ppsspp/GPU/GLES
2013-02-04 09:36:58 -05:00
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DisplayListInterpreter.cpp Another 'Check if the number is within range before accessing' array change 2013-02-04 09:36:58 -05:00
DisplayListInterpreter.h Move all the framebuffer management out into its own file. 2013-01-30 21:09:53 +01:00
FragmentShaderGenerator.cpp Fix too dark issue in-game 2013-01-25 21:15:56 +08:00
FragmentShaderGenerator.h Save 16K. 2013-01-07 13:00:28 +01:00
Framebuffer.cpp Try the buffer clearing optimization on mobile again. Let me know if this causes black screens that weren't there before. 2013-02-02 12:38:25 +01:00
Framebuffer.h Fix viewport resize 2013-01-31 19:19:45 +08:00
IndexGenerator.cpp Fix spiky polygon glitches with vertex cache in Dissidia and maybe more. 2013-01-28 19:05:38 +01:00
IndexGenerator.h Fix spiky polygon glitches with vertex cache in Dissidia and maybe more. 2013-01-28 19:05:38 +01:00
ShaderManager.cpp Fix a few graphics issues, optimize shader ID generation (fewer shaders) 2013-01-22 22:03:41 +01:00
ShaderManager.h Save 16K. 2013-01-07 13:00:28 +01:00
StateMapping.cpp Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
StateMapping.h Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
TextureCache.cpp Don't use palette addr to build the cache key if the texture doesn't use one. 2013-02-01 00:02:50 +01:00
TextureCache.h Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
TransformPipeline.cpp Disable non-through RotateUV, according to Raven02 it seems it's not needed although I have my doubts :) 2013-02-03 21:46:31 +01:00
TransformPipeline.h Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
VertexDecoder.cpp Looks like these should be pos/nrm/col. 2013-01-31 00:02:52 -08:00
VertexDecoder.h Defer vertex decoding until flush. Track draw calls so that they can be cached later. 2013-01-19 17:05:50 +01:00
VertexShaderGenerator.cpp Fix issue with vertex shader IDs. Write the 4th component of packed vectors. 2013-01-22 22:27:03 +01:00
VertexShaderGenerator.h Save 16K. 2013-01-07 13:00:28 +01:00