..
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
Add a config option for the slow framebuf effects.
2014-07-08 23:57:27 -07:00
FragmentShaderGenerator.h
Support fixed/fixed blending without a blit.
2014-06-17 00:20:04 -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
One last buildfix (please correct if GL_FUNC_ADD is wrong, I just wanted buildbot to work again). https://github.com/hrydgard/ppsspp/pull/6679 should replace this soon.
2014-08-05 00:34:36 -04:00
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
Convert all CLUT entries ever loaded.
2014-08-19 22:31:09 -07:00
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