..
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
GPU: Prevent temp FBOs from overwriting each other.
2018-05-06 08:57:44 -07:00
FramebufferDX9.h
GPU: Prevent temp FBOs from overwriting each other.
2018-05-06 08:57:44 -07:00
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
StencilBufferDX9.cpp
Remove the confusing "DisableState" across the codebase
2018-02-08 16:27:36 +01:00
TextureCacheDX9.cpp
GPU: Prevent temp FBOs from overwriting each other.
2018-05-06 08:57:44 -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
TextureScalerDX9.h
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