ppsspp/GPU
Henrik Rydgard 664d74a9b7 Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip.
There is still some flicker remaining in non-buffered rendering that I can't seem to get rid off.
2013-08-16 01:00:26 +02:00
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GLES Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip. 2013-08-16 01:00:26 +02:00
Null Factor out event queue logic to a template mixin. 2013-08-10 03:33:09 -07:00
Software Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00
CMakeLists.txt Buildfix for iOS and Android. 2013-05-01 23:31:18 -07:00
ge_constants.h Add remaining GE_LOGI in enum GELogicOp 2013-08-06 16:01:31 +08:00
GeDisasm.cpp Fix #3117 (by reverting part of a previous change), plus a minor change that might speed GT up. 2013-08-10 23:25:55 +02:00
GeDisasm.h Add a function to pretty-print vertex type. 2013-04-22 22:04:26 -07:00
GPU.vcxproj Turn off RTTI, simulate it where needed. 2013-06-09 13:02:16 +02:00
GPU.vcxproj.filters Moved texture scaling to separate file 2013-05-01 14:12:09 +02:00
GPUCommon.cpp Temporary fix issue #3167 in non-multithread mode #2 2013-08-15 03:44:20 +08:00
GPUCommon.h Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip. 2013-08-16 01:00:26 +02:00
GPUInterface.h Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip. 2013-08-16 01:00:26 +02:00
GPUState.cpp Add a setting to launch a separate CPU thread. 2013-08-09 22:41:30 -07:00
GPUState.h Android buildfix 2013-08-14 20:42:13 +02:00
Math3D.cpp GPU/Math3D: Support converting Vec3 and Vec4 objects to u32 color values. 2013-07-29 22:26:42 +02:00
Math3D.h GPU/Math3D: Add a 4x4 matrix class. 2013-07-29 22:49:19 +02:00