ppsspp/GPU/GLES
Ced2911 d4adc3abb8 [dx9] don't do alpha test in pixel shader, use state mapping
hrydgard: Cleaned up a bit, disabled by default

Conflicts:
	GPU/Directx9/TextureCacheDX9.cpp
2014-08-24 09:52:34 +02:00
..
DepalettizeShader.cpp Fix depal shaders on GLES3 devices. 2014-07-02 22:35:47 -07:00
DepalettizeShader.h Add basic decimation to the depal clut cache. 2014-05-31 22:07:41 -07:00
FragmentShaderGenerator.cpp [dx9] don't do alpha test in pixel shader, use state mapping 2014-08-24 09:52:34 +02:00
FragmentShaderGenerator.h Avoid recalculating replaceBlend so many times. 2014-08-18 23:20:45 -07:00
Framebuffer.cpp Add "Screen Scaling Filter" option 2014-08-08 20:51:15 +02:00
Framebuffer.h Optimize away bits in the stencil upload. 2014-06-28 01:39:18 -07:00
GLES_GPU.cpp Allow changing prescale uv at runtime. 2014-06-28 21:51:25 -07:00
GLES_GPU.h Allow changing prescale uv at runtime. 2014-06-28 21:51:25 -07:00
ShaderManager.cpp Fix USE_BONE_ARRAY (currently disabled.) 2014-08-17 10:56:30 -07:00
ShaderManager.h Support alpha / color test masks on desktop/gles3. 2014-06-16 00:33:48 -07:00
SoftwareTransform.cpp Use glStencilMask() to partially simulate amask. 2014-08-03 21:48:18 -07:00
Spline.cpp Use the same vertex decoders for splines. 2014-06-29 15:46:59 -07:00
StateMapping.cpp More correctly blend when hitting the frame cap. 2014-08-18 23:20:48 -07:00
StateMapping.h Adapt the basic spline code from the softgpu to the GL code. 2013-08-23 00:33:18 +02:00
StencilBuffer.cpp Use glStencilMask() to partially simulate amask. 2014-08-03 21:48:18 -07:00
TextureCache.cpp Merge pull request #6679 from unknownbrackets/gpu-blend 2014-08-22 10:06:24 +02:00
TextureCache.h Convert all CLUT entries ever loaded. 2014-08-19 22:31:09 -07:00
TextureScaler.cpp Add some missing algorithm includes. 2014-07-01 00:26:22 -07:00
TextureScaler.h Update to latest version of "native" 2013-05-31 23:10:58 +02:00
TransformPipeline.cpp Add a config option for the slow framebuf effects. 2014-07-08 23:57:27 -07:00
TransformPipeline.h Allow changing software skinning at runtime. 2014-06-28 21:46:43 -07:00
VertexDecoder.cpp Force positions to scale by 128/32768 as psp does. 2014-08-17 14:31:49 -07:00
VertexDecoder.h Refactor s8/s16 to float conversion. 2014-08-18 00:47:50 -07:00
VertexDecoderArm.cpp Refactor s8/s16 to float conversion. 2014-08-18 00:47:50 -07:00
VertexDecoderX86.cpp Refactor s8/s16 to float conversion. 2014-08-18 00:47:50 -07:00
VertexShaderGenerator.cpp Disable precision qualifiers on desktop GL 2014-06-10 22:44:53 +02:00
VertexShaderGenerator.h Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00