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FragmentShaderGenerator.cpp
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Let's not use #define in GLSL ES shaders.
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2013-10-29 11:37:16 +01:00 |
FragmentShaderGenerator.h
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Only set fogdepth to highp on PowerVR. May fix #4333
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2013-10-28 15:38:25 +01:00 |
Framebuffer.cpp
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Partial Stretch: This setting is needed on other devices too.
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2013-11-28 14:59:17 +10:00 |
Framebuffer.h
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Add a temporary hack option that may help debugging the wipeout glow.
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2013-10-30 22:47:36 +01:00 |
GLES_GPU.cpp
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Eat some cycles when changing thread priority.
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2013-11-28 01:01:22 -08:00 |
GLES_GPU.h
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Implement some basic vertex previews on prim.
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2013-11-17 13:27:50 -08:00 |
ShaderManager.cpp
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Alternative consistent fix
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2013-11-26 11:34:33 +08:00 |
ShaderManager.h
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Speed up UpdateUniforms a little
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2013-11-12 17:06:03 +01:00 |
SoftwareTransform.cpp
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Fix issues with texturing from render targets with prescaled UV (texcoord speed hack)
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2013-11-19 23:38:36 +01:00 |
Spline.cpp
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NormalizeVertices should not try to skin if we've already software-skinned.
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2013-11-14 14:34:47 +01:00 |
StateMapping.cpp
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Add comment with a link to an important github thread
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2013-10-30 23:08:03 +01:00 |
StateMapping.h
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Adapt the basic spline code from the softgpu to the GL code.
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2013-08-23 00:33:18 +02:00 |
TextureCache.cpp
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In LINEARFMV mode, let the presence of a video override the alpha and color test checks.
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2013-11-29 18:08:29 +01:00 |
TextureCache.h
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Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
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2013-11-01 19:38:52 +01:00 |
TextureScaler.cpp
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Put the removed include back, but only for Visual Studio 2012.
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2013-09-17 10:27:06 -04:00 |
TextureScaler.h
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Update to latest version of "native"
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2013-05-31 23:10:58 +02:00 |
TransformPipeline.cpp
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Buildfix for older compilers, such as GCC 4.6.3
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2013-11-22 16:22:41 +10:00 |
TransformPipeline.h
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Implement some basic vertex previews on prim.
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2013-11-17 13:27:50 -08:00 |
VertexDecoder.cpp
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ARM: NEON-optimize software skinning
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2013-11-24 18:03:42 +01:00 |
VertexDecoder.h
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Split VertexDecoder into files for ARM and x86, got too large.
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2013-11-24 15:58:15 +01:00 |
VertexDecoderArm.cpp
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Use VFMA in the one place where it's convenient. Some more optimization.
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2013-11-24 19:50:56 +01:00 |
VertexDecoderX86.cpp
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Minor x86 optimizations
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2013-11-26 18:23:08 +01:00 |
VertexShaderGenerator.cpp
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Fix issues with texturing from render targets with prescaled UV (texcoord speed hack)
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2013-11-19 23:38:36 +01:00 |
VertexShaderGenerator.h
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Preparation for proper spline/bez: Convert control points to a simple format.
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2013-09-21 23:37:14 +02:00 |