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