ppsspp/GPU/GLES
Unknown W. Brackets ecf9479d5a Always flush bone matrices when morph is enabled.
Fixes graphical glitches in Shadow of Destiny and LittleBigPlanet with
software skinning enabled.  Maybe the other games in #5304.
2014-03-02 18:20:16 -08:00
..
FragmentShaderGenerator.cpp Double colors only when texturing, and after test. 2014-01-12 11:45:29 -08:00
FragmentShaderGenerator.h Don't use dual source when stencil disabled 2013-12-16 23:41:42 +01:00
Framebuffer.cpp Try harder to show a useful post shader error. 2014-02-16 01:25:33 -08:00
Framebuffer.h Only copy dirty depth buffers between FBOs. 2014-01-24 01:44:24 -08:00
GLES_GPU.cpp Always flush bone matrices when morph is enabled. 2014-03-02 18:20:16 -08:00
GLES_GPU.h Allow fast bone mtx loads w/o software skinning. 2014-03-02 18:12:40 -08:00
ShaderManager.cpp softgpu: Implement vertex preview. 2013-12-29 13:45:10 -08:00
ShaderManager.h Copy the stencil value in REPLACE mode to fragment alpha (but only when it's safe) 2013-12-03 00:13:21 +01:00
SoftwareTransform.cpp Apply the fog fix to software transform as well. See #2387 2014-02-12 11:13:49 +01:00
Spline.cpp Fix "Integer divide by zero 0" in Spline.cpp 2014-01-23 05:45:28 +08:00
StateMapping.cpp Switch from USING_GLES2 to MOBILE_DEVICE. 2014-02-08 16:37:58 -08:00
StateMapping.h Adapt the basic spline code from the softgpu to the GL code. 2013-08-23 00:33:18 +02:00
TextureCache.cpp Don't use replaceImages for texture scaling = auto. 2014-03-02 01:39:41 -08:00
TextureCache.h Correct CheckAlpha() for un-rearranged textures. 2014-01-26 19:39:34 -08:00
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 Minor cleanup 2014-02-12 11:10:44 +01:00
TransformPipeline.h softgpu: Implement vertex preview. 2013-12-29 13:45:10 -08:00
VertexDecoder.cpp PosS16Through: Treat Z as unsigned. 2014-02-13 11:59:47 +01:00
VertexDecoder.h Split VertexDecoder into files for ARM and x86, got too large. 2013-11-24 15:58:15 +01:00
VertexDecoderArm.cpp PosS16Through: Treat Z as unsigned. 2014-02-13 11:59:47 +01:00
VertexDecoderX86.cpp PosS16Through: Treat Z as unsigned. 2014-02-13 11:59:47 +01:00
VertexShaderGenerator.cpp Oops, revert software transform breakage. 2014-01-18 15:44:04 -08:00
VertexShaderGenerator.h Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00