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helper
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d3d9: Initialize viewport without errors.
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2015-12-31 11:17:24 -08:00 |
DepalettizeShaderDX9.cpp
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refactor: Get rid of gstate from depalshadercache
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2015-07-29 14:28:51 +02:00 |
DepalettizeShaderDX9.h
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refactor: Get rid of gstate from depalshadercache
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2015-07-29 14:28:51 +02:00 |
FramebufferDX9.cpp
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Remove some unused functionality from the framebuffer managers
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2016-01-10 14:59:27 +01:00 |
FramebufferDX9.h
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Remove some unused functionality from the framebuffer managers
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2016-01-10 14:59:27 +01:00 |
GPU_DX9.cpp
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Specify which games need vertex depth rounding instead of which ones don't.
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2016-01-16 11:31:27 +01:00 |
GPU_DX9.h
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gedbg: Add mechanics to grab CLUT buffer.
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2016-01-10 09:25:19 -08:00 |
PixelShaderGeneratorDX9.cpp
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Treat invalid blend factors as fixed consistently.
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2015-11-19 06:48:06 -08:00 |
PixelShaderGeneratorDX9.h
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Delete disabled code to use built-in alpha test on DX9.
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2015-10-25 01:26:38 +02:00 |
ShaderManagerDX9.cpp
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Remove redundant parameters
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2016-01-17 20:33:21 +01:00 |
ShaderManagerDX9.h
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Remove redundant parameters
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2016-01-17 20:33:21 +01:00 |
StateMappingDX9.cpp
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Correct clamped depth range from [0, 65535].
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2016-01-03 12:29:43 -08:00 |
StateMappingDX9.h
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Native merge part 2: update build files.
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2015-09-06 13:06:57 -07:00 |
StencilBufferDX9.cpp
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We had two global types called FBO, which is not ok. Fix that.
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2015-11-14 13:24:51 +01:00 |
TextureCacheDX9.cpp
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Support CLUTs at an x offset.
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2016-01-05 00:02:58 -08:00 |
TextureCacheDX9.h
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Explicitly download rendered cluts.
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2016-01-04 21:29:03 -08:00 |
TextureScalerDX9.cpp
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Consolidate the texture scaler code.
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2015-04-08 22:52:49 +02:00 |
TextureScalerDX9.h
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Consolidate the texture scaler code.
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2015-04-08 22:52:49 +02:00 |
TransformPipelineDX9.cpp
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Minor consistency improvement between d3d and opengl code
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2015-11-05 00:08:48 +01:00 |
TransformPipelineDX9.h
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Switch D3D over to use ConvertBlendState
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2015-11-12 18:11:21 +01:00 |
VertexShaderGeneratorDX9.cpp
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gedbg: Format a few more cmds.
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2016-01-07 22:42:20 -08:00 |
VertexShaderGeneratorDX9.h
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |