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Common
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[spline/bezier]Unify the word "tesselate" to "tessellate".
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2017-03-09 18:04:16 +09:00 |
D3D11
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UWP: Don't try to use dual source blending on D3D9 feature level devices.
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2017-03-10 00:12:57 +01:00 |
Debugger
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Clean up among the logs. Remove MASTER_LOG.
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2017-03-06 13:10:23 +01:00 |
Directx9
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Clean up among the logs. Remove MASTER_LOG.
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2017-03-06 13:10:23 +01:00 |
GLES
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Fix possible crash when task switching on Android
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2017-03-06 17:04:55 +01:00 |
Null
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Pass in the DrawContext to all backends
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2017-01-30 20:26:47 +01:00 |
Software
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More UWP prep
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2017-02-25 09:57:22 +01:00 |
Vulkan
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[spline/bezier]Fix shared uniform a bit.
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2017-03-04 22:53:39 +09:00 |
ge_constants.h
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Use table-driven dirtying instead of callbacks in GPU_GLES
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2017-01-24 18:12:20 +01:00 |
GeDisasm.cpp
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Centralize EstimatePerVertexCost and Execute_BlockTransferStart
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2017-01-23 17:22:17 +01:00 |
GeDisasm.h
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Slightly improve GPU disassembly
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2014-09-13 23:51:07 +02:00 |
GPU.cpp
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More UWP prep
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2017-02-25 09:57:22 +01:00 |
GPU.h
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Guess what? More renaming
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2016-12-27 11:59:06 +01:00 |
GPU.vcxproj
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More UWP prep
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2017-02-25 09:57:22 +01:00 |
GPU.vcxproj.filters
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More UWP prep
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2017-02-25 09:57:22 +01:00 |
GPUCommon.cpp
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GE Debugger D3D11: Support displaying the current texture
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2017-03-06 16:46:15 +01:00 |
GPUCommon.h
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GE Debugger D3D11: Support displaying the current texture
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2017-03-06 16:46:15 +01:00 |
GPUInterface.h
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A lot of buildfixes
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2017-02-06 16:16:43 +01:00 |
GPUState.cpp
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Merge the texture flags into the dirty flags
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2017-01-24 18:12:20 +01:00 |
GPUState.h
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Assorted texture format cleanup, prep for supporting D3D11 on Win7
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2017-02-22 16:23:04 +01:00 |
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 |