ppsspp/GPU/Directx9
2018-03-13 13:35:58 +01:00
..
DepalettizeShaderDX9.cpp Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DepalettizeShaderDX9.h Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DrawEngineDX9.cpp Comment fixes, reindentation. 2018-03-05 00:03:47 +01:00
DrawEngineDX9.h Unify DispatchSubmitPrim as much as possible 2018-02-26 11:33:17 +01:00
FramebufferDX9.cpp Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
FramebufferDX9.h Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
GPU_DX9.cpp Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
GPU_DX9.h Tiny unification of code. Save the GL shader cache a bit less often. 2018-03-13 13:35:58 +01:00
PixelShaderGeneratorDX9.cpp Minor uniform cleanup 2017-12-08 11:54:49 +01:00
PixelShaderGeneratorDX9.h GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
ShaderManagerDX9.cpp Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512. 2018-03-12 11:17:45 +01:00
ShaderManagerDX9.h GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
StateMappingDX9.cpp Fix another little inconsistency (two uniforms were merged for bad reasons) 2017-12-07 21:39:09 +01:00
StateMappingDX9.h Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
StencilBufferDX9.cpp Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
TextureCacheDX9.cpp Qt: Remove old texture debug API. 2018-02-19 09:09:35 -08:00
TextureCacheDX9.h Qt: Remove old texture debug API. 2018-02-19 09:09:35 -08:00
TextureScalerDX9.cpp c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
TextureScalerDX9.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
VertexShaderGeneratorDX9.cpp Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512. 2018-03-12 11:17:45 +01:00
VertexShaderGeneratorDX9.h Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512. 2018-03-12 11:17:45 +01:00