ppsspp/GPU/GLES
2013-10-30 22:47:36 +01:00
..
FragmentShaderGenerator.cpp Let's not use #define in GLSL ES shaders. 2013-10-29 11:37:16 +01:00
FragmentShaderGenerator.h Only set fogdepth to highp on PowerVR. May fix #4333 2013-10-28 15:38:25 +01:00
Framebuffer.cpp Framebuffer draws: Get rid of the u_viewproj uniform matrix. 2013-10-30 22:47:36 +01:00
Framebuffer.h Shader Improvements and cleanup 2013-10-30 00:33:21 +05:00
GLES_GPU.cpp No need to dirty the PROJ_THROUGH when only the proj matrix is being 2013-10-30 22:47:36 +01:00
GLES_GPU.h Only clear the shader cache when toggling "Disable alpha test" 2013-10-22 14:34:16 +02:00
ShaderManager.cpp Only set fogdepth to highp on PowerVR. May fix #4333 2013-10-28 15:38:25 +01:00
ShaderManager.h Must reset lastShader after swtiching shaders outside the "framework". 2013-10-10 20:11:57 +02:00
Spline.cpp Try a different heuristic for the bezier subdivision factor 2013-10-10 17:49:29 +02:00
StateMapping.cpp New attempt at solving #4272 by not using alpha in the backbuffer. 2013-10-25 12:44:21 +02:00
StateMapping.h Adapt the basic spline code from the softgpu to the GL code. 2013-08-23 00:33:18 +02:00
TextureCache.cpp CityHash is not used anymore, so we won't compile it. 2013-10-28 03:26:00 +10:00
TextureCache.h GLES3: Use glTexStorage2D for (possibly) more efficient texture uploading 2013-10-08 15:00:48 +02:00
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 Fix bug when combining draw calls for hashing 2013-10-29 16:18:15 +01:00
TransformPipeline.h Cap the number of vertexes per flush. 2013-10-27 14:43:58 -07:00
VertexDecoder.cpp Curious about what games use morph, so let's report. 2013-09-21 21:22:13 +02:00
VertexDecoder.h Compile Ced's DX9 GPU on Windows. Not hooked up yet. 2013-09-15 12:52:44 +02:00
VertexShaderGenerator.cpp Only set fogdepth to highp on PowerVR. May fix #4333 2013-10-28 15:38:25 +01:00
VertexShaderGenerator.h Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00