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