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Common
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Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
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2017-01-30 16:03:57 +01:00 |
Debugger
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c++11: Remove compat header base/functional.h
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2016-10-12 11:32:45 +02:00 |
Directx9
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Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
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2017-01-30 16:03:57 +01:00 |
GLES
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Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
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2017-01-30 16:03:57 +01:00 |
Null
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Merge the texture flags into the dirty flags
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2017-01-24 18:12:20 +01:00 |
Software
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Just some renaming. Start moving away from the "thin3d" name
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2017-01-30 14:38:31 +01:00 |
Vulkan
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Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
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2017-01-30 16:03:57 +01:00 |
ge_constants.h
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Use table-driven dirtying instead of callbacks in GPU_GLES
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2017-01-24 18:12:20 +01:00 |
GeDisasm.cpp
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Centralize EstimatePerVertexCost and Execute_BlockTransferStart
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2017-01-23 17:22:17 +01:00 |
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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Guess what? More renaming
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2016-12-27 11:59:06 +01:00 |
GPU.h
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Guess what? More renaming
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2016-12-27 11:59:06 +01:00 |
GPU.vcxproj
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
GPU.vcxproj.filters
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
GPUCommon.cpp
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Merge pull request #9136 from LunaMoo/ProjectionMatrixData
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2017-01-28 17:04:12 +01:00 |
GPUCommon.h
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Minor cleanup in GPU dispatch tables
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2017-01-28 12:11:56 +01:00 |
GPUInterface.h
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Android: Add both a lost and restore phase.
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2016-09-10 21:58:42 -07:00 |
GPUState.cpp
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Merge the texture flags into the dirty flags
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2017-01-24 18:12:20 +01:00 |
GPUState.h
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Only enable RAM Clears for the SOCOM games that require it.
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2017-01-28 10:11:43 +01:00 |
Math3D.cpp
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Don't use aligned loads in non-inlined funcs.
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2014-03-23 12:09:17 -07:00 |
Math3D.h
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Try to optimize bezier color sampling.
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2015-04-18 12:47:21 -07:00 |