ppsspp/GPU/Directx9
2014-09-13 14:26:39 -07:00
..
helper D3D: Assorted cleanup. Add a missing register specification. 2014-09-10 15:20:57 +02:00
FramebufferDX9.cpp d3d: Add RebindFramebuffer(). 2014-09-13 14:26:39 -07:00
FramebufferDX9.h d3d: Add RebindFramebuffer(). 2014-09-13 14:26:39 -07:00
GPU_DX9.cpp d3d: Add FlushBeforeCopy(). 2014-09-13 14:23:18 -07:00
GPU_DX9.h dx9: More execute functions 2014-09-13 20:55:29 +02:00
PixelShaderGeneratorDX9.cpp D3D: Assorted cleanup. Add a missing register specification. 2014-09-10 15:20:57 +02:00
PixelShaderGeneratorDX9.h D3D: Use fixed constant registers for pixel shader constants 2014-09-10 12:59:33 +02:00
ShaderManagerDX9.cpp D3D: Assorted cleanup. Add a missing register specification. 2014-09-10 15:20:57 +02:00
ShaderManagerDX9.h Make the D3D backend cmd processing work more similar to the GL backend 2014-09-13 12:11:34 +02:00
SplineDX9.cpp Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow) 2014-09-13 15:13:34 +02:00
StateMappingDX9.cpp d3d: Flip viewport y within the top of the fb. 2014-09-13 12:37:19 -07:00
StateMappingDX9.h Compile Ced's DX9 GPU on Windows. Not hooked up yet. 2013-09-15 12:52:44 +02:00
TextureCacheDX9.cpp Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow) 2014-09-13 15:13:34 +02:00
TextureCacheDX9.h Replace the DX9 software transform code with the new common one 2014-09-13 13:53:04 +02:00
TextureScalerDX9.cpp d3d: Fix texture scaling. 2014-09-09 01:22:11 -07:00
TextureScalerDX9.h Put the DirectX9 stuff into a namespace. 2013-09-15 08:56:12 -07:00
TransformPipelineDX9.cpp Replace the DX9 software transform code with the new common one 2014-09-13 13:53:04 +02:00
TransformPipelineDX9.h Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow) 2014-09-13 15:13:34 +02:00
VertexShaderGeneratorDX9.cpp D3D vtxdec: Convert weights and normals to float 2014-09-12 02:00:33 +02:00
VertexShaderGeneratorDX9.h D3D: Use fixed constant registers for vertex shaders too. 2014-09-10 13:43:35 +02:00