ppsspp/GPU/GLES
Unknown W. Brackets 42bcea7b41 Report when minz/maxz is used in an effective way.
As long as it's outside the viewport it should be clipped anyway.

One concern is, does clipenable affect z?  A game could depend on that.
2015-04-17 12:59:59 -07:00
..
DepalettizeShader.cpp Oops, forgot to actually reset vertex shader. 2015-03-15 17:05:23 -07:00
DepalettizeShader.h Avoid querying attrib locations in depal runtime. 2015-03-15 14:44:13 -07:00
FragmentShaderGenerator.cpp Fix a dumb mistake for shader framebuf fetch. 2015-03-14 00:14:59 -07:00
FragmentShaderGenerator.h Optimize color tests against zero. 2015-03-08 19:08:21 -07:00
FragmentTestCache.cpp Initialize a member that was missed. 2015-04-08 11:29:28 -07:00
FragmentTestCache.h Decimate the fragtest cache less often. 2015-03-08 18:35:53 -07:00
Framebuffer.cpp Extract a bunch more color conversion loops. 2015-04-08 22:52:48 +02:00
Framebuffer.h Fixed Indentation + Moved Cardboard Menu 2015-01-24 20:01:09 +01:00
GLES_GPU.cpp Make Memory::Memcpy() execute memchecks directly. 2015-04-05 18:09:20 -07:00
GLES_GPU.h Read pending vertex data before exiting gpu loop. 2015-03-14 18:11:24 -07:00
ShaderManager.cpp Move the viewport transform to the proj matrix. 2015-03-22 23:35:24 -07:00
ShaderManager.h Add a sanity check for shader linking, active in debug mode 2014-12-14 20:17:29 +01:00
StateMapping.cpp Report when minz/maxz is used in an effective way. 2015-04-17 12:59:59 -07:00
StateMapping.h Adapt the basic spline code from the softgpu to the GL code. 2013-08-23 00:33:18 +02:00
StencilBuffer.cpp Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
TextureCache.cpp Allow clut load outside valid mem, fill with zero. 2015-04-12 22:38:17 -07:00
TextureCache.h Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
TextureScaler.cpp Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
TextureScaler.h Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
TransformPipeline.cpp Move the vertex decoder cache into DrawEngineCommon 2015-04-08 21:35:00 +02:00
TransformPipeline.h De-dupe the spline code 2015-04-08 21:44:54 +02:00
VertexShaderGenerator.cpp Assume lmode does nothing in throughmode. 2015-03-08 18:03:17 -07:00
VertexShaderGenerator.h Add a sanity check for shader linking, active in debug mode 2014-12-14 20:17:29 +01:00