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FragmentShaderGenerator.cpp
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Let's not use #define in GLSL ES shaders.
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2013-10-29 11:37:16 +01:00 |
FragmentShaderGenerator.h
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Only set fogdepth to highp on PowerVR. May fix #4333
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2013-10-28 15:38:25 +01:00 |
Framebuffer.cpp
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Attempt for another matching framebuffer logic
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2013-11-10 10:38:33 +08:00 |
Framebuffer.h
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Add a temporary hack option that may help debugging the wipeout glow.
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2013-10-30 22:47:36 +01:00 |
GLES_GPU.cpp
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Simple unoptimized software skinning.
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2013-11-13 18:10:57 +01:00 |
GLES_GPU.h
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Avoid some dereferencing in gpu FastRunLoop.
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2013-11-06 07:50:16 -08:00 |
ShaderManager.cpp
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Fix minor bug where we didn't clear dirtyUniforms if early-outing from UpdateUniform.
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2013-11-13 10:02:58 +01:00 |
ShaderManager.h
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Speed up UpdateUniforms a little
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2013-11-12 17:06:03 +01:00 |
SoftwareTransform.cpp
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Extract the software transform code into its own file.
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2013-11-13 14:56:34 +01:00 |
Spline.cpp
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Try a different heuristic for the bezier subdivision factor
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2013-10-10 17:49:29 +02:00 |
StateMapping.cpp
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Add comment with a link to an important github thread
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2013-10-30 23:08:03 +01:00 |
StateMapping.h
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Adapt the basic spline code from the softgpu to the GL code.
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2013-08-23 00:33:18 +02:00 |
TextureCache.cpp
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Buildfix for sse2 builds.
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2013-11-13 12:08:46 +10:00 |
TextureCache.h
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Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
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2013-11-01 19:38:52 +01:00 |
TextureScaler.cpp
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Put the removed include back, but only for Visual Studio 2012.
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2013-09-17 10:27:06 -04:00 |
TextureScaler.h
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Update to latest version of "native"
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2013-05-31 23:10:58 +02:00 |
TransformPipeline.cpp
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Decode step by step when sw skinning
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2013-11-13 18:10:57 +01:00 |
TransformPipeline.h
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Prepare transform pipeline for step by step decoding
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2013-11-13 18:10:57 +01:00 |
VertexDecoder.cpp
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Save a couple of registers in the x86 vertex decoder jit by SIMD-ing prescale UV
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2013-11-13 18:10:57 +01:00 |
VertexDecoder.h
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Simple unoptimized software skinning.
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2013-11-13 18:10:57 +01:00 |
VertexShaderGenerator.cpp
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Move normal reversion into the vertex shader instead of the decoder.
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2013-11-02 11:05:31 +01:00 |
VertexShaderGenerator.h
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Preparation for proper spline/bez: Convert control points to a simple format.
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2013-09-21 23:37:14 +02:00 |