ppsspp/GPU/D3D11
Unknown W. Brackets ad98609819 GPU: Use consistent buffered rendering state.
The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places.  This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
..
D3D11Util.cpp add missing inclues. 2018-03-22 22:14:19 +01:00
D3D11Util.h Fix D3D11 push buffer overflow 2017-11-24 17:53:42 +01:00
DepalettizeShaderD3D11.cpp GLES: Remove spurious semicolons in shaders. 2018-12-23 20:21:17 -08:00
DepalettizeShaderD3D11.h Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DrawEngineD3D11.cpp The block transfer setting should not affect clearing memory behind a render target, especially since that's already gated behind a compat flag. 2019-02-08 14:46:16 +01:00
DrawEngineD3D11.h [spline/bezier]Surround with namespace Spline. 2018-10-07 23:54:28 +09:00
FragmentShaderGeneratorD3D11.cpp GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
FragmentShaderGeneratorD3D11.h GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
FramebufferManagerD3D11.cpp Fix the build - there's a Vec3 name collision, fixed it using a namespace. 2019-10-22 22:58:10 +02:00
FramebufferManagerD3D11.h GPU: Clear alpha more consistently from 565. 2018-08-30 21:00:21 -07:00
GPU_D3D11.cpp GPU: Use consistent buffered rendering state. 2020-04-04 10:51:47 -07:00
GPU_D3D11.h GPU: Use old frame when presenting a skip. 2020-03-01 13:55:28 -08:00
ShaderManagerD3D11.cpp More Vulkan validation fixes 2019-02-05 18:07:11 +01:00
ShaderManagerD3D11.h GPU: Track draw in shader manager. 2018-12-23 12:55:37 -08:00
StateMappingD3D11.cpp GPU: Use consistent buffered rendering state. 2020-04-04 10:51:47 -07:00
StateMappingD3D11.h D3D11: Enable depth clamping. 2018-09-18 21:49:17 -07:00
StencilBufferD3D11.cpp Get rid of MaskedEqual 2018-11-12 08:19:19 +01:00
TextureCacheD3D11.cpp Fix a crash on DirextX 11 with Feature Level <= 9_3 hardware 2019-05-04 22:45:16 +08:00
TextureCacheD3D11.h Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow. 2018-03-25 10:50:37 +02:00
TextureScalerD3D11.cpp D3D11: Fix texture scaling with blank first half. 2017-07-01 16:10:00 -07:00
TextureScalerD3D11.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
VertexShaderGeneratorD3D11.cpp Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00
VertexShaderGeneratorD3D11.h Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00