ppsspp/GPU/D3D11
2023-06-12 13:16:13 +02:00
..
D3D11Util.cpp Implement shader depal for D3D11. 2022-09-11 13:41:17 +02:00
D3D11Util.h Add brute force shader generator tester. Tests D3D11 and Vulkan shaders. 2020-10-21 23:20:15 +02:00
DrawEngineD3D11.cpp Simplify the vertex cache ID handling 2023-06-12 13:16:13 +02:00
DrawEngineD3D11.h Some renaming to follow the standard of appending _ to member vars 2023-05-23 18:00:50 +02:00
FramebufferManagerD3D11.cpp Include file cleanup in framebuffer managers 2023-02-25 12:21:00 +01:00
FramebufferManagerD3D11.h Include file cleanup in framebuffer managers 2023-02-25 12:21:00 +01:00
GPU_D3D11.cpp Restore fragmentshader ID flags double and texalpha. Add a ubershader mode that uses dynamic state. 2023-05-25 10:19:01 +02:00
GPU_D3D11.h Pass in draw directly in GPUCommon::DeviceRestore, instead of awkwardly fetching it 2023-02-25 23:04:27 +01:00
ShaderManagerD3D11.cpp Pass the vertex decoder into the vertex shader IDs generator 2022-12-30 22:57:05 +01:00
ShaderManagerD3D11.h GPU: Correct some missing override specifiers. 2023-02-26 15:58:58 -08:00
StateMappingD3D11.cpp Don't cache render target copies for shader blending, only cache copies for overlap 2023-05-11 12:04:29 +02:00
StateMappingD3D11.h Move most GPU things to Common. 2020-10-04 23:39:02 +02:00
TextureCacheD3D11.cpp Don't create Host objects except in headless/unittest 2023-03-25 10:47:01 +01:00
TextureCacheD3D11.h Fix BC textures in D3D11 - except that they're red/blue swapped. Ugh. 2023-03-11 23:55:43 +01:00