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