ppsspp/GPU/Directx9
2016-12-21 18:33:08 +01:00
..
helper d3d9: Check actual FBO format for INTZ support. 2016-03-24 19:04:25 -07:00
DepalettizeShaderDX9.cpp refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
DepalettizeShaderDX9.h refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
DrawEngineDX9.cpp Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
DrawEngineDX9.h Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
FramebufferDX9.cpp Cleanup display vs. output screenshot terminology. 2016-09-25 16:35:43 -07:00
FramebufferDX9.h Cleanup display vs. output screenshot terminology. 2016-09-25 16:35:43 -07:00
GPU_DX9.cpp Centralize PerformStencil* and Invalidate* functions 2016-12-21 18:33:08 +01:00
GPU_DX9.h Centralize PerformStencil* and Invalidate* functions 2016-12-21 18:33:08 +01:00
PixelShaderGeneratorDX9.cpp Treat invalid blend factors as fixed consistently. 2015-11-19 06:48:06 -08:00
PixelShaderGeneratorDX9.h Delete disabled code to use built-in alpha test on DX9. 2015-10-25 01:26:38 +02:00
ShaderManagerDX9.cpp Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
ShaderManagerDX9.h Remove redundant parameters 2016-01-17 20:33:21 +01:00
StateMappingDX9.cpp Determine alpha test texture after texture. 2016-09-11 11:05:04 -07:00
StateMappingDX9.h Native merge part 2: update build files. 2015-09-06 13:06:57 -07:00
StencilBufferDX9.cpp We had two global types called FBO, which is not ok. Fix that. 2015-11-14 13:24:51 +01:00
TextureCacheDX9.cpp Fixed Inconsistent texture filtering in Disgaea 2 #4235 2016-12-16 22:53:55 +02:00
TextureCacheDX9.h d3d9: Decode directly into texture buffer. 2016-06-25 09:13:14 -07:00
TextureScalerDX9.cpp c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
TextureScalerDX9.h Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
VertexShaderGeneratorDX9.cpp Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
VertexShaderGeneratorDX9.h D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00