ppsspp/GPU/Directx9
2015-11-04 22:37:42 +01:00
..
helper Add methods to "force" glstate to certain values. 2015-11-03 22:37:05 -08:00
DepalettizeShaderDX9.cpp refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
DepalettizeShaderDX9.h refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
FramebufferDX9.cpp Avoid polluting glstate in GetTempFBO(). 2015-11-03 22:37:19 -08:00
FramebufferDX9.h Avoid polluting glstate in GetTempFBO(). 2015-11-03 22:37:19 -08:00
GPU_DX9.cpp Improve viewport terminology a bit. No functional change. 2015-11-04 22:03:29 +01:00
GPU_DX9.h D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00
PixelShaderGeneratorDX9.cpp Minor cleanups 2015-11-02 20:09:59 +01:00
PixelShaderGeneratorDX9.h Delete disabled code to use built-in alpha test on DX9. 2015-10-25 01:26:38 +02:00
ShaderManagerDX9.cpp Correctly flip matrices in DX9 as well. 2015-11-04 22:37:42 +01:00
ShaderManagerDX9.h D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00
StateMappingDX9.cpp Region is not used in the viewport calculations - remove wrong commented out code 2015-11-04 11:04:47 +01:00
StateMappingDX9.h Native merge part 2: update build files. 2015-09-06 13:06:57 -07:00
StencilBufferDX9.cpp Move fbo.cpp/h from native into PPSSPP 2015-09-06 13:13:37 +02:00
TextureCacheDX9.cpp Minor cleanups 2015-11-02 20:09:59 +01:00
TextureCacheDX9.h Use the framebuf->height for offset calculation. 2015-09-23 23:59:39 -07:00
TextureScalerDX9.cpp Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
TextureScalerDX9.h Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
TransformPipelineDX9.cpp Correct uv bound pointers in arm vertexjit. 2015-09-13 14:55:10 -07:00
TransformPipelineDX9.h Centralize the GPU state conversion functions 2015-10-24 23:49:05 +02:00
VertexShaderGeneratorDX9.cpp Remove a whole lot of flipping special cases 2015-11-02 20:07:30 +01:00
VertexShaderGeneratorDX9.h D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00