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D3D11Util.cpp
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More Log.h cleanup.
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2020-08-16 14:48:54 +02:00 |
D3D11Util.h
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Fix D3D11 push buffer overflow
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2017-11-24 17:53:42 +01:00 |
DepalettizeShaderD3D11.cpp
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Remove most instances of base/logging.h from Common, Core, GPU, more
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2020-08-15 19:08:44 +02:00 |
DepalettizeShaderD3D11.h
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Unify a little bit of depal code.
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2017-11-05 10:40:21 +01:00 |
DrawEngineD3D11.cpp
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GPU: Switch vertex/lookup hashes to XXH3.
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2020-08-27 20:37:49 -07:00 |
DrawEngineD3D11.h
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GPU: Switch vertex/lookup hashes to XXH3.
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2020-08-27 20:37:49 -07:00 |
FragmentShaderGeneratorD3D11.cpp
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GPU: Use more typesafe shader IDs.
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2017-12-02 09:07:27 -08:00 |
FragmentShaderGeneratorD3D11.h
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GPU: Use more typesafe shader IDs.
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2017-12-02 09:07:27 -08:00 |
FramebufferManagerD3D11.cpp
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Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
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2020-08-03 23:17:22 +02:00 |
FramebufferManagerD3D11.h
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Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
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2020-08-03 23:17:22 +02:00 |
GPU_D3D11.cpp
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Show how many times we evaluate framebuffers per frame in debug statistics.
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2020-09-12 15:37:03 +02:00 |
GPU_D3D11.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 |
ShaderManagerD3D11.cpp
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Remove most instances of base/logging.h from Common, Core, GPU, more
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2020-08-15 19:08:44 +02:00 |
ShaderManagerD3D11.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 |
StateMappingD3D11.cpp
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GPU: Allow culling in through mode.
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2020-09-08 15:52:01 -07:00 |
StateMappingD3D11.h
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D3D11: Enable depth clamping.
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2018-09-18 21:49:17 -07:00 |
StencilBufferD3D11.cpp
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Remove most instances of base/logging.h from Common, Core, GPU, more
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2020-08-15 19:08:44 +02:00 |
TextureCacheD3D11.cpp
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Make the signature of all the SetFramebufferSamplingParams the same
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2020-09-14 00:04:39 +02:00 |
TextureCacheD3D11.h
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Decouple framebuffers from texcache entries entirely.
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2020-09-12 14:25:50 +02:00 |
TextureScalerD3D11.cpp
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D3D11: Fix texture scaling with blank first half.
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2017-07-01 16:10:00 -07:00 |
TextureScalerD3D11.h
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Initial stab at porting the DX9 backend to D3D11. Not working yet.
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2017-02-09 13:28:40 +01:00 |
VertexShaderGeneratorD3D11.cpp
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Remove some unused tracking of whether lighting is used by a shader
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2018-03-17 10:33:50 +01:00 |
VertexShaderGeneratorD3D11.h
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Remove some unused tracking of whether lighting is used by a shader
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2018-03-17 10:33:50 +01:00 |