ppsspp/GPU/GLES
Unknown W. Brackets a8eced4773 GLES: Avoid resizing tessellation data textures.
Just recreate when it needs to be larger.  Fixes Test Drive Unlimited
issues noted in #16069.
2022-09-21 23:30:00 -07:00
..
DepthBufferGLES.cpp GLES: Support more clip distances. 2022-09-18 13:16:59 -07:00
DrawEngineGLES.cpp GLES: Avoid resizing tessellation data textures. 2022-09-21 23:30:00 -07:00
DrawEngineGLES.h Remove confusing resetFramebufferRead flag from secondary framebuffer binding 2022-09-03 14:48:07 +02:00
FragmentTestCacheGLES.cpp Implement 3D texturing in the OpenGL backend too. Assorted fixes. 2022-07-31 10:43:48 +02:00
FragmentTestCacheGLES.h GPU: More consistently clear ptrs on DeviceLost(). 2022-08-23 20:15:30 -07:00
FramebufferManagerGLES.cpp More removing redundant stuff 2022-08-16 21:38:09 +02:00
FramebufferManagerGLES.h More removing redundant stuff 2022-08-16 21:38:09 +02:00
GPU_GLES.cpp Unify depth texture and framebuffer fetch checks 2022-09-20 10:47:49 +02:00
GPU_GLES.h Start unifying setting of the GPU feature flags, now that thin3d has feature detection. 2022-09-20 10:07:01 +02:00
ShaderManagerGLES.cpp GPU: Clip depth properly when also clamping. 2022-09-18 13:18:02 -07:00
ShaderManagerGLES.h OpenXR - Split projection matrix for color and depth buffer 2022-09-04 21:12:18 +02:00
StateMappingGLES.cpp Use subpass dependencies to implement shader framebuffer read in Vulkan. 2022-09-16 19:19:42 +02:00
StateMappingGLES.h Move most GPU things to Common. 2020-10-04 23:39:02 +02:00
TextureCacheGLES.cpp OpenGL and D3D11 fixes 2022-09-14 23:35:15 +02:00
TextureCacheGLES.h Add way to bind cached textures to a DrawContext 2022-09-14 22:18:35 +02:00