ppsspp/GPU
2017-08-14 11:36:07 +02:00
..
Common Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
D3D11 Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
Debugger GE Debugger: Gah, fix some pointer size errors. 2017-06-06 19:49:10 -07:00
Directx9 Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
GLES Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
Null GE Debugger: Fix recording in softgpu. 2017-06-04 10:38:58 -07:00
Software SoftGPU: Avoid some compile warnings. 2017-06-06 19:49:42 -07:00
Vulkan Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
ge_constants.h Minor GPU disassembler update 2017-08-05 18:37:03 +02:00
GeDisasm.cpp Minor GPU disassembler update 2017-08-05 18:37:03 +02:00
GeDisasm.h Slightly improve GPU disassembly 2014-09-13 23:51:07 +02:00
GPU.cpp More UWP prep 2017-02-25 09:57:22 +01:00
GPU.h Guess what? More renaming 2016-12-27 11:59:06 +01:00
GPU.vcxproj GE Debugger: Initial structure for GE data dumping. 2017-06-03 15:29:09 -07:00
GPU.vcxproj.filters GE Debugger: Initial structure for GE data dumping. 2017-06-03 15:29:09 -07:00
GPUCommon.cpp Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
GPUCommon.h All: Only recompute the vertex shader ID when dirty 2017-08-14 11:36:06 +02:00
GPUInterface.h GPU: Add a debug method to grab list tick wait. 2017-06-04 10:38:49 -07:00
GPUState.cpp Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
GPUState.h Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
Math3D.cpp Don't use aligned loads in non-inlined funcs. 2014-03-23 12:09:17 -07:00
Math3D.h SoftGPU: Grab 4 S/T coords in non-through too. 2017-04-23 11:11:16 -07:00