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DepalettizeShaderGLES.cpp
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GLES: Re-enable non-float depal shader path.
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2020-04-07 22:49:07 -07:00 |
DepalettizeShaderGLES.h
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GLES: Re-enable non-float depal shader path.
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2020-04-07 22:49:07 -07:00 |
DepthBufferGLES.cpp
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Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
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2020-05-21 11:24:05 +02:00 |
DrawEngineGLES.cpp
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OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager.
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2020-05-24 20:27:58 +02:00 |
DrawEngineGLES.h
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OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager.
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2020-05-24 20:27:58 +02:00 |
FragmentShaderGeneratorGLES.cpp
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Disable more texcoord math on terrible-precision PowerVR (it's really awful). Fixes #9189.
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2019-02-26 10:39:17 +01:00 |
FragmentShaderGeneratorGLES.h
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GPU: Use more typesafe shader IDs.
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2017-12-02 09:07:27 -08:00 |
FragmentTestCacheGLES.cpp
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OpenGL dataformat cleanup - pass Draw::DataFormat to the GLRenderManager.
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2019-10-24 22:41:41 +02:00 |
FragmentTestCacheGLES.h
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GLES: Properly restore the pointer to the render manager in more places
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2018-05-29 23:07:22 +02:00 |
FramebufferManagerGLES.cpp
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Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
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2020-05-21 11:24:05 +02:00 |
FramebufferManagerGLES.h
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GPU: Avoid unnecessary clear on stencil upload.
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2020-05-18 21:36:06 -07:00 |
GPU_GLES.cpp
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GPU: Centralize DestroyAllFBOs().
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2020-05-13 18:15:04 -07:00 |
GPU_GLES.h
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GPU: Use old frame when presenting a skip.
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2020-03-01 13:55:28 -08:00 |
ShaderManagerGLES.cpp
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GLES: Update shader uniforms after apply state.
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2020-04-11 17:40:39 -07:00 |
ShaderManagerGLES.h
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GPU: Track HW tess at start of frame too.
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2020-04-04 11:52:32 -07:00 |
StateMappingGLES.cpp
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OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager.
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2020-05-24 20:27:58 +02:00 |
StateMappingGLES.h
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
StencilBufferGLES.cpp
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Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
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2020-05-21 11:24:05 +02:00 |
TextureCacheGLES.cpp
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Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
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2020-05-21 11:24:05 +02:00 |
TextureCacheGLES.h
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OpenGL dataformat cleanup - pass Draw::DataFormat to the GLRenderManager.
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2019-10-24 22:41:41 +02:00 |
TextureScalerGLES.cpp
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Correct the wrong GL DataFormat enums
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2019-10-24 23:01:45 +02:00 |
TextureScalerGLES.h
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
VertexShaderGeneratorGLES.cpp
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GPU: Treat negative light exp same as 0.
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2020-03-22 22:28:05 -07:00 |
VertexShaderGeneratorGLES.h
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Revert "Remove further remains of hardware skinning."
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2018-04-10 12:22:41 +02:00 |