ppsspp/GPU/Directx9
2017-02-10 11:25:24 +01:00
..
DepalettizeShaderDX9.cpp Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
DepalettizeShaderDX9.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
DrawEngineDX9.cpp Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
DrawEngineDX9.h Remove some dependencies on the pD3DDevice globals 2017-02-05 20:36:00 +01:00
FramebufferDX9.cpp Unify DecimateFBOs 2017-02-07 00:46:14 +01:00
FramebufferDX9.h Unify ResizeFramebufFBO 2017-02-07 00:38:12 +01:00
GPU_DX9.cpp Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
GPU_DX9.h Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
PixelShaderGeneratorDX9.cpp More D3D11 progress 2017-02-10 00:01:56 +01:00
PixelShaderGeneratorDX9.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
ShaderManagerDX9.cpp Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
ShaderManagerDX9.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
StateMappingDX9.cpp Move dx_state into gfx/d3d9_state 2017-02-05 20:54:24 +01:00
StateMappingDX9.h Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
StencilBufferDX9.cpp Unify DestroyFramebuf() 2017-02-07 00:08:45 +01:00
TextureCacheDX9.cpp Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
TextureCacheDX9.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
TextureScalerDX9.cpp c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
TextureScalerDX9.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
VertexShaderGeneratorDX9.cpp D3D11: Lumines is now playable in non-buffered, with reverse colors. 2017-02-10 11:25:24 +01:00
VertexShaderGeneratorDX9.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00