ppsspp/GPU/D3D11
Unknown W. Brackets e5dbdba638 GPU: Keep prevPrim_ set on flush.
For continuing previous verts, see #16612.  We still don't handle these
quite accurately (outside software rendering), but this should be better.
2022-12-18 07:14:19 -08:00
..
D3D11Util.cpp Implement shader depal for D3D11. 2022-09-11 13:41:17 +02:00
D3D11Util.h Add brute force shader generator tester. Tests D3D11 and Vulkan shaders. 2020-10-21 23:20:15 +02:00
DrawEngineD3D11.cpp GPU: Keep prevPrim_ set on flush. 2022-12-18 07:14:19 -08:00
DrawEngineD3D11.h Global: Cleanup virtual/override specifiers. 2022-12-10 21:13:36 -08:00
FramebufferManagerD3D11.cpp Remove some unused code in FramebufferManagerD3D11.cpp/h 2022-08-16 12:15:40 +02:00
FramebufferManagerD3D11.h Remove some unused code in FramebufferManagerD3D11.cpp/h 2022-08-16 12:15:40 +02:00
GPU_D3D11.cpp Don't refer directly to g_Config.iMultiSampleLevel, it can contain unsupported modes. 2022-12-14 16:43:37 +01:00
GPU_D3D11.h Global: Cleanup virtual/override specifiers. 2022-12-10 21:13:36 -08:00
ShaderManagerD3D11.cpp Crashfix the other backends 2022-12-02 13:49:28 +01:00
ShaderManagerD3D11.h GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
StateMappingD3D11.cpp GPU: Avoid enabling depth test pointlessly. 2022-11-08 20:06:08 -08:00
StateMappingD3D11.h Move most GPU things to Common. 2020-10-04 23:39:02 +02:00
TextureCacheD3D11.cpp Global: Cleanup initialization/pointer checks. 2022-12-10 21:13:36 -08:00
TextureCacheD3D11.h GE Debugger: Display if tex is framebuf. 2022-10-10 22:35:42 -07:00