..
DepalettizeShaderDX9.cpp
Set up the test for D3D9, start fixing stuff.
2020-10-31 18:32:43 +01:00
DepalettizeShaderDX9.h
Set up the test for D3D9, start fixing stuff.
2020-10-31 18:32:43 +01:00
DrawEngineDX9.cpp
Move most GPU things to Common.
2020-10-04 23:39:02 +02:00
DrawEngineDX9.h
More work on detangling the concepts and making things make more sense.
2020-11-08 13:14:23 +01:00
FramebufferManagerDX9.cpp
Assorted drive-by code cleanup
2020-12-13 00:20:47 +01:00
FramebufferManagerDX9.h
Assorted drive-by code cleanup
2020-12-13 00:20:47 +01:00
GPU_DX9.cpp
Split the DepthRangeHack compat setting into itself and DisableRangeCulling
2020-12-26 19:56:49 +01:00
GPU_DX9.h
Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
2020-09-14 00:04:39 +02:00
ShaderManagerDX9.cpp
Apple driver bug workaround. See issue #13451
2020-12-16 14:39:08 +01:00
ShaderManagerDX9.h
Move shader language feature detection to the draw context.
2020-11-06 09:11:57 +01:00
StateMappingDX9.cpp
Get shader color write masking going on all backends.
2020-11-08 23:45:47 +01:00
StateMappingDX9.h
Move all the GL/D3D9 FBO code into thin3d.
2017-02-06 11:40:16 +01:00
StencilBufferDX9.cpp
Set up the test for D3D9, start fixing stuff.
2020-10-31 18:32:43 +01:00
TextureCacheDX9.cpp
Remove colorDepth property of framebuffers. They're all 8888.
2020-11-05 14:51:46 +01:00
TextureCacheDX9.h
Adreno/OpenGL: Limit shader depal to 6xx series GPUs. Should help #13668 .
2020-11-22 18:00:07 +01:00
TextureScalerDX9.cpp
Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
2020-10-05 21:05:23 +02:00
TextureScalerDX9.h
Rename GLES files to match the convention the other backends use.
2017-01-23 17:08:58 +01:00