ppsspp/GPU/Directx9
2017-01-30 16:03:57 +01:00
..
helper Delete some left behind unused code 2017-01-25 10:05:39 +01:00
DepalettizeShaderDX9.cpp Delete some left behind unused code 2017-01-25 10:05:39 +01:00
DepalettizeShaderDX9.h refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
DrawEngineDX9.cpp Only enable RAM Clears for the SOCOM games that require it. 2017-01-28 10:11:43 +01:00
DrawEngineDX9.h Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
FramebufferDX9.cpp Make the Dangan Ronpa hack use the compat system instead of hacky code 2017-01-29 00:12:20 +01:00
FramebufferDX9.h Centralize a few more functions, fix DX9 2016-12-21 18:51:19 +01:00
GPU_DX9.cpp Just some renaming. Start moving away from the "thin3d" name 2017-01-30 14:38:31 +01:00
GPU_DX9.h Minor cleanup in GPU dispatch tables 2017-01-28 12:11:56 +01:00
PixelShaderGeneratorDX9.cpp Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
PixelShaderGeneratorDX9.h Delete disabled code to use built-in alpha test on DX9. 2015-10-25 01:26:38 +02:00
ShaderManagerDX9.cpp Minor DX9 optimization 2017-01-24 18:12:20 +01:00
ShaderManagerDX9.h Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared. 2017-01-23 21:11:39 +01:00
StateMappingDX9.cpp Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
StateMappingDX9.h Native merge part 2: update build files. 2015-09-06 13:06:57 -07:00
StencilBufferDX9.cpp We had two global types called FBO, which is not ok. Fix that. 2015-11-14 13:24:51 +01:00
TextureCacheDX9.cpp Delete some left behind unused code 2017-01-25 10:05:39 +01:00
TextureCacheDX9.h d3d9: Decode directly into texture buffer. 2016-06-25 09:13:14 -07:00
TextureScalerDX9.cpp c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
TextureScalerDX9.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
VertexShaderGeneratorDX9.cpp Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
VertexShaderGeneratorDX9.h D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00