ppsspp/GPU/Common
Unknown W. Brackets 3fbb545451 Allow MakePixelTexture to use a subrange.
For example, if it has a larger texture it wants to reuse, it can control
this via texcoords.  Let's keep it at top left, though.
2017-03-22 20:56:26 -07:00
..
DepalettizeShaderCommon.cpp More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
DepalettizeShaderCommon.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
DrawEngineCommon.cpp Always trigger gpu->Resized when exiting GameSettingsScreen. 2017-03-17 10:27:49 +01:00
DrawEngineCommon.h GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings. 2017-03-17 11:26:11 +01:00
FramebufferCommon.cpp Allow MakePixelTexture to use a subrange. 2017-03-22 20:56:26 -07:00
FramebufferCommon.h Allow MakePixelTexture to use a subrange. 2017-03-22 20:56:26 -07:00
GPUDebugInterface.cpp gedbg: Add scaled 16-bit z support. 2016-01-20 22:11:02 -08:00
GPUDebugInterface.h Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
GPUStateUtils.cpp UWP: Fix screen rotation in non-buffered rendering mode 2017-03-07 15:32:26 +01:00
GPUStateUtils.h More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
IndexGenerator.cpp IndexGenerator microoptimization 2017-01-28 12:11:56 +01:00
IndexGenerator.h IndexGenerator microoptimization 2017-01-28 12:11:56 +01:00
PostShader.cpp Fix bug where we'd reload the post shader information every frame. Fixes #9410 2017-03-11 12:25:43 +01:00
PostShader.h Fix bug where we'd reload the post shader information every frame. Fixes #9410 2017-03-11 12:25:43 +01:00
ShaderCommon.cpp More UWP prep 2017-02-25 09:57:22 +01:00
ShaderCommon.h Spline: Simplify uniforms/dirty to one check. 2017-03-19 20:05:56 -07:00
ShaderId.cpp Unbreak environment mapping 2017-01-30 16:13:47 +01:00
ShaderId.h Additional UWP preparations 2017-02-25 09:57:14 +01:00
ShaderTranslation.cpp Fix some type narrowing warnings and typos. 2017-03-19 07:44:31 -07:00
ShaderTranslation.h Initial work on post-shader translation for D3D11 2017-02-23 12:42:24 +01:00
ShaderUniforms.cpp Spline: Simplify uniforms/dirty to one check. 2017-03-19 20:05:56 -07:00
ShaderUniforms.h Spline: Simplify uniforms/dirty to one check. 2017-03-19 20:05:56 -07:00
SoftwareLighting.h Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
SoftwareTransformCommon.cpp Further D3D11 fixes 2017-02-12 16:14:14 +01:00
SoftwareTransformCommon.h Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
SplineCommon.cpp [spline/bezier]Unify the word "tesselate" to "tessellate". 2017-03-09 18:04:16 +09:00
SplineCommon.h [spline/bezier]Unify the word "tesselate" to "tessellate". 2017-03-09 18:04:16 +09:00
TextureCacheCommon.cpp D3D11: Correct non-palette 16 bit textures on Win7. 2017-03-18 20:10:21 -07:00
TextureCacheCommon.h Texcache: Clarify STATUS_FREE_CHANGE usage. 2017-03-18 12:08:06 -07:00
TextureDecoder.cpp Minor changes for compatibility with VS2017 2017-03-12 17:33:00 +01:00
TextureDecoder.h D3D11: Proper fix for DXT5 crash. May also help #9134. 2017-02-18 02:41:17 +01:00
TextureDecoderNEON.cpp More buildfixes for Windows on ARM 2017-03-05 10:52:08 +01:00
TextureDecoderNEON.h Allow unswizzling with a dest pitch. 2016-03-26 23:38:50 -07:00
TextureScalerCommon.cpp Clean up among the logs. Remove MASTER_LOG. 2017-03-06 13:10:23 +01:00
TextureScalerCommon.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
TransformCommon.cpp Always clamp in ToRGB[A]?(). 2014-10-31 09:07:54 -07:00
TransformCommon.h Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
VertexDecoderArm64.cpp Clean up among the logs. Remove MASTER_LOG. 2017-03-06 13:10:23 +01:00
VertexDecoderArm.cpp Clean up among the logs. Remove MASTER_LOG. 2017-03-06 13:10:23 +01:00
VertexDecoderCommon.cpp If the main CPU JIT is not enabled, don't try to vertex-jit. See #9404 2017-03-10 00:18:53 +01:00
VertexDecoderCommon.h Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
VertexDecoderFake.cpp cmake: Detect features at compile time 2016-10-19 12:31:19 +02:00
VertexDecoderX86.cpp x86: Implement Jit_TcU16Through. 2017-03-18 13:44:47 -07:00