ppsspp/GPU/Directx9
2016-01-07 22:42:20 -08:00
..
helper d3d9: Initialize viewport without errors. 2015-12-31 11:17:24 -08:00
DepalettizeShaderDX9.cpp refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
DepalettizeShaderDX9.h refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
FramebufferDX9.cpp Support CLUTs at an x offset. 2016-01-05 00:02:58 -08:00
FramebufferDX9.h Support CLUTs at an x offset. 2016-01-05 00:02:58 -08:00
GPU_DX9.cpp Reuse more code between GPUs for download. 2016-01-04 20:40:07 -08:00
GPU_DX9.h Remove the depth range hack option, turning it into an ugly game specific compatibility hack. 2015-11-15 23:00:25 +01:00
PixelShaderGeneratorDX9.cpp Treat invalid blend factors as fixed consistently. 2015-11-19 06:48:06 -08:00
PixelShaderGeneratorDX9.h Delete disabled code to use built-in alpha test on DX9. 2015-10-25 01:26:38 +02:00
ShaderManagerDX9.cpp Correct depth offset when clamped. 2016-01-03 19:59:35 -08:00
ShaderManagerDX9.h Remove the depth range hack. 2016-01-03 12:05:59 -08:00
StateMappingDX9.cpp Correct clamped depth range from [0, 65535]. 2016-01-03 12:29:43 -08:00
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 Support CLUTs at an x offset. 2016-01-05 00:02:58 -08:00
TextureCacheDX9.h Explicitly download rendered cluts. 2016-01-04 21:29:03 -08:00
TextureScalerDX9.cpp Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
TextureScalerDX9.h Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
TransformPipelineDX9.cpp Minor consistency improvement between d3d and opengl code 2015-11-05 00:08:48 +01:00
TransformPipelineDX9.h Switch D3D over to use ConvertBlendState 2015-11-12 18:11:21 +01:00
VertexShaderGeneratorDX9.cpp gedbg: Format a few more cmds. 2016-01-07 22:42:20 -08:00
VertexShaderGeneratorDX9.h D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00