ppsspp/GPU
2018-10-07 23:54:32 +09:00
..
Common [spline/bezier]minor fix 2018-10-07 23:54:32 +09:00
D3D11 [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer. 2018-10-07 23:54:31 +09:00
Debugger GE Debugger:Step to curved surface. 2018-10-01 11:41:19 +09:00
Directx9 [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer. 2018-10-07 23:54:31 +09:00
GLES [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer. 2018-10-07 23:54:31 +09:00
Null GE Debugger: Rename depth clamp more places. 2018-08-11 16:33:39 -07:00
Software [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer. 2018-10-07 23:54:31 +09:00
Vulkan [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer. 2018-10-07 23:54:31 +09:00
ge_constants.h GE Debugger: Rename depth clamp more places. 2018-08-11 16:33:39 -07:00
GeDisasm.cpp GE Debugger: Rename depth clamp more places. 2018-08-11 16:33:39 -07:00
GeDisasm.h Slightly improve GPU disassembly 2014-09-13 23:51:07 +02:00
GPU.cpp Add: some helpers to compile on ODROID-XU4/XU3 2018-09-17 20:01:12 +00:00
GPU.h GPU: Track stats on uploads. 2017-12-28 19:27:45 -08:00
GPU.vcxproj GE Debugger: Factor out host calls some. 2018-09-01 08:32:03 -07:00
GPU.vcxproj.filters GE Debugger: Factor out host calls some. 2018-09-01 08:32:03 -07:00
GPUCommon.cpp [spline/bezier]Get rid of duplication call of Flush(). 2018-10-07 23:54:28 +09:00
GPUCommon.h Ge: Keep jump/call optim when fast memory on. 2018-08-25 10:38:56 -07:00
GPUInterface.h Qt Debugger: Remove display list debugger. 2018-06-06 05:58:10 -07:00
GPUState.cpp Revert "Remove further remains of hardware skinning." 2018-04-10 12:22:41 +02:00
GPUState.h [spline/bezier]oops 2018-10-07 23:54:25 +09:00
Math3D.cpp [spline/bezier]Move SIMD optimization of vector operations to Math3D.h. 2018-10-07 23:53:43 +09:00
Math3D.h Math3D: Something wrong with hand simd optimization in vec2<float>, so it causes very slow down. 2018-10-07 23:54:17 +09:00