ppsspp/GPU
2018-11-12 08:19:19 +01:00
..
Common Only mask away Z mirrors if inside VRAM 2018-11-12 08:19:19 +01:00
D3D11 Remove constraint that virtual framebuffers have to represent VRAM. 2018-11-12 08:19:14 +01:00
Debugger GE Debugger:Step to curved surface. 2018-10-01 11:41:19 +09:00
Directx9 Remove constraint that virtual framebuffers have to represent VRAM. 2018-11-12 08:19:14 +01:00
GLES Remove constraint that virtual framebuffers have to represent VRAM. 2018-11-12 08:19:14 +01:00
Null GE Debugger: Rename depth clamp more places. 2018-08-11 16:33:39 -07:00
Software [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer. 2018-10-07 23:54:31 +09:00
Vulkan New spline stuff seems to need bigger storage buffer pools 2018-11-11 22:52:37 +01:00
ge_constants.h GE Debugger: Rename depth clamp more places. 2018-08-11 16:33:39 -07:00
GeDisasm.cpp GE Debugger: Rename depth clamp more places. 2018-08-11 16:33:39 -07:00
GeDisasm.h Slightly improve GPU disassembly 2014-09-13 23:51:07 +02:00
GPU.cpp GPU: Cancel shader preload on shutdown/lost. 2018-10-30 20:32:12 -07:00
GPU.h GPU: Track stats on uploads. 2017-12-28 19:27:45 -08:00
GPU.vcxproj GE Debugger: Factor out host calls some. 2018-09-01 08:32:03 -07:00
GPU.vcxproj.filters GE Debugger: Factor out host calls some. 2018-09-01 08:32:03 -07:00
GPUCommon.cpp GPU: Dirty frag shader on depth write. 2018-11-06 21:16:51 -08:00
GPUCommon.h GPU: Cancel shader preload on shutdown/lost. 2018-10-30 20:32:12 -07:00
GPUInterface.h GPU: Cancel shader preload on shutdown/lost. 2018-10-30 20:32:12 -07:00
GPUState.cpp Revert "Remove further remains of hardware skinning." 2018-04-10 12:22:41 +02:00
GPUState.h Merge pull request #11425 from xebra/refactor_spline_bezier 2018-11-04 17:04:29 +01:00
Math3D.cpp [spline/bezier]Move SIMD optimization of vector operations to Math3D.h. 2018-10-07 23:53:43 +09:00
Math3D.h Math3D: Something wrong with hand simd optimization in vec2<float>, so it causes very slow down. 2018-10-07 23:54:17 +09:00