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Common
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Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738.
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2015-05-12 20:01:04 +02:00 |
Debugger
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Add another GE cmd for skip tex in debugger.
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2015-02-21 18:09:53 -08:00 |
Directx9
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Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738.
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2015-05-12 20:01:04 +02:00 |
GLES
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Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738.
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2015-05-12 20:01:04 +02:00 |
Null
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Add block transfer to null gpu.
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2014-08-30 22:14:58 -07:00 |
Software
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software: Examine v0/v1 for uv rotation.
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2015-05-10 14:37:14 -07:00 |
CMakeLists.txt
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Adapt the basic spline code from the softgpu to the GL code.
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2013-08-23 00:33:18 +02:00 |
ge_constants.h
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Switch to #pragma once in a few places.
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2015-03-02 22:34:51 -08:00 |
GeDisasm.cpp
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Disassemble the "continue previous" prim.
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2015-02-01 01:21:28 -08:00 |
GeDisasm.h
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Slightly improve GPU disassembly
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2014-09-13 23:51:07 +02:00 |
GPU.vcxproj
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Consolidate the texture scaler code.
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2015-04-08 22:52:49 +02:00 |
GPU.vcxproj.filters
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Consolidate the texture scaler code.
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2015-04-08 22:52:49 +02:00 |
GPUCommon.cpp
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Read pending vertex data before exiting gpu loop.
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2015-03-14 18:11:24 -07:00 |
GPUCommon.h
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Read pending vertex data before exiting gpu loop.
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2015-03-14 18:11:24 -07:00 |
GPUInterface.h
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Avoid passing a GPUstate by value.
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2015-01-17 18:21:04 -08:00 |
GPUState.cpp
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Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
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2014-09-08 23:10:23 +02:00 |
GPUState.h
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Make sure to wrap clut indexes at 1024 bytes.
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2015-04-26 00:42:58 -07:00 |
Math3D.cpp
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Don't use aligned loads in non-inlined funcs.
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2014-03-23 12:09:17 -07:00 |
Math3D.h
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Try to optimize bezier color sampling.
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2015-04-18 12:47:21 -07:00 |