.. |
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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Remove duplicate override.
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2016-05-21 15:45:03 -07:00 |
DrawEngineDX9.h
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Remove duplicate override.
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2016-05-21 15:45:03 -07:00 |
FramebufferDX9.cpp
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Allow block transfers to resize framebuffers.
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2016-07-24 15:58:06 -07:00 |
FramebufferDX9.h
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Allow block transfers to resize framebuffers.
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2016-07-24 15:58:06 -07:00 |
GPU_DX9.cpp
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Allow taking screenshots with a clamped size.
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2016-06-12 07:09:01 -07:00 |
GPU_DX9.h
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Allow taking screenshots with a clamped size.
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2016-06-12 07:09:01 -07:00 |
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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Avoid directly calling osm from Core/GPU code.
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2016-05-27 22:05:30 -07:00 |
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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Rename some GPU classes and enums to fix some consistency issues between the backends.
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2016-04-10 10:21:48 +02:00 |
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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d3d9: Correct replaced texture format.
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2016-07-17 09:03:08 -07:00 |
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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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 |
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 |