ppsspp/GPU/D3D11
2020-11-10 23:36:33 +01:00
..
D3D11Util.cpp Make the hardware skinning code match 2020-11-01 19:58:50 +01:00
D3D11Util.h Add brute force shader generator tester. Tests D3D11 and Vulkan shaders. 2020-10-21 23:20:15 +02:00
DepalettizeShaderD3D11.cpp Merge base/basictypes.h into Common/Common.h (mostly). 2020-09-29 15:51:51 +02:00
DepalettizeShaderD3D11.h Move most GPU things to Common. 2020-10-04 23:39:02 +02:00
DrawEngineD3D11.cpp Set the texture dirty flags when binding a new framebuffer. 2020-09-21 08:56:58 +02:00
DrawEngineD3D11.h ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming. 2020-11-08 12:54:05 +01:00
FramebufferManagerD3D11.cpp Move ShaderTranslation.cpp/h to Common/GPU. 2020-11-09 11:18:43 +01:00
FramebufferManagerD3D11.h More shadergen work 2020-11-08 11:32:53 +01:00
GPU_D3D11.cpp Don't try to texture from depth if not supported by backend. Works around #13621 2020-11-10 23:36:33 +01:00
GPU_D3D11.h Unify/centralize SetFramebufferSamplingParams. Some include cleanup. 2020-09-14 00:04:39 +02:00
ShaderManagerD3D11.cpp Move shader language feature detection to the draw context. 2020-11-06 09:11:57 +01:00
ShaderManagerD3D11.h Move shader language feature detection to the draw context. 2020-11-06 09:11:57 +01:00
StateMappingD3D11.cpp Fix bug in the new color writemask code, failing to limit it to Outrun properly. Fixes #13650. 2020-11-10 22:07:20 +01:00
StateMappingD3D11.h Move most GPU things to Common. 2020-10-04 23:39:02 +02:00
StencilBufferD3D11.cpp Remove the HLSL fragment shader generator. The GLSL one can now do its job. 2020-10-31 18:32:43 +01:00
TextureCacheD3D11.cpp Add compat flag for reinterpret shader, also disable on platforms that can't support it yet 2020-11-08 11:32:55 +01:00
TextureCacheD3D11.h D3D11: Implement depth texturing. Fixes, for D3D11, #6411. 2020-10-18 20:14:25 +02:00
TextureScalerD3D11.cpp Remove Timer.cpp/h. Move various collections into Common/Data/Collections. 2020-10-05 21:05:23 +02:00
TextureScalerD3D11.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00