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helper
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Delete some left behind unused code
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2017-01-25 10:05:39 +01:00 |
DepalettizeShaderDX9.cpp
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Delete some left behind unused code
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2017-01-25 10:05:39 +01:00 |
DepalettizeShaderDX9.h
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refactor: Get rid of gstate from depalshadercache
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2015-07-29 14:28:51 +02:00 |
DrawEngineDX9.cpp
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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 |
DrawEngineDX9.h
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Centralize EstimatePerVertexCost and Execute_BlockTransferStart
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2017-01-23 17:22:17 +01:00 |
FramebufferDX9.cpp
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Make the Dangan Ronpa hack use the compat system instead of hacky code
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2017-01-29 00:12:20 +01:00 |
FramebufferDX9.h
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Centralize a few more functions, fix DX9
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2016-12-21 18:51:19 +01:00 |
GPU_DX9.cpp
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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 |
GPU_DX9.h
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Minor cleanup in GPU dispatch tables
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2017-01-28 12:11:56 +01:00 |
PixelShaderGeneratorDX9.cpp
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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 |
PixelShaderGeneratorDX9.h
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Delete disabled code to use built-in alpha test on DX9.
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2015-10-25 01:26:38 +02:00 |
ShaderManagerDX9.cpp
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Minor DX9 optimization
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2017-01-24 18:12:20 +01:00 |
ShaderManagerDX9.h
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Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.
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2017-01-23 21:11:39 +01:00 |
StateMappingDX9.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 |
StateMappingDX9.h
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Native merge part 2: update build files.
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2015-09-06 13:06:57 -07:00 |
StencilBufferDX9.cpp
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We had two global types called FBO, which is not ok. Fix that.
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2015-11-14 13:24:51 +01:00 |
TextureCacheDX9.cpp
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Delete some left behind unused code
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2017-01-25 10:05:39 +01:00 |
TextureCacheDX9.h
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d3d9: Decode directly into texture buffer.
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2016-06-25 09:13:14 -07:00 |
TextureScalerDX9.cpp
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c++11: Remove compat header base/functional.h
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2016-10-12 11:32:45 +02:00 |
TextureScalerDX9.h
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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 |
VertexShaderGeneratorDX9.cpp
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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 |
VertexShaderGeneratorDX9.h
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |