ppsspp/GPU/Directx9
Unknown W. Brackets 3eb0450998 Depal: Reapply texture when bounds change.
Since we need each slice of the texture when we use bounds to reduce the
size.  Fixes #10951.
2018-04-22 10:43:46 -07:00
..
DepalettizeShaderDX9.cpp Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DepalettizeShaderDX9.h Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DrawEngineDX9.cpp Revert "Remove further remains of hardware skinning." 2018-04-10 12:22:41 +02:00
DrawEngineDX9.h Unify DispatchSubmitPrim as much as possible 2018-02-26 11:33:17 +01:00
FramebufferDX9.cpp Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
FramebufferDX9.h Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
GPU_DX9.cpp Revert "Remove further remains of hardware skinning." 2018-04-10 12:22:41 +02:00
GPU_DX9.h Tiny unification of code. Save the GL shader cache a bit less often. 2018-03-13 13:35:58 +01:00
PixelShaderGeneratorDX9.cpp Minor uniform cleanup 2017-12-08 11:54:49 +01:00
PixelShaderGeneratorDX9.h GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
ShaderManagerDX9.cpp Revert "Remove further remains of hardware skinning." 2018-04-10 12:22:41 +02:00
ShaderManagerDX9.h GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
StateMappingDX9.cpp Fix another little inconsistency (two uniforms were merged for bad reasons) 2017-12-07 21:39:09 +01:00
StateMappingDX9.h Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
StencilBufferDX9.cpp Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
TextureCacheDX9.cpp Depal: Reapply texture when bounds change. 2018-04-22 10:43:46 -07:00
TextureCacheDX9.h Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow. 2018-03-25 10:50:37 +02:00
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 Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable. 2018-04-13 08:58:05 +02:00
VertexShaderGeneratorDX9.h Revert "Remove further remains of hardware skinning." 2018-04-10 12:22:41 +02:00