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FragmentShaderGenerator.cpp
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Add reporting for color test function
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2013-09-10 09:20:50 +08:00 |
FragmentShaderGenerator.h
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Save 16K.
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2013-01-07 13:00:28 +01:00 |
Framebuffer.cpp
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Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them.
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2013-09-21 18:53:55 +02:00 |
Framebuffer.h
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Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them.
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2013-09-21 18:53:55 +02:00 |
GLES_GPU.cpp
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Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them.
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2013-09-21 18:53:55 +02:00 |
GLES_GPU.h
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Combine and sort the GPU command tables by purpose, make it flags for future flexibility.
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2013-08-23 13:36:55 +02:00 |
ShaderManager.cpp
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Prevent a buffer overflow on bad shader.
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2013-09-17 08:40:20 -07:00 |
ShaderManager.h
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GPU ShaderManager: Naming convention, inline a function
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2013-08-10 18:39:27 +02:00 |
Spline.cpp
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Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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2013-09-15 12:52:44 +02:00 |
StateMapping.cpp
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Fixes Drawing size in non-buffered
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2013-09-18 12:24:27 +05:00 |
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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Keep using the old report format
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2013-09-21 10:13:30 +08:00 |
TextureCache.h
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Round texture bufw down to nearest 16 byte mult.
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2013-09-15 20:06:41 -07:00 |
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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Use GE state accessor more often : gstate.isSkinningEnabled()
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2013-09-14 14:11:25 +08:00 |
TransformPipeline.h
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Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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2013-09-15 12:52:44 +02:00 |
VertexDecoder.cpp
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Curious about what games use morph, so let's report.
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2013-09-21 21:22:13 +02:00 |
VertexDecoder.h
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Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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2013-09-15 12:52:44 +02:00 |
VertexShaderGenerator.cpp
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Use and applu new bool , doShadeMapping
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2013-09-14 14:29:37 +08:00 |
VertexShaderGenerator.h
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Collapse skinning shaders with #bones < 4 to a single one.
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2013-07-27 20:09:22 +02:00 |