ppsspp/GPU
2017-01-31 23:37:07 +09:00
..
Common Unbreak environment mapping 2017-01-30 16:13:47 +01:00
Debugger c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
Directx9 Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
GLES [spline/bezier]Turn off Hardware Tessellation if device is unsupported. 2017-01-31 23:37:07 +09:00
Null Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Software Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Vulkan Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
ge_constants.h Use table-driven dirtying instead of callbacks in GPU_GLES 2017-01-24 18:12:20 +01:00
GeDisasm.cpp Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
GeDisasm.h Slightly improve GPU disassembly 2014-09-13 23:51:07 +02:00
GPU.cpp Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
GPU.h Guess what? More renaming 2016-12-27 11:59:06 +01:00
GPU.vcxproj Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
GPU.vcxproj.filters Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
GPUCommon.cpp Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
GPUCommon.h Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
GPUInterface.h Android: Add both a lost and restore phase. 2016-09-10 21:58:42 -07:00
GPUState.cpp Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
GPUState.h [spline/bezier]Add some gpu features flags for Instanced Tessellation. 2017-01-31 23:37:06 +09:00
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