ppsspp/GPU
2017-01-30 16:03:57 +01:00
..
Common Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
Debugger c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
Directx9 Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
GLES Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
Null Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
Software Just some renaming. Start moving away from the "thin3d" name 2017-01-30 14:38:31 +01:00
Vulkan Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +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 Guess what? More renaming 2016-12-27 11:59:06 +01:00
GPU.h Guess what? More renaming 2016-12-27 11:59:06 +01:00
GPU.vcxproj Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
GPU.vcxproj.filters Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
GPUCommon.cpp Merge pull request #9136 from LunaMoo/ProjectionMatrixData 2017-01-28 17:04:12 +01:00
GPUCommon.h Minor cleanup in GPU dispatch tables 2017-01-28 12:11:56 +01:00
GPUInterface.h Android: Add both a lost and restore phase. 2016-09-10 21:58:42 -07:00
GPUState.cpp Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
GPUState.h Only enable RAM Clears for the SOCOM games that require it. 2017-01-28 10:11:43 +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