ppsspp/GPU/Directx9
Henrik Rydgård f069de2dd2 Pass the vertex decoder into the vertex shader IDs generator
Instead of just the vertex type.

This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.

This doesn't actually do that yet though, it's just a refactor that can
be done separately.

Part of #16567
2022-12-30 22:57:05 +01:00
..
DrawEngineDX9.cpp Pass the vertex decoder into the vertex shader IDs generator 2022-12-30 22:57:05 +01:00
DrawEngineDX9.h Global: Cleanup virtual/override specifiers. 2022-12-10 21:13:36 -08:00
FramebufferManagerDX9.cpp Reporting: Fix some header includes. 2022-12-27 14:58:20 -08:00
FramebufferManagerDX9.h D3D9: Remove block transfer code overrides. 2022-10-10 21:48:38 -07:00
GPU_DX9.cpp GPU: Normalize CopyDisplayToOutput across backends. 2022-12-30 12:33:02 -08:00
GPU_DX9.h Global: Cleanup virtual/override specifiers. 2022-12-10 21:13:36 -08:00
ShaderManagerDX9.cpp Pass the vertex decoder into the vertex shader IDs generator 2022-12-30 22:57:05 +01:00
ShaderManagerDX9.h Pass the vertex decoder into the vertex shader IDs generator 2022-12-30 22:57:05 +01:00
StateMappingDX9.cpp Reporting: Fix some header includes. 2022-12-27 14:58:20 -08:00
StateMappingDX9.h Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
TextureCacheDX9.cpp Reporting: Fix some header includes. 2022-12-27 14:58:20 -08:00
TextureCacheDX9.h GE Debugger: Display if tex is framebuf. 2022-10-10 22:35:42 -07:00