ppsspp/GPU
2013-09-22 17:03:39 +08:00
..
Common Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00
Directx9 Missed these 2013-09-21 23:44:11 +02:00
GLES Try another attempt for reading framebuffer to memory and code cleanup 2013-09-22 17:03:39 +08:00
Null Use the right vertex/index addr in NullGpu. 2013-09-21 18:56:26 -07:00
Software Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00
CMakeLists.txt Adapt the basic spline code from the softgpu to the GL code. 2013-08-23 00:33:18 +02:00
ge_constants.h Add bunch of GE_CMD_UNKNOWN_XX 2013-09-20 14:31:16 +08:00
GeDisasm.cpp Don't ignore the low bits of the framebuf pointer. 2013-09-07 02:01:01 -07:00
GeDisasm.h Add a function to pretty-print vertex type. 2013-04-22 22:04:26 -07:00
GPU.vcxproj Prep PPSSPP for Visual Studio 2013. 2013-09-17 10:27:06 -04:00
GPU.vcxproj.filters Update bufw handling in all gpus. 2013-09-15 21:27:13 -07:00
GPUCommon.cpp Preseve offsetAddr on stall, instead of reset to 0. 2013-09-21 21:01:41 -07:00
GPUCommon.h A paused list will allow a context save. 2013-09-21 21:01:41 -07:00
GPUInterface.h Preseve offsetAddr on stall, instead of reset to 0. 2013-09-21 21:01:41 -07:00
GPUState.cpp Support save/restore of context on list run/finish. 2013-09-20 09:51:44 -07:00
GPUState.h Do Beziers more correctly (although still not tesselating properly). 2013-09-22 09:52:46 +02:00
GPUXbox.vcxproj projection fixes ! 2013-09-12 09:53:48 +02:00
GPUXbox.vcxproj.filters projection fixes ! 2013-09-12 09:53:48 +02:00
Math3D.cpp GPU/Math3D: Support converting Vec3 and Vec4 objects to u32 color values. 2013-07-29 22:26:42 +02:00
Math3D.h GPU/Math3D: Add a 4x4 matrix class. 2013-07-29 22:49:19 +02:00