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DepalettizeShaderDX9.cpp
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GLES: Remove spurious semicolons in shaders.
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2018-12-23 20:21:17 -08:00 |
DepalettizeShaderDX9.h
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Unify a little bit of depal code.
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2017-11-05 10:40:21 +01:00 |
DrawEngineDX9.cpp
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GPU: Split up software transform into phases.
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2020-05-08 23:09:24 -07:00 |
DrawEngineDX9.h
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GPU: Track HW tess at start of frame too.
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2020-04-04 11:52:32 -07:00 |
FramebufferDX9.cpp
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GPU: Move post shader handling to new class.
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2020-05-13 18:10:06 -07:00 |
FramebufferDX9.h
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GPU: Move post shader handling to new class.
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2020-05-13 18:10:06 -07:00 |
GPU_DX9.cpp
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D3D11: Always use accurate depth.
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2020-04-18 22:34:33 -07:00 |
GPU_DX9.h
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GPU: Use old frame when presenting a skip.
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2020-03-01 13:55:28 -08:00 |
PixelShaderGeneratorDX9.cpp
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GPU: Apply fog before color test.
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2018-09-09 23:59:48 -07:00 |
PixelShaderGeneratorDX9.h
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GPU: Use more typesafe shader IDs.
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2017-12-02 09:07:27 -08:00 |
ShaderManagerDX9.cpp
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GPU: Track HW tess at start of frame too.
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2020-04-04 11:52:32 -07:00 |
ShaderManagerDX9.h
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GPU: Track HW tess at start of frame too.
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2020-04-04 11:52:32 -07:00 |
StateMappingDX9.cpp
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GPU: Use consistent buffered rendering state.
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2020-04-04 10:51:47 -07:00 |
StateMappingDX9.h
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Move all the GL/D3D9 FBO code into thin3d.
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2017-02-06 11:40:16 +01:00 |
StencilBufferDX9.cpp
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Fix bug in #11681
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2018-12-18 17:01:16 +01:00 |
TextureCacheDX9.cpp
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D3D9: Correct shader bounds apply.
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2018-11-24 10:47:49 -08:00 |
TextureCacheDX9.h
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Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
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2018-03-25 10:50:37 +02:00 |
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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GPU: Treat negative light exp same as 0.
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2020-03-22 22:28:05 -07:00 |
VertexShaderGeneratorDX9.h
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D3D9: Implement vertex range culling.
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2018-09-17 07:27:26 -07:00 |