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Common
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Merge pull request #11425 from xebra/refactor_spline_bezier
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2018-11-04 17:04:29 +01:00 |
D3D11
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Merge pull request #11425 from xebra/refactor_spline_bezier
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2018-11-04 17:04:29 +01:00 |
Debugger
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GE Debugger:Step to curved surface.
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2018-10-01 11:41:19 +09:00 |
Directx9
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Merge pull request #11425 from xebra/refactor_spline_bezier
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2018-11-04 17:04:29 +01:00 |
GLES
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Merge pull request #11425 from xebra/refactor_spline_bezier
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2018-11-04 17:04:29 +01:00 |
Null
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GE Debugger: Rename depth clamp more places.
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2018-08-11 16:33:39 -07:00 |
Software
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[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
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2018-10-07 23:54:31 +09:00 |
Vulkan
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Merge pull request #11425 from xebra/refactor_spline_bezier
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2018-11-04 17:04:29 +01:00 |
ge_constants.h
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GE Debugger: Rename depth clamp more places.
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2018-08-11 16:33:39 -07:00 |
GeDisasm.cpp
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GE Debugger: Rename depth clamp more places.
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2018-08-11 16:33:39 -07:00 |
GeDisasm.h
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Slightly improve GPU disassembly
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2014-09-13 23:51:07 +02:00 |
GPU.cpp
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GPU: Cancel shader preload on shutdown/lost.
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2018-10-30 20:32:12 -07:00 |
GPU.h
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GPU: Track stats on uploads.
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2017-12-28 19:27:45 -08:00 |
GPU.vcxproj
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GE Debugger: Factor out host calls some.
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2018-09-01 08:32:03 -07:00 |
GPU.vcxproj.filters
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GE Debugger: Factor out host calls some.
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2018-09-01 08:32:03 -07:00 |
GPUCommon.cpp
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[spline/bezier]Get rid of duplication call of Flush().
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2018-10-07 23:54:28 +09:00 |
GPUCommon.h
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GPU: Cancel shader preload on shutdown/lost.
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2018-10-30 20:32:12 -07:00 |
GPUInterface.h
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GPU: Cancel shader preload on shutdown/lost.
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2018-10-30 20:32:12 -07:00 |
GPUState.cpp
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Revert "Remove further remains of hardware skinning."
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2018-04-10 12:22:41 +02:00 |
GPUState.h
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Merge pull request #11425 from xebra/refactor_spline_bezier
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2018-11-04 17:04:29 +01:00 |
Math3D.cpp
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[spline/bezier]Move SIMD optimization of vector operations to Math3D.h.
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2018-10-07 23:53:43 +09:00 |
Math3D.h
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Math3D: Something wrong with hand simd optimization in vec2<float>, so it causes very slow down.
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2018-10-07 23:54:17 +09:00 |