ppsspp/GPU/Common
2017-08-20 19:18:50 +02:00
..
DepalettizeShaderCommon.cpp Fix R/B swap in D3D11 depal 2017-04-04 11:35:30 +02:00
DepalettizeShaderCommon.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
DrawEngineCommon.cpp ... And also for the vertex decoder (DenseHashMap) 2017-08-20 19:18:50 +02:00
DrawEngineCommon.h ... And also for the vertex decoder (DenseHashMap) 2017-08-20 19:18:50 +02:00
FramebufferCommon.cpp Add some missing fragment shader state changes. 2017-08-14 11:36:07 +02:00
FramebufferCommon.h Fixes for D3D11 postprocessing 2017-06-02 17:04:08 +02:00
GPUDebugInterface.cpp gedbg: Add scaled 16-bit z support. 2016-01-20 22:11:02 -08:00
GPUDebugInterface.h Minor debugging feature: Show vertex normals in GE debugger 2017-07-02 22:51:52 +02:00
GPUStateUtils.cpp All: Only recompute the vertex shader ID when dirty 2017-08-14 11:36:06 +02:00
GPUStateUtils.h More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
IndexGenerator.cpp Some unification in DrawEngine 2017-06-03 18:03:56 +02:00
IndexGenerator.h Implement vertex caching for Vulkan. 2017-08-17 11:22:45 +02:00
PostShader.cpp Fix bug where we'd reload the post shader information every frame. Fixes #9410 2017-03-11 12:25:43 +01:00
PostShader.h Windows: Make UI update significantly cheaper. 2017-04-04 20:33:22 -07:00
ShaderCommon.cpp More UWP prep 2017-02-25 09:57:22 +01:00
ShaderCommon.h SIMD-optimize some data conv routines used in uniform updates. 2017-08-20 11:43:35 +02:00
ShaderId.cpp Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
ShaderId.h Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled 2017-08-15 14:27:54 +02:00
ShaderTranslation.cpp Update submodule SPIRV-Cross, remove workarounds that are no longer needed 2017-05-31 14:09:47 +02:00
ShaderTranslation.h Initial work on post-shader translation for D3D11 2017-02-23 12:42:24 +01:00
ShaderUniforms.cpp SIMD-optimize some data conv routines used in uniform updates. 2017-08-20 11:43:35 +02:00
ShaderUniforms.h Spline: Simplify uniforms/dirty to one check. 2017-03-19 20:05:56 -07:00
SoftwareLighting.h
SoftwareTransformCommon.cpp Further D3D11 fixes 2017-02-12 16:14:14 +01:00
SoftwareTransformCommon.h Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
SplineCommon.cpp SoftGPU: Simplify index conversion. 2017-04-15 21:01:17 -07:00
SplineCommon.h [spline/bezier]Unify the word "tesselate" to "tessellate". 2017-03-09 18:04:16 +09:00
TextureCacheCommon.cpp NEON-optimize CLUT loads 2017-08-15 16:02:31 +02:00
TextureCacheCommon.h Minor optimizations (use the new hashmap in a few more places) 2017-08-20 19:18:46 +02:00
TextureDecoder.cpp Minor changes for compatibility with VS2017 2017-03-12 17:33:00 +01:00
TextureDecoder.h D3D11: Proper fix for DXT5 crash. May also help #9134. 2017-02-18 02:41:17 +01:00
TextureDecoderNEON.cpp More buildfixes for Windows on ARM 2017-03-05 10:52:08 +01:00
TextureDecoderNEON.h Allow unswizzling with a dest pitch. 2016-03-26 23:38:50 -07:00
TextureScalerCommon.cpp Clean up among the logs. Remove MASTER_LOG. 2017-03-06 13:10:23 +01:00
TextureScalerCommon.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
TransformCommon.cpp
TransformCommon.h
VertexDecoderArm64.cpp arm: Jit throughmode 16-bit texcoords. 2017-05-06 22:52:58 -07:00
VertexDecoderArm.cpp arm: Jit throughmode 16-bit texcoords. 2017-05-06 22:52:58 -07:00
VertexDecoderCommon.cpp Minor optimizations (use the new hashmap in a few more places) 2017-08-20 19:18:46 +02:00
VertexDecoderCommon.h Minor optimizations (use the new hashmap in a few more places) 2017-08-20 19:18:46 +02:00
VertexDecoderFake.cpp cmake: Detect features at compile time 2016-10-19 12:31:19 +02:00
VertexDecoderX86.cpp More RIP addressing in software skinning.. 2017-07-07 15:12:57 +02:00