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Common
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |
Debugger
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Include dependency cleanup
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2015-07-29 11:48:20 +02:00 |
Directx9
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |
GLES
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |
Null
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More GPU cleaning, removing uses of GPUState.h where not needed.
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2015-07-29 12:37:49 +02:00 |
Software
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Warning fixes for new LLVM on mac (warns on inconsistent usage of override)
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2015-09-17 20:29:37 +02:00 |
ge_constants.h
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Switch to #pragma once in a few places.
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2015-03-02 22:34:51 -08:00 |
GeDisasm.cpp
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Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model).
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2015-10-24 10:41:31 +02:00 |
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 GPU cleaning, removing uses of GPUState.h where not needed.
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2015-07-29 12:37:49 +02:00 |
GPU.h
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More GPU cleaning, removing uses of GPUState.h where not needed.
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2015-07-29 12:37:49 +02:00 |
GPU.vcxproj
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Centralize the GPU state conversion functions
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2015-10-24 23:49:05 +02:00 |
GPU.vcxproj.filters
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Centralize the GPU state conversion functions
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2015-10-24 23:49:05 +02:00 |
GPUCommon.cpp
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Fix minor typo.
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2015-10-12 22:14:14 -07:00 |
GPUCommon.h
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LLVM warning fixes
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2015-10-14 22:18:43 +02:00 |
GPUInterface.h
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Add new shader viewing tool
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2015-10-14 18:10:21 +02:00 |
GPUState.cpp
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More GPU cleaning, removing uses of GPUState.h where not needed.
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2015-07-29 12:37:49 +02:00 |
GPUState.h
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Only enable fragment shader depth rounding for Heroes Phantasia, should reduce flicker.
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2015-10-11 20:52:00 +02:00 |
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 |