ppsspp/GPU
Unknown W. Brackets a0eeb52444 softgpu: Decode DXT texels directly.
This improves performance a lot compared to decoding the whole block.
Eventually we may implement a cache, but threading makes that complex to
make properly fast.
2021-09-12 09:37:34 -07:00
..
Common softgpu: Decode DXT texels directly. 2021-09-12 09:37:34 -07:00
D3D11 Fix windows menus for the new tex filtering options. 2021-09-05 23:54:41 +02:00
Debugger Implement new thread manager, port stuff to it. 2021-06-12 13:03:53 +02:00
Directx9 Make the minimum items per thread explicit. Found some bugs, optional arguments are evil. 2021-06-12 21:21:28 +02:00
GLES Handle vertex shader generation failures better. 2021-08-29 21:50:43 +02:00
Software softgpu: Decode DXT texels directly. 2021-09-12 09:37:34 -07:00
Vulkan Bezier/Spline: Fix logical error (must flush buffered data before we modify submitType). 2021-09-07 23:52:06 +02:00
ge_constants.h Debugger: Track texture usage too. 2021-02-15 15:01:23 -08:00
GeConstants.cpp Debugger: Track texture usage too. 2021-02-15 15:01:23 -08:00
GeDisasm.cpp More Log.h cleanup. 2020-08-16 14:48:54 +02:00
GeDisasm.h Slightly improve GPU disassembly 2014-09-13 23:51:07 +02:00
GPU.cpp GPU: Remove NULL GPU. 2021-01-02 09:36:13 -08:00
GPU.h Share GPUS stats formatting code between the backends (easier to add new stats) 2020-09-20 22:09:25 +02:00
GPU.vcxproj Build: Add libzstd to build. 2021-04-11 09:13:10 -07:00
GPU.vcxproj.filters GPU: Remove NULL GPU. 2021-01-02 09:36:13 -08:00
GPUCommon.cpp Bezier/Spline: Fix logical error (must flush buffered data before we modify submitType). 2021-09-07 23:52:06 +02:00
GPUCommon.h Build: Explicitly include ppsspp_config.h. 2021-03-02 21:04:03 -08:00
GPUInterface.h GPU: Force texture invalidation for ZHP minimap. 2021-02-07 09:02:28 -08:00
GPUState.cpp Build: Explicitly include ppsspp_config.h. 2021-03-02 21:04:03 -08:00
GPUState.h Minor cleanups 2020-12-14 20:06:06 +01:00
Math3D.cpp GPU: Normalize 0 to 1 always in software lighting. 2021-02-27 23:51:45 -08:00
Math3D.h GPU: Normalize 0 to 1 always in software lighting. 2021-02-27 23:51:45 -08:00