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helper
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d3d9: Check actual FBO format for INTZ support.
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2016-03-24 19:04:25 -07:00 |
DepalettizeShaderDX9.cpp
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refactor: Get rid of gstate from depalshadercache
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2015-07-29 14:28:51 +02:00 |
DepalettizeShaderDX9.h
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refactor: Get rid of gstate from depalshadercache
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2015-07-29 14:28:51 +02:00 |
FramebufferDX9.cpp
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Consider depth blitting a slow framebuffer effect.
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2016-02-10 21:02:19 -08:00 |
FramebufferDX9.h
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Cleanup in FramebufferVulkan to reduce the size of future diffs
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2016-03-28 20:23:29 +02:00 |
GPU_DX9.cpp
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Adjust the displayed debug stats for each backend. Cleanup.
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2016-03-31 10:23:40 +02:00 |
GPU_DX9.h
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GPU stats: Have each backend format its own string.
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2016-03-31 10:17:02 +02:00 |
PixelShaderGeneratorDX9.cpp
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Treat invalid blend factors as fixed consistently.
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2015-11-19 06:48:06 -08:00 |
PixelShaderGeneratorDX9.h
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Delete disabled code to use built-in alpha test on DX9.
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2015-10-25 01:26:38 +02:00 |
ShaderManagerDX9.cpp
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Add math dataconv funcs for packed values.
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2016-03-06 11:33:53 -08:00 |
ShaderManagerDX9.h
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Remove redundant parameters
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2016-01-17 20:33:21 +01:00 |
StateMappingDX9.cpp
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Correct clamped depth range from [0, 65535].
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2016-01-03 12:29:43 -08:00 |
StateMappingDX9.h
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Native merge part 2: update build files.
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2015-09-06 13:06:57 -07:00 |
StencilBufferDX9.cpp
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We had two global types called FBO, which is not ok. Fix that.
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2015-11-14 13:24:51 +01:00 |
TextureCacheDX9.cpp
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Allow unswizzling with a dest pitch.
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2016-03-26 23:38:50 -07:00 |
TextureCacheDX9.h
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Move framebuf attachment into central code.
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2016-03-26 12:30:32 -07:00 |
TextureScalerDX9.cpp
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Consolidate the texture scaler code.
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2015-04-08 22:52:49 +02:00 |
TextureScalerDX9.h
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Consolidate the texture scaler code.
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2015-04-08 22:52:49 +02:00 |
TransformPipelineDX9.cpp
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Use draws for alpha/stencil only clear in Vulkan.
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2016-03-20 19:31:02 +01:00 |
TransformPipelineDX9.h
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Switch D3D over to use ConvertBlendState
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2015-11-12 18:11:21 +01:00 |
VertexShaderGeneratorDX9.cpp
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Fix UV scale for some vertex formats (like GL). Separate updates of PROJ and PROJTHROUGH matrices.
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2016-03-20 19:31:02 +01:00 |
VertexShaderGeneratorDX9.h
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |