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DepalettizeShaderDX9.cpp
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Unify a little bit of depal code.
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2017-11-05 10:40:21 +01:00 |
DepalettizeShaderDX9.h
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Unify a little bit of depal code.
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2017-11-05 10:40:21 +01:00 |
DrawEngineDX9.cpp
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Revert "Remove some remains of software skinning"
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2018-04-10 11:21:56 +02:00 |
DrawEngineDX9.h
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Unify DispatchSubmitPrim as much as possible
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2018-02-26 11:33:17 +01:00 |
FramebufferDX9.cpp
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Remove the confusing "DisableState" across the codebase
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2018-02-08 16:27:36 +01:00 |
FramebufferDX9.h
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Remove the confusing "DisableState" across the codebase
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2018-02-08 16:27:36 +01:00 |
GPU_DX9.cpp
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Remove further remains of hardware skinning. Fixes #10661
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2018-03-05 00:03:47 +01:00 |
GPU_DX9.h
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Tiny unification of code. Save the GL shader cache a bit less often.
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2018-03-13 13:35:58 +01:00 |
PixelShaderGeneratorDX9.cpp
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Minor uniform cleanup
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2017-12-08 11:54:49 +01:00 |
PixelShaderGeneratorDX9.h
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GPU: Use more typesafe shader IDs.
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2017-12-02 09:07:27 -08:00 |
ShaderManagerDX9.cpp
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Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
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2018-03-12 11:17:45 +01:00 |
ShaderManagerDX9.h
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GPU: Use more typesafe shader IDs.
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2017-12-02 09:07:27 -08:00 |
StateMappingDX9.cpp
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Fix another little inconsistency (two uniforms were merged for bad reasons)
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2017-12-07 21:39:09 +01:00 |
StateMappingDX9.h
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Move all the GL/D3D9 FBO code into thin3d.
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2017-02-06 11:40:16 +01:00 |
StencilBufferDX9.cpp
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Remove the confusing "DisableState" across the codebase
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2018-02-08 16:27:36 +01:00 |
TextureCacheDX9.cpp
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Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
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2018-03-25 10:50:37 +02:00 |
TextureCacheDX9.h
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Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
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2018-03-25 10:50:37 +02:00 |
TextureScalerDX9.cpp
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c++11: Remove compat header base/functional.h
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2016-10-12 11:32:45 +02:00 |
TextureScalerDX9.h
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
VertexShaderGeneratorDX9.cpp
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Revert "Further cleanup after the removal of hardware skinning."
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2018-04-10 11:38:02 +02:00 |
VertexShaderGeneratorDX9.h
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Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
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2018-03-12 11:17:45 +01:00 |