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f069de2dd2
Instead of just the vertex type. This will allow things like the vertex decoder supplying defaults, in order to reduce the number of unique vertex shaders at the cost of slightly larger vertex data. This doesn't actually do that yet though, it's just a refactor that can be done separately. Part of #16567 |
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D3D11Util.cpp | ||
D3D11Util.h | ||
DrawEngineD3D11.cpp | ||
DrawEngineD3D11.h | ||
FramebufferManagerD3D11.cpp | ||
FramebufferManagerD3D11.h | ||
GPU_D3D11.cpp | ||
GPU_D3D11.h | ||
ShaderManagerD3D11.cpp | ||
ShaderManagerD3D11.h | ||
StateMappingD3D11.cpp | ||
StateMappingD3D11.h | ||
TextureCacheD3D11.cpp | ||
TextureCacheD3D11.h |