..
Common
Fix bug where we'd reload the post shader information every frame. Fixes #9410
2017-03-11 12:25:43 +01:00
D3D11
Dirty UVSCALEOFFSET on every draw call.
2017-03-11 13:10:38 +01:00
Debugger
Clean up among the logs. Remove MASTER_LOG.
2017-03-06 13:10:23 +01:00
Directx9
Dirty UVSCALEOFFSET on every draw call.
2017-03-11 13:10:38 +01:00
GLES
Dirty UVSCALEOFFSET on every draw call.
2017-03-11 13:10:38 +01:00
Null
Pass in the DrawContext to all backends
2017-01-30 20:26:47 +01:00
Software
More UWP prep
2017-02-25 09:57:22 +01:00
Vulkan
Dirty UVSCALEOFFSET on every draw call.
2017-03-11 13:10:38 +01:00
ge_constants.h
Use table-driven dirtying instead of callbacks in GPU_GLES
2017-01-24 18:12:20 +01:00
GeDisasm.cpp
Centralize EstimatePerVertexCost and Execute_BlockTransferStart
2017-01-23 17:22:17 +01:00
GeDisasm.h
Slightly improve GPU disassembly
2014-09-13 23:51:07 +02:00
GPU.cpp
More UWP prep
2017-02-25 09:57:22 +01:00
GPU.h
Guess what? More renaming
2016-12-27 11:59:06 +01:00
GPU.vcxproj
More UWP prep
2017-02-25 09:57:22 +01:00
GPU.vcxproj.filters
More UWP prep
2017-02-25 09:57:22 +01:00
GPUCommon.cpp
GE Debugger D3D11: Support displaying the current texture
2017-03-06 16:46:15 +01:00
GPUCommon.h
GE Debugger D3D11: Support displaying the current texture
2017-03-06 16:46:15 +01:00
GPUInterface.h
A lot of buildfixes
2017-02-06 16:16:43 +01:00
GPUState.cpp
Merge the texture flags into the dirty flags
2017-01-24 18:12:20 +01:00
GPUState.h
Assorted texture format cleanup, prep for supporting D3D11 on Win7
2017-02-22 16:23:04 +01:00
Math3D.cpp
Don't use aligned loads in non-inlined funcs.
2014-03-23 12:09:17 -07:00
Math3D.h
Try to optimize bezier color sampling.
2015-04-18 12:47:21 -07:00