.. |
Common
|
Disable the optimized hash on iOS, seems to crash.
|
2013-11-23 10:41:58 -08:00 |
Debugger
|
Move GPU debug step/pause/messages out of Windows/.
|
2013-10-12 10:03:31 -07:00 |
Directx9
|
Cap the number of vertexes per flush.
|
2013-10-27 14:43:58 -07:00 |
GLES
|
Use VFMA in the one place where it's convenient. Some more optimization.
|
2013-11-24 19:50:56 +01:00 |
Null
|
Enable frameskipping in the null gpu.
|
2013-11-14 23:37:48 -08:00 |
Software
|
softgpu: Advance vertex/index address on prim.
|
2013-11-20 21:59:45 -08:00 |
CMakeLists.txt
|
Adapt the basic spline code from the softgpu to the GL code.
|
2013-08-23 00:33:18 +02:00 |
ge_constants.h
|
Add some additional unknown cmds to reporting.
|
2013-10-08 00:34:17 -07:00 |
GeDisasm.cpp
|
When logging PRIM commands, print the prim number
|
2013-11-08 20:36:42 +01:00 |
GeDisasm.h
|
Add a function to pretty-print vertex type.
|
2013-04-22 22:04:26 -07:00 |
GPU.vcxproj
|
Split VertexDecoder into files for ARM and x86, got too large.
|
2013-11-24 15:58:15 +01:00 |
GPU.vcxproj.filters
|
Split VertexDecoder into files for ARM and x86, got too large.
|
2013-11-24 15:58:15 +01:00 |
GPUCommon.cpp
|
The bone matrix optimization is only safe when software skinning
|
2013-11-14 15:02:22 +01:00 |
GPUCommon.h
|
Align the GPU so the tick count can be aligned.
|
2013-10-26 18:29:44 -07:00 |
GPUInterface.h
|
Make sure the gpu thread has a chance to run.
|
2013-11-09 23:08:28 -08:00 |
GPUState.cpp
|
Bone matrix loading speedup. Bit of a hack but seems reliable enough.
|
2013-11-14 14:02:31 +01:00 |
GPUState.h
|
Mask block transfer stride correctly per tests.
|
2013-11-25 01:53:33 -08:00 |
GPUXbox.vcxproj
|
projection fixes !
|
2013-09-12 09:53:48 +02:00 |
GPUXbox.vcxproj.filters
|
projection fixes !
|
2013-09-12 09:53:48 +02:00 |
Math3D.cpp
|
GPU/Math3D: Support converting Vec3 and Vec4 objects to u32 color values.
|
2013-07-29 22:26:42 +02:00 |
Math3D.h
|
Avoid some operator overloads.
|
2013-11-17 14:42:58 -08:00 |