ppsspp/GPU/D3D11
2020-09-14 00:04:39 +02:00
..
D3D11Util.cpp More Log.h cleanup. 2020-08-16 14:48:54 +02:00
D3D11Util.h Fix D3D11 push buffer overflow 2017-11-24 17:53:42 +01:00
DepalettizeShaderD3D11.cpp Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
DepalettizeShaderD3D11.h Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DrawEngineD3D11.cpp GPU: Switch vertex/lookup hashes to XXH3. 2020-08-27 20:37:49 -07:00
DrawEngineD3D11.h GPU: Switch vertex/lookup hashes to XXH3. 2020-08-27 20:37:49 -07:00
FragmentShaderGeneratorD3D11.cpp GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
FragmentShaderGeneratorD3D11.h GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
FramebufferManagerD3D11.cpp Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
FramebufferManagerD3D11.h Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
GPU_D3D11.cpp Show how many times we evaluate framebuffers per frame in debug statistics. 2020-09-12 15:37:03 +02:00
GPU_D3D11.h GPU: Use old frame when presenting a skip. 2020-03-01 13:55:28 -08:00
ShaderManagerD3D11.cpp Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
ShaderManagerD3D11.h GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
StateMappingD3D11.cpp GPU: Allow culling in through mode. 2020-09-08 15:52:01 -07:00
StateMappingD3D11.h D3D11: Enable depth clamping. 2018-09-18 21:49:17 -07:00
StencilBufferD3D11.cpp Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
TextureCacheD3D11.cpp Make the signature of all the SetFramebufferSamplingParams the same 2020-09-14 00:04:39 +02:00
TextureCacheD3D11.h Decouple framebuffers from texcache entries entirely. 2020-09-12 14:25:50 +02:00
TextureScalerD3D11.cpp D3D11: Fix texture scaling with blank first half. 2017-07-01 16:10:00 -07:00
TextureScalerD3D11.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
VertexShaderGeneratorD3D11.cpp Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00
VertexShaderGeneratorD3D11.h Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00