (#19324) 2024-07-14 14:42:59 +02:00
TextureCacheD3D11.h Fix BC textures in D3D11 - except that they're red/blue swapped. Ugh. 2023-03-11 23:55:43 +01:00