ppsspp/GPU/Directx9
2016-03-31 10:23:40 +02:00
..
helper d3d9: Check actual FBO format for INTZ support. 2016-03-24 19:04:25 -07:00
DepalettizeShaderDX9.cpp refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
DepalettizeShaderDX9.h refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
FramebufferDX9.cpp Consider depth blitting a slow framebuffer effect. 2016-02-10 21:02:19 -08:00
FramebufferDX9.h Cleanup in FramebufferVulkan to reduce the size of future diffs 2016-03-28 20:23:29 +02:00
GPU_DX9.cpp Adjust the displayed debug stats for each backend. Cleanup. 2016-03-31 10:23:40 +02:00
GPU_DX9.h GPU stats: Have each backend format its own string. 2016-03-31 10:17:02 +02:00
PixelShaderGeneratorDX9.cpp Treat invalid blend factors as fixed consistently. 2015-11-19 06:48:06 -08:00
PixelShaderGeneratorDX9.h Delete disabled code to use built-in alpha test on DX9. 2015-10-25 01:26:38 +02:00
ShaderManagerDX9.cpp Add math dataconv funcs for packed values. 2016-03-06 11:33:53 -08:00
ShaderManagerDX9.h Remove redundant parameters 2016-01-17 20:33:21 +01:00
StateMappingDX9.cpp Correct clamped depth range from [0, 65535]. 2016-01-03 12:29:43 -08:00
StateMappingDX9.h Native merge part 2: update build files. 2015-09-06 13:06:57 -07:00
StencilBufferDX9.cpp We had two global types called FBO, which is not ok. Fix that. 2015-11-14 13:24:51 +01:00
TextureCacheDX9.cpp Allow unswizzling with a dest pitch. 2016-03-26 23:38:50 -07:00
TextureCacheDX9.h Move framebuf attachment into central code. 2016-03-26 12:30:32 -07:00
TextureScalerDX9.cpp Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
TextureScalerDX9.h Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
TransformPipelineDX9.cpp Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
TransformPipelineDX9.h Switch D3D over to use ConvertBlendState 2015-11-12 18:11:21 +01:00
VertexShaderGeneratorDX9.cpp Fix UV scale for some vertex formats (like GL). Separate updates of PROJ and PROJTHROUGH matrices. 2016-03-20 19:31:02 +01:00
VertexShaderGeneratorDX9.h D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00