ppsspp/GPU
Unknown W. Brackets 58563324bd Include texture size in cache key.
This makes Tales of Destiny 2's towns significantly faster.  It may
however cause us to keep textures around for longer - but we still account
for them in our metrics and invalidation.
2015-04-18 12:42:13 -07:00
..
Common Stub invalid vertex decoder colors to avoid crash. 2015-04-17 23:24:21 -07:00
Debugger Add another GE cmd for skip tex in debugger. 2015-02-21 18:09:53 -08:00
Directx9 Include texture size in cache key. 2015-04-18 12:42:13 -07:00
GLES Include texture size in cache key. 2015-04-18 12:42:13 -07:00
Null Add block transfer to null gpu. 2014-08-30 22:14:58 -07:00
Software Allow clut load outside valid mem, fill with zero. 2015-04-12 22:38:17 -07:00
CMakeLists.txt Adapt the basic spline code from the softgpu to the GL code. 2013-08-23 00:33:18 +02:00
ge_constants.h Switch to #pragma once in a few places. 2015-03-02 22:34:51 -08:00
GeDisasm.cpp Disassemble the "continue previous" prim. 2015-02-01 01:21:28 -08:00
GeDisasm.h Slightly improve GPU disassembly 2014-09-13 23:51:07 +02:00
GPU.vcxproj Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
GPU.vcxproj.filters Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
GPUCommon.cpp Read pending vertex data before exiting gpu loop. 2015-03-14 18:11:24 -07:00
GPUCommon.h Read pending vertex data before exiting gpu loop. 2015-03-14 18:11:24 -07:00
GPUInterface.h Avoid passing a GPUstate by value. 2015-01-17 18:21:04 -08:00
GPUState.cpp Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed. 2014-09-08 23:10:23 +02:00
GPUState.h Force clut address to align to 16. 2015-04-12 22:39:49 -07:00
Math3D.cpp Don't use aligned loads in non-inlined funcs. 2014-03-23 12:09:17 -07:00
Math3D.h Use SSE when generating spline normals. 2015-02-25 19:22:48 -08:00