ppsspp/GPU/GLES
2013-10-09 11:56:46 +02:00
..
FragmentShaderGenerator.cpp More precision annotations in shader generators, other microoptimizations 2013-10-07 20:15:00 +02:00
FragmentShaderGenerator.h Save 16K. 2013-01-07 13:00:28 +01:00
Framebuffer.cpp Add comments (speedup plans for GLES) and reformat a bit (no changes) 2013-10-09 11:56:46 +02:00
Framebuffer.h Enable FXAA on mobile. Hopefully the buildbot will copy the shader, too... 2013-09-28 23:51:10 +02:00
GLES_GPU.cpp If bPrescaleUV is enabled, no need to flush on change of these params. 2013-10-09 10:44:12 +02:00
GLES_GPU.h Add an interface to grab the depth/stencil buffers. 2013-09-28 02:23:07 -07:00
ShaderManager.cpp Expose the experimental "bPrescaleUV" as "Texture Coord Speedhack" 2013-10-08 22:59:40 +02:00
ShaderManager.h Try to avoid unnecessary calls to glEnable/DisableVertexAttribArray 2013-10-08 17:47:47 +02:00
Spline.cpp Avoid some shadowing warnings. 2013-10-05 11:13:39 -07:00
StateMapping.cpp More precision annotations in shader generators, other microoptimizations 2013-10-07 20:15:00 +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 Disable the glTexStorage2D path for now, too many issues. 2013-10-09 09:44:23 +02:00
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 Add comments (speedup plans for GLES) and reformat a bit (no changes) 2013-10-09 11:56:46 +02:00
TransformPipeline.h Add comments (speedup plans for GLES) and reformat a bit (no changes) 2013-10-09 11:56:46 +02:00
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 Remove '_' from attribute names as Adreno hates them in glBindAttribLocation. 2013-10-08 17:26:33 +02:00
VertexShaderGenerator.h Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00