ppsspp/GPU/Directx9
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
..
DrawEngineDX9.cpp Provoking vertex (software transform): Simpler solution 2024-07-17 14:40:52 +02:00
DrawEngineDX9.h Delete the vertex cache option from the code. 2023-10-10 15:43:43 +02:00
FramebufferManagerDX9.cpp Include file cleanup in framebuffer managers 2023-02-25 12:21:00 +01:00
FramebufferManagerDX9.h Include file cleanup in framebuffer managers 2023-02-25 12:21:00 +01:00
GPU_DX9.cpp Logging API change (refactor) (#19324) 2024-07-14 14:42:59 +02:00
GPU_DX9.h OpenGL: Fix some confusion between gpu->BeginHostFrame and gpu->BeginFrame, fixing black screen 2023-12-11 23:05:37 +01:00
ShaderManagerDX9.cpp Logging API change (refactor) (#19324) 2024-07-14 14:42:59 +02:00
ShaderManagerDX9.h Vulkan: Simplify GetShaders and DirtyLastShader, making them internally consistent. 2023-09-24 11:55:15 +02:00
StateMappingDX9.cpp Don't cache render target copies for shader blending, only cache copies for overlap 2023-05-11 12:04:29 +02:00
StateMappingDX9.h Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
TextureCacheDX9.cpp Logging API change (refactor) (#19324) 2024-07-14 14:42:59 +02:00
TextureCacheDX9.h Some DeviceLost/DeviceRestore cleanup 2023-02-26 11:05:52 +01:00