ppsspp/GPU/GLES
Unknown W. Brackets 1e057a76b5 Convert all CLUT entries ever loaded.
Some games reuse previously loaded bytes, like World Neverland.  We
displayed bad colors in these cases when we don't convert all the entries.

Technically, this means we're hashing less than used in these cases, but if
we hash more we will get lots of false cache misses.

Fixes #6752.
2014-08-19 22:31:09 -07:00
..
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 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