ppsspp/GPU/Common
2018-03-18 09:42:05 +01:00
..
DepalettizeShaderCommon.cpp Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DepalettizeShaderCommon.h Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DrawEngineCommon.cpp Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible. 2018-03-05 12:28:10 +01:00
DrawEngineCommon.h Shrink the vertexCount field in DeferredDrawCall to the 16 bits required. 2018-03-18 09:42:05 +01:00
FramebufferCommon.cpp Pass new vulkan validation layers. Fix math in FindTransferFramebuffers. 2018-03-17 23:39:02 +01:00
FramebufferCommon.h GL: Fix clearing alpha on stencil uploads. 2018-02-10 17:18:18 +01:00
GPUDebugInterface.cpp gedbg: Add scaled 16-bit z support. 2016-01-20 22:11:02 -08:00
GPUDebugInterface.h Minor debugging feature: Show vertex normals in GE debugger 2017-07-02 22:51:52 +02:00
GPUStateUtils.cpp Finish the shader manager (almost) 2018-01-27 15:10:17 +01:00
GPUStateUtils.h More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
IndexGenerator.cpp Some unification in DrawEngine 2017-06-03 18:03:56 +02:00
IndexGenerator.h Implement vertex caching for Vulkan. 2017-08-17 11:22:45 +02:00
PostShader.cpp Fix bug where we'd reload the post shader information every frame. Fixes #9410 2017-03-11 12:25:43 +01:00
PostShader.h Windows: Make UI update significantly cheaper. 2017-04-04 20:33:22 -07:00
ShaderCommon.cpp More UWP prep 2017-02-25 09:57:22 +01:00
ShaderCommon.h Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
ShaderId.cpp Further cleanup after the removal of hardware skinning. 2018-03-05 00:03:47 +01:00
ShaderId.h Further cleanup after the removal of hardware skinning. 2018-03-05 00:03:47 +01:00
ShaderTranslation.cpp SPIRV-Cross should build on Android now, so remove another platform check. 2017-12-08 10:25:42 +01:00
ShaderTranslation.h Buildfixes for Android 2017-11-12 16:55:36 +01:00
ShaderUniforms.cpp Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512. 2018-03-12 11:17:45 +01:00
ShaderUniforms.h Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512. 2018-03-12 11:17:45 +01:00
SoftwareLighting.h Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
SoftwareTransformCommon.cpp Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
SoftwareTransformCommon.h Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors. 2017-12-02 11:05:10 +01:00
SplineCommon.cpp Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible. 2018-03-05 12:28:10 +01:00
SplineCommon.h Remove Globals.h 2017-08-31 17:15:22 +02:00
StencilCommon.cpp Global: Fix some warnings. 2017-11-25 14:08:49 -08:00
StencilCommon.h Remove some code duplication 2017-11-01 14:51:15 +01:00
TextureCacheCommon.cpp TexCache: Decimate aggressively with many variants. 2018-02-18 12:29:14 -08:00
TextureCacheCommon.h TexCache: Decimate CLUT variants more often. 2018-02-18 12:29:01 -08:00
TextureDecoder.cpp Global: Silence some unused declaration warnings. 2017-12-03 19:22:03 -08:00
TextureDecoder.h TexCache: Remove simple 0/1 alpha check. 2017-11-12 16:17:46 -08:00
TextureDecoderNEON.cpp TexCache: Add NEON alpha checks for Vulkan. 2017-11-12 16:45:05 -08:00
TextureDecoderNEON.h TexCache: Add NEON alpha checks for Vulkan. 2017-11-12 16:45:05 -08:00
TextureScalerCommon.cpp Clean up among the logs. Remove MASTER_LOG. 2017-03-06 13:10:23 +01:00
TextureScalerCommon.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
TransformCommon.cpp Always clamp in ToRGB[A]?(). 2014-10-31 09:07:54 -07:00
TransformCommon.h Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
VertexDecoderArm64.cpp Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
VertexDecoderArm.cpp Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
VertexDecoderCommon.cpp Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs. 2018-03-16 21:03:03 +01:00
VertexDecoderCommon.h Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs. 2018-03-16 21:03:03 +01:00
VertexDecoderFake.cpp cmake: Detect features at compile time 2016-10-19 12:31:19 +02:00
VertexDecoderX86.cpp MOVUPS to be safe. 2018-03-05 16:23:07 +01:00