.. |
helper
|
d3d9: Initialize viewport without errors.
|
2015-12-31 11:17:24 -08:00 |
DepalettizeShaderDX9.cpp
|
refactor: Get rid of gstate from depalshadercache
|
2015-07-29 14:28:51 +02:00 |
DepalettizeShaderDX9.h
|
refactor: Get rid of gstate from depalshadercache
|
2015-07-29 14:28:51 +02:00 |
FramebufferDX9.cpp
|
d3d9: Fix blitting coordinates.
|
2015-12-31 11:17:19 -08:00 |
FramebufferDX9.h
|
Delete fields from FrameBufferDX9 with the same names as in the FrameBufferCommon
|
2016-01-02 09:40:47 +03:00 |
GPU_DX9.cpp
|
Remove the depth range hack.
|
2016-01-03 12:05:59 -08:00 |
GPU_DX9.h
|
Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
|
2015-11-15 23:00:25 +01:00 |
PixelShaderGeneratorDX9.cpp
|
Treat invalid blend factors as fixed consistently.
|
2015-11-19 06:48:06 -08:00 |
PixelShaderGeneratorDX9.h
|
Delete disabled code to use built-in alpha test on DX9.
|
2015-10-25 01:26:38 +02:00 |
ShaderManagerDX9.cpp
|
Remove the depth range hack.
|
2016-01-03 12:05:59 -08:00 |
ShaderManagerDX9.h
|
Remove the depth range hack.
|
2016-01-03 12:05:59 -08:00 |
StateMappingDX9.cpp
|
Adjust stencil ops for 5551 and 565 buffers.
|
2015-12-31 17:01:03 -08:00 |
StateMappingDX9.h
|
Native merge part 2: update build files.
|
2015-09-06 13:06:57 -07:00 |
StencilBufferDX9.cpp
|
We had two global types called FBO, which is not ok. Fix that.
|
2015-11-14 13:24:51 +01:00 |
TextureCacheDX9.cpp
|
Remove incorrect CLUT4 optimization.
|
2016-01-02 13:20:30 -08:00 |
TextureCacheDX9.h
|
Move more common code around in texcache.
|
2015-12-31 11:41:02 -08:00 |
TextureScalerDX9.cpp
|
Consolidate the texture scaler code.
|
2015-04-08 22:52:49 +02:00 |
TextureScalerDX9.h
|
Consolidate the texture scaler code.
|
2015-04-08 22:52:49 +02:00 |
TransformPipelineDX9.cpp
|
Minor consistency improvement between d3d and opengl code
|
2015-11-05 00:08:48 +01:00 |
TransformPipelineDX9.h
|
Switch D3D over to use ConvertBlendState
|
2015-11-12 18:11:21 +01:00 |
VertexShaderGeneratorDX9.cpp
|
Correct prescale issues with render-to-texture.
|
2015-12-20 21:13:43 -08:00 |
VertexShaderGeneratorDX9.h
|
D3D9: Generate shaders directly from shader IDs, just like we do in GL.
|
2015-10-25 00:34:23 +02:00 |