ppsspp/GPU/GLES
2013-09-21 21:22:13 +02:00
..
FragmentShaderGenerator.cpp Add reporting for color test function 2013-09-10 09:20:50 +08:00
FragmentShaderGenerator.h Save 16K. 2013-01-07 13:00:28 +01:00
Framebuffer.cpp Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them. 2013-09-21 18:53:55 +02:00
Framebuffer.h Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them. 2013-09-21 18:53:55 +02:00
GLES_GPU.cpp Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them. 2013-09-21 18:53:55 +02:00
GLES_GPU.h Combine and sort the GPU command tables by purpose, make it flags for future flexibility. 2013-08-23 13:36:55 +02:00
ShaderManager.cpp Prevent a buffer overflow on bad shader. 2013-09-17 08:40:20 -07:00
ShaderManager.h GPU ShaderManager: Naming convention, inline a function 2013-08-10 18:39:27 +02:00
Spline.cpp Compile Ced's DX9 GPU on Windows. Not hooked up yet. 2013-09-15 12:52:44 +02:00
StateMapping.cpp Fixes Drawing size in non-buffered 2013-09-18 12:24:27 +05:00
StateMapping.h Adapt the basic spline code from the softgpu to the GL code. 2013-08-23 00:33:18 +02:00
TextureCache.cpp Keep using the old report format 2013-09-21 10:13:30 +08:00
TextureCache.h Round texture bufw down to nearest 16 byte mult. 2013-09-15 20:06:41 -07:00
TextureScaler.cpp Put the removed include back, but only for Visual Studio 2012. 2013-09-17 10:27:06 -04:00
TextureScaler.h Update to latest version of "native" 2013-05-31 23:10:58 +02:00
TransformPipeline.cpp Use GE state accessor more often : gstate.isSkinningEnabled() 2013-09-14 14:11:25 +08:00
TransformPipeline.h Compile Ced's DX9 GPU on Windows. Not hooked up yet. 2013-09-15 12:52:44 +02:00
VertexDecoder.cpp Curious about what games use morph, so let's report. 2013-09-21 21:22:13 +02:00
VertexDecoder.h Compile Ced's DX9 GPU on Windows. Not hooked up yet. 2013-09-15 12:52:44 +02:00
VertexShaderGenerator.cpp Use and applu new bool , doShadeMapping 2013-09-14 14:29:37 +08:00
VertexShaderGenerator.h Collapse skinning shaders with #bones < 4 to a single one. 2013-07-27 20:09:22 +02:00