ppsspp/GPU/GLES
2013-11-29 18:08:29 +01:00
..
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 Partial Stretch: This setting is needed on other devices too. 2013-11-28 14:59:17 +10:00
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 Eat some cycles when changing thread priority. 2013-11-28 01:01:22 -08:00
GLES_GPU.h Implement some basic vertex previews on prim. 2013-11-17 13:27:50 -08:00
ShaderManager.cpp Alternative consistent fix 2013-11-26 11:34:33 +08:00
ShaderManager.h Speed up UpdateUniforms a little 2013-11-12 17:06:03 +01:00
SoftwareTransform.cpp Fix issues with texturing from render targets with prescaled UV (texcoord speed hack) 2013-11-19 23:38:36 +01:00
Spline.cpp NormalizeVertices should not try to skin if we've already software-skinned. 2013-11-14 14:34:47 +01:00
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 In LINEARFMV mode, let the presence of a video override the alpha and color test checks. 2013-11-29 18:08:29 +01:00
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 Buildfix for older compilers, such as GCC 4.6.3 2013-11-22 16:22:41 +10:00
TransformPipeline.h Implement some basic vertex previews on prim. 2013-11-17 13:27:50 -08:00
VertexDecoder.cpp ARM: NEON-optimize software skinning 2013-11-24 18:03:42 +01:00
VertexDecoder.h Split VertexDecoder into files for ARM and x86, got too large. 2013-11-24 15:58:15 +01:00
VertexDecoderArm.cpp Use VFMA in the one place where it's convenient. Some more optimization. 2013-11-24 19:50:56 +01:00
VertexDecoderX86.cpp Minor x86 optimizations 2013-11-26 18:23:08 +01:00
VertexShaderGenerator.cpp Fix issues with texturing from render targets with prescaled UV (texcoord speed hack) 2013-11-19 23:38:36 +01:00
VertexShaderGenerator.h Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00