ppsspp/GPU
Henrik Rydgard 2eed2a28c7 D3D11: Avoid a framebuffer copy when reading back data if rendering at 1x
Fix the size of the framebuffer copy.
2017-03-19 17:54:21 +01:00
..
Common Fix some type narrowing warnings and typos. 2017-03-19 07:44:31 -07:00
D3D11 D3D11: Avoid a framebuffer copy when reading back data if rendering at 1x 2017-03-19 17:54:21 +01:00
Debugger Clean up among the logs. Remove MASTER_LOG. 2017-03-06 13:10:23 +01:00
Directx9 Fix some type narrowing warnings and typos. 2017-03-19 07:44:31 -07:00
GLES Revert "Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size." 2017-03-19 12:47:12 +01:00
Null Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Software Fix SoftGPU for 16-bit framebuffer formats. Fixes #9422 2017-03-14 09:53:41 +01:00
Vulkan Always trigger gpu->Resized when exiting GameSettingsScreen. 2017-03-17 10:27:49 +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 More UWP prep 2017-02-25 09:57:22 +01:00
GPU.h Guess what? More renaming 2016-12-27 11:59:06 +01:00
GPU.vcxproj Use $(DefaultPlatformToolset)_xp for easier VS builds with different toolsets. 2017-03-13 21:40:08 +01:00
GPU.vcxproj.filters More UWP prep 2017-02-25 09:57:22 +01:00
GPUCommon.cpp Don't dirty texture state when kicking off a display list. This might hide real bugs and affect performance, and should not be necessary. 2017-03-18 21:47:58 +01:00
GPUCommon.h Setup a global GPU command table, and start moving stuff into it. 2017-03-14 13:21:24 +01:00
GPUInterface.h A lot of buildfixes 2017-02-06 16:16:43 +01:00
GPUState.cpp Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
GPUState.h Assorted texture format cleanup, prep for supporting D3D11 on Win7 2017-02-22 16:23:04 +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