ppsspp/GPU/Directx9
2017-01-24 18:12:20 +01:00
..
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
DrawEngineDX9.cpp Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
DrawEngineDX9.h Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
FramebufferDX9.cpp Move framebufChanged into the dirty flag field 2017-01-24 18:12:20 +01:00
FramebufferDX9.h Centralize a few more functions, fix DX9 2016-12-21 18:51:19 +01:00
GPU_DX9.cpp Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
GPU_DX9.h Workaround the lack of support for software skinning in Vulkan 2017-01-23 22:06:30 +01:00
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 Move uniform dirty-flag to gstate_c, opening up for other uses. 2017-01-24 18:12:20 +01:00
ShaderManagerDX9.h Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared. 2017-01-23 21:11:39 +01:00
StateMappingDX9.cpp Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
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 Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
TextureCacheDX9.h d3d9: Decode directly into texture buffer. 2016-06-25 09:13:14 -07:00
TextureScalerDX9.cpp c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
TextureScalerDX9.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
VertexShaderGeneratorDX9.cpp Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +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