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FragmentShaderGenerator.cpp
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More precision annotations in shader generators, other microoptimizations
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2013-10-07 20:15:00 +02:00 |
FragmentShaderGenerator.h
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Save 16K.
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2013-01-07 13:00:28 +01:00 |
Framebuffer.cpp
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Add comments (speedup plans for GLES) and reformat a bit (no changes)
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2013-10-09 11:56:46 +02:00 |
Framebuffer.h
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Enable FXAA on mobile. Hopefully the buildbot will copy the shader, too...
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2013-09-28 23:51:10 +02:00 |
GLES_GPU.cpp
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If bPrescaleUV is enabled, no need to flush on change of these params.
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2013-10-09 10:44:12 +02:00 |
GLES_GPU.h
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Add an interface to grab the depth/stencil buffers.
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2013-09-28 02:23:07 -07:00 |
ShaderManager.cpp
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Expose the experimental "bPrescaleUV" as "Texture Coord Speedhack"
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2013-10-08 22:59:40 +02:00 |
ShaderManager.h
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Try to avoid unnecessary calls to glEnable/DisableVertexAttribArray
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2013-10-08 17:47:47 +02:00 |
Spline.cpp
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Avoid some shadowing warnings.
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2013-10-05 11:13:39 -07:00 |
StateMapping.cpp
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More precision annotations in shader generators, other microoptimizations
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2013-10-07 20:15:00 +02:00 |
StateMapping.h
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Adapt the basic spline code from the softgpu to the GL code.
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2013-08-23 00:33:18 +02:00 |
TextureCache.cpp
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Disable the glTexStorage2D path for now, too many issues.
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2013-10-09 09:44:23 +02:00 |
TextureCache.h
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GLES3: Use glTexStorage2D for (possibly) more efficient texture uploading
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2013-10-08 15:00:48 +02:00 |
TextureScaler.cpp
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Put the removed include back, but only for Visual Studio 2012.
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2013-09-17 10:27:06 -04:00 |
TextureScaler.h
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Update to latest version of "native"
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2013-05-31 23:10:58 +02:00 |
TransformPipeline.cpp
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Add comments (speedup plans for GLES) and reformat a bit (no changes)
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2013-10-09 11:56:46 +02:00 |
TransformPipeline.h
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Add comments (speedup plans for GLES) and reformat a bit (no changes)
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2013-10-09 11:56:46 +02:00 |
VertexDecoder.cpp
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Curious about what games use morph, so let's report.
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2013-09-21 21:22:13 +02:00 |
VertexDecoder.h
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Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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2013-09-15 12:52:44 +02:00 |
VertexShaderGenerator.cpp
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Remove '_' from attribute names as Adreno hates them in glBindAttribLocation.
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2013-10-08 17:26:33 +02:00 |
VertexShaderGenerator.h
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Preparation for proper spline/bez: Convert control points to a simple format.
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2013-09-21 23:37:14 +02:00 |