ppsspp/GPU/D3D11
Unknown W. Brackets b8342fb8ec SaveState: Rename ChunkFile files to Serialize.
Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
..
D3D11Util.cpp add missing inclues. 2018-03-22 22:14:19 +01:00
D3D11Util.h Fix D3D11 push buffer overflow 2017-11-24 17:53:42 +01:00
DepalettizeShaderD3D11.cpp GPU: Take A off RGB565 conversion funcs. 2020-05-13 18:17:58 -07:00
DepalettizeShaderD3D11.h Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DrawEngineD3D11.cpp Remove category from _assert_msg_ functions. We don't filter these by category anyway. 2020-07-19 20:33:25 +02:00
DrawEngineD3D11.h Do a similar thing for D3D (let the backend handle the dirtying). 2020-05-24 20:57:59 +02:00
FragmentShaderGeneratorD3D11.cpp GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
FragmentShaderGeneratorD3D11.h GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
FramebufferManagerD3D11.cpp Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
FramebufferManagerD3D11.h Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
GPU_D3D11.cpp SaveState: Rename ChunkFile files to Serialize. 2020-08-10 08:04:05 +00:00
GPU_D3D11.h GPU: Use old frame when presenting a skip. 2020-03-01 13:55:28 -08:00
ShaderManagerD3D11.cpp GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
ShaderManagerD3D11.h GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
StateMappingD3D11.cpp Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
StateMappingD3D11.h D3D11: Enable depth clamping. 2018-09-18 21:49:17 -07:00
StencilBufferD3D11.cpp Annotate calls to RebindFramebuffer with their cause. 2020-06-02 09:51:38 +02:00
TextureCacheD3D11.cpp Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
TextureCacheD3D11.h Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow. 2018-03-25 10:50:37 +02:00
TextureScalerD3D11.cpp D3D11: Fix texture scaling with blank first half. 2017-07-01 16:10:00 -07:00
TextureScalerD3D11.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
VertexShaderGeneratorD3D11.cpp Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00
VertexShaderGeneratorD3D11.h Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00