ppsspp/GPU
2015-10-25 00:34:23 +02:00
..
Common D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00
Debugger Include dependency cleanup 2015-07-29 11:48:20 +02:00
Directx9 D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00
GLES D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00
Null More GPU cleaning, removing uses of GPUState.h where not needed. 2015-07-29 12:37:49 +02:00
Software Warning fixes for new LLVM on mac (warns on inconsistent usage of override) 2015-09-17 20:29:37 +02:00
ge_constants.h Switch to #pragma once in a few places. 2015-03-02 22:34:51 -08:00
GeDisasm.cpp Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model). 2015-10-24 10:41:31 +02:00
GeDisasm.h Slightly improve GPU disassembly 2014-09-13 23:51:07 +02:00
GPU.cpp More GPU cleaning, removing uses of GPUState.h where not needed. 2015-07-29 12:37:49 +02:00
GPU.h More GPU cleaning, removing uses of GPUState.h where not needed. 2015-07-29 12:37:49 +02:00
GPU.vcxproj Centralize the GPU state conversion functions 2015-10-24 23:49:05 +02:00
GPU.vcxproj.filters Centralize the GPU state conversion functions 2015-10-24 23:49:05 +02:00
GPUCommon.cpp Fix minor typo. 2015-10-12 22:14:14 -07:00
GPUCommon.h LLVM warning fixes 2015-10-14 22:18:43 +02:00
GPUInterface.h Add new shader viewing tool 2015-10-14 18:10:21 +02:00
GPUState.cpp More GPU cleaning, removing uses of GPUState.h where not needed. 2015-07-29 12:37:49 +02:00
GPUState.h Only enable fragment shader depth rounding for Heroes Phantasia, should reduce flicker. 2015-10-11 20:52:00 +02:00
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