ppsspp/GPU/D3D11
Henrik Rydgård e0e29a1556
Merge pull request #16197 from hrydgard/more-uniform-optimization
More uniform optimization, fixes
2022-10-12 01:00:27 +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 GPU: Mask away unused bits in framebuf/zbuf ptr. 2022-10-02 20:44:35 -07:00
DrawEngineD3D11.h Remove confusing resetFramebufferRead flag from secondary framebuffer binding 2022-09-03 14:48:07 +02:00
FramebufferManagerD3D11.cpp Remove some unused code in FramebufferManagerD3D11.cpp/h 2022-08-16 12:15:40 +02:00
FramebufferManagerD3D11.h Remove some unused code in FramebufferManagerD3D11.cpp/h 2022-08-16 12:15:40 +02:00
GPU_D3D11.cpp Unify depth texture and framebuffer fetch checks 2022-09-20 10:47:49 +02:00
GPU_D3D11.h Start unifying setting of the GPU feature flags, now that thin3d has feature detection. 2022-09-20 10:07:01 +02:00
ShaderManagerD3D11.cpp GPU: Verify generated shader buffer length. 2022-10-05 21:41:09 -07:00
ShaderManagerD3D11.h Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00
StateMappingD3D11.cpp Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps 2022-10-10 18:02:19 +02:00
StateMappingD3D11.h Move most GPU things to Common. 2020-10-04 23:39:02 +02:00
TextureCacheD3D11.cpp GE Debugger: Display if tex is framebuf. 2022-10-10 22:35:42 -07:00
TextureCacheD3D11.h GE Debugger: Display if tex is framebuf. 2022-10-10 22:35:42 -07:00