ppsspp/GPU/GLES
Unknown W. Brackets 38d0bac1df Optimize some 4444/8888 color conversions.
Small performance boost in softgpu.
2014-03-17 01:21:52 -07:00
..
FragmentShaderGenerator.cpp Double colors only when texturing, and after test. 2014-01-12 11:45:29 -08:00
FragmentShaderGenerator.h Don't use dual source when stencil disabled 2013-12-16 23:41:42 +01:00
Framebuffer.cpp Try harder to show a useful post shader error. 2014-02-16 01:25:33 -08:00
Framebuffer.h Only copy dirty depth buffers between FBOs. 2014-01-24 01:44:24 -08:00
GLES_GPU.cpp Fix off-by-one on fast matrix loads. 2014-03-15 15:23:55 -07:00
GLES_GPU.h Allow fast bone mtx loads w/o software skinning. 2014-03-02 18:12:40 -08:00
ShaderManager.cpp softgpu: Implement vertex preview. 2013-12-29 13:45:10 -08:00
ShaderManager.h Copy the stencil value in REPLACE mode to fragment alpha (but only when it's safe) 2013-12-03 00:13:21 +01:00
SoftwareTransform.cpp Apply the fog fix to software transform as well. See #2387 2014-02-12 11:13:49 +01:00
Spline.cpp Spline patches: Ignore too-small patch_div_s/t. May help #5663 2014-03-15 21:29:48 +01:00
StateMapping.cpp Add yet another hack setting to work around the 3rd Birthday problem. 2014-03-13 19:00:35 +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 Fix a minor typo. 2014-03-03 00:21:04 -08:00
TextureCache.h Correct CheckAlpha() for un-rearranged textures. 2014-01-26 19:39:34 -08:00
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 Revert "Avoid caching when HW T&L with morph enabled." 2014-03-15 10:46:04 +01:00
TransformPipeline.h softgpu: Implement vertex preview. 2013-12-29 13:45:10 -08:00
VertexDecoder.cpp Reduce some unnecessary includes in Core/. 2014-03-15 10:41:07 -07:00
VertexDecoder.h vertexjit: Implement Morph pos/nrm variants on x86. 2014-03-02 20:11:40 -08:00
VertexDecoderArm.cpp Use a VLDM in Vertex Decoder. 2014-03-07 14:25:05 +10:00
VertexDecoderX86.cpp Optimize some 4444/8888 color conversions. 2014-03-17 01:21:52 -07:00
VertexShaderGenerator.cpp Oops, revert software transform breakage. 2014-01-18 15:44:04 -08:00
VertexShaderGenerator.h Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00