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helper
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Add methods to "force" glstate to certain values.
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2015-11-03 22:37:05 -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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Avoid polluting glstate in GetTempFBO().
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2015-11-03 22:37:19 -08:00 |
FramebufferDX9.h
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Avoid polluting glstate in GetTempFBO().
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2015-11-03 22:37:19 -08:00 |
GPU_DX9.cpp
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Improve viewport terminology a bit. No functional change.
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2015-11-04 22:03:29 +01:00 |
GPU_DX9.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 |
PixelShaderGeneratorDX9.cpp
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Minor cleanups
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2015-11-02 20:09:59 +01:00 |
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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Invert proj matrix offset properly in D3D.
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2015-11-09 21:21:55 +01:00 |
ShaderManagerDX9.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 |
StateMappingDX9.cpp
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Don't mess with vpDepth in through mode. Fixes glitches in Wipeout Pulse.
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2015-11-09 21:57:48 +01:00 |
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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Move fbo.cpp/h from native into PPSSPP
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2015-09-06 13:13:37 +02:00 |
TextureCacheDX9.cpp
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Minor cleanups
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2015-11-02 20:09:59 +01:00 |
TextureCacheDX9.h
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Use the framebuf->height for offset calculation.
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2015-09-23 23:59:39 -07:00 |
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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Centralize the GPU state conversion functions
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2015-10-24 23:49:05 +02:00 |
VertexShaderGeneratorDX9.cpp
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Remove a whole lot of flipping special cases
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2015-11-02 20:07:30 +01:00 |
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 |