ppsspp/GPU/Common
2017-02-17 17:15:00 +01:00
..
DepalettizeShaderCommon.cpp D3D11 depal: Directly index into the texture using Load() instead of messing with samplers. 2017-02-17 17:15:00 +01:00
DepalettizeShaderCommon.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
DrawEngineCommon.cpp Unify ApplyShaderBlending 2017-02-17 12:21:27 +01:00
DrawEngineCommon.h Unify ApplyShaderBlending 2017-02-17 12:21:27 +01:00
FramebufferCommon.cpp Unify CopyDisplayToOutput 2017-02-15 23:24:25 +01:00
FramebufferCommon.h Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about 2017-02-17 14:31:02 +01:00
GPUDebugInterface.cpp gedbg: Add scaled 16-bit z support. 2016-01-20 22:11:02 -08:00
GPUDebugInterface.h Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
GPUStateUtils.cpp android: Change preprocessor define to standard __ANDROID__ 2016-10-12 11:14:09 +02:00
GPUStateUtils.h Extend some enums with potentially useful values 2016-12-27 11:59:12 +01:00
IndexGenerator.cpp IndexGenerator microoptimization 2017-01-28 12:11:56 +01:00
IndexGenerator.h IndexGenerator microoptimization 2017-01-28 12:11:56 +01:00
PostShader.cpp Add new postshader setting "upscaling" 2015-10-14 18:32:13 +02:00
PostShader.h Add new postshader setting "upscaling" 2015-10-14 18:32:13 +02:00
ShaderCommon.h Unify "DrawPixels" 2017-02-15 23:06:22 +01:00
ShaderId.cpp Unbreak environment mapping 2017-01-30 16:13:47 +01:00
ShaderId.h Start stubbing out a new D3D11 backend 2017-02-08 17:35:41 +01:00
ShaderTranslation.cpp Initial work on shader translation using glslang+spirv-cross 2017-02-15 21:51:33 +01:00
ShaderTranslation.h Initial work on shader translation using glslang+spirv-cross 2017-02-15 21:51:33 +01:00
ShaderUniforms.cpp D3D11, Vulkan: Switch to 4x3 matrixes where possible. 2017-02-14 11:59:13 +01:00
ShaderUniforms.h D3D11, Vulkan: Switch to 4x3 matrixes where possible. 2017-02-14 11:59:13 +01:00
SoftwareLighting.h Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
SoftwareTransformCommon.cpp Further D3D11 fixes 2017-02-12 16:14:14 +01:00
SoftwareTransformCommon.h Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
SplineCommon.cpp [spline/bezier]Add some comments and fix to avoid division, use multiply instead. 2017-01-23 14:13:28 +01:00
SplineCommon.h Use bernstein for texcoord interpolation too. 2016-04-09 22:14:15 -07:00
TextureCacheCommon.cpp Fix fake mipmap hacks. 2017-02-15 22:07:58 +09:00
TextureCacheCommon.h Add support compat to fake mipmap hacks. 2017-02-15 01:02:51 +09:00
TextureDecoder.cpp Warning fixes 2017-01-17 20:26:48 +07:00
TextureDecoder.h Fix ARM64 Android build 2016-11-03 22:15:50 +01:00
TextureDecoderNEON.cpp Avoid unaligned accesses when hashing vertex data on ARM. Fixes #9114, may help #9128 and #9129. 2016-12-01 15:56:05 +01:00
TextureDecoderNEON.h Allow unswizzling with a dest pitch. 2016-03-26 23:38:50 -07:00
TextureScalerCommon.cpp Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
TextureScalerCommon.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
TransformCommon.cpp Always clamp in ToRGB[A]?(). 2014-10-31 09:07:54 -07:00
TransformCommon.h Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
VertexDecoderArm64.cpp Oops, changed the wrong function. 2017-01-29 15:07:25 +01:00
VertexDecoderArm.cpp Fix recent texture scaling bug. Should help #9250 2017-01-29 14:42:59 +01:00
VertexDecoderCommon.cpp Need to include getUVGenMode in vertex cache hash. Fixes #9263 2017-02-04 11:15:47 +01:00
VertexDecoderCommon.h Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
VertexDecoderFake.cpp cmake: Detect features at compile time 2016-10-19 12:31:19 +02:00
VertexDecoderX86.cpp Vertex JIT: Add some missing functions to ARM/ARM64 decoders. 2017-01-25 20:13:29 +01:00