ppsspp/GPU/GLES
2013-08-06 11:24:48 +02:00
..
DisplayListInterpreter.cpp Move ReapplyGfxState() to GPUCommon. 2013-08-04 15:15:50 -07:00
DisplayListInterpreter.h Consistently use a proper type for GE fb format. 2013-07-29 23:05:59 -07:00
FragmentShaderGenerator.cpp Use the texture-related GE accessors. 2013-07-21 19:45:04 -07:00
FragmentShaderGenerator.h Save 16K. 2013-01-07 13:00:28 +01:00
Framebuffer.cpp Consistently use a proper type for GE fb format. 2013-07-29 23:05:59 -07:00
Framebuffer.h Consistently use a proper type for GE fb format. 2013-07-29 23:05:59 -07:00
IndexGenerator.cpp Don't use an index buffer for single triangle strips. Improve dirtying of proj matrices. 2013-04-20 23:37:07 +02:00
IndexGenerator.h Always defined WIN32_LEAN_AND_MEAN. 2013-07-28 21:04:20 -07:00
ShaderManager.cpp Fix typo 2013-07-31 02:35:03 +08:00
ShaderManager.h Optimize linked shader lookup in ApplyShader(). 2013-06-30 20:33:50 -07:00
StateMapping.cpp Android buildfix 2013-08-06 11:24:48 +02:00
StateMapping.h Remove relative gl_common.h include directives 2013-07-10 19:28:15 +02:00
TextureCache.cpp Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
TextureCache.h Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
TextureScaler.cpp Add initial support for native Visual Studio 2012(and above) compilation. Just upgrade the SLN, and go. 2013-07-25 18:34:55 -04:00
TextureScaler.h Update to latest version of "native" 2013-05-31 23:10:58 +02:00
TransformPipeline.cpp Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
TransformPipeline.h Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
VertexDecoder.cpp VertexDecoder: Fix a typo #1 2013-07-29 16:40:57 +08:00
VertexDecoder.h VertexDecoder: Fix a typo #2 2013-07-29 16:41:55 +08:00
VertexShaderGenerator.cpp Add getWeightMask() 2013-07-30 23:55:11 +08:00
VertexShaderGenerator.h Collapse skinning shaders with #bones < 4 to a single one. 2013-07-27 20:09:22 +02:00