ppsspp/GPU/GLES
2013-11-13 12:08:46 +10:00
..
FragmentShaderGenerator.cpp Let's not use #define in GLSL ES shaders. 2013-10-29 11:37:16 +01:00
FragmentShaderGenerator.h Only set fogdepth to highp on PowerVR. May fix #4333 2013-10-28 15:38:25 +01:00
Framebuffer.cpp Attempt for another matching framebuffer logic 2013-11-10 10:38:33 +08:00
Framebuffer.h Add a temporary hack option that may help debugging the wipeout glow. 2013-10-30 22:47:36 +01:00
GLES_GPU.cpp Add BBOX support (very conservative test) 2013-11-12 17:06:03 +01:00
GLES_GPU.h Avoid some dereferencing in gpu FastRunLoop. 2013-11-06 07:50:16 -08:00
ShaderManager.cpp Speed up UpdateUniforms a little 2013-11-12 17:06:03 +01:00
ShaderManager.h Speed up UpdateUniforms a little 2013-11-12 17:06:03 +01:00
Spline.cpp Try a different heuristic for the bezier subdivision factor 2013-10-10 17:49:29 +02:00
StateMapping.cpp Add comment with a link to an important github thread 2013-10-30 23:08:03 +01:00
StateMapping.h Adapt the basic spline code from the softgpu to the GL code. 2013-08-23 00:33:18 +02:00
TextureCache.cpp Buildfix for sse2 builds. 2013-11-13 12:08:46 +10:00
TextureCache.h Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available 2013-11-01 19:38:52 +01:00
TextureScaler.cpp Put the removed include back, but only for Visual Studio 2012. 2013-09-17 10:27:06 -04:00
TextureScaler.h Update to latest version of "native" 2013-05-31 23:10:58 +02:00
TransformPipeline.cpp Add BBOX support (very conservative test) 2013-11-12 17:06:03 +01:00
TransformPipeline.h Vertex decoder JIT for x86 and x64. Handles the most common vertex formats. 2013-11-03 15:27:12 +01:00
VertexDecoder.cpp Add temporary setting to disable the vertex decoder jit while we debug it 2013-11-09 18:16:26 +01:00
VertexDecoder.h VertexDecoder JIT: Add the last missing ones except morph, I think. 2013-11-08 12:43:46 +01:00
VertexShaderGenerator.cpp Move normal reversion into the vertex shader instead of the decoder. 2013-11-02 11:05:31 +01:00
VertexShaderGenerator.h Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00