ppsspp/GPU/Directx9
Henrik Rydgård b9d3443e1b Merge pull request #6931 from CPkmn/patch-6
D3D9 Get maxAnisotropyLevel from device caps
2014-09-21 22:31:31 +02:00
..
helper d3d9: Replace alpha and premultiply blend. 2014-09-21 12:01:49 -07:00
FramebufferDX9.cpp d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
FramebufferDX9.h d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
GPU_DX9.cpp Fix DX9 bbox crash (DrawEngine::decoded wasn't initialized, because it also existed in the DX9 draw engine) 2014-09-17 21:31:22 +02:00
GPU_DX9.h d3d: Share the bounding box code. 2014-09-14 14:04:09 -07:00
PixelShaderGeneratorDX9.cpp d3d9: Oops, can't use shader blending anyway. 2014-09-21 12:17:16 -07:00
PixelShaderGeneratorDX9.h d3d9: Add stencil and blend replacement helpers. 2014-09-21 10:56:54 -07:00
ShaderManagerDX9.cpp d3d9: Update some not-yet-used ps uniforms. 2014-09-21 10:41:44 -07:00
ShaderManagerDX9.h d3d9: Update some not-yet-used ps uniforms. 2014-09-21 10:41:44 -07:00
SplineDX9.cpp More code deduplication. Also normalized some line endings. 2014-09-18 00:45:11 +02:00
StateMappingDX9.cpp d3d9: Mask out alpha using KEEP stencil op. 2014-09-21 12:47:39 -07:00
StateMappingDX9.h Compile Ced's DX9 GPU on Windows. Not hooked up yet. 2013-09-15 12:52:44 +02:00
StencilBufferDX9.cpp d3d: Fix silly typo in stencil handling. 2014-09-14 07:56:48 -07:00
TextureCacheDX9.cpp D3D9 Get maxAnisotropyLevel from device caps 2014-09-20 22:39:01 -07:00
TextureCacheDX9.h d3d: Enable mipmapping. 2014-09-14 09:14:04 -07:00
TextureScalerDX9.cpp d3d: Fix texture scaling. 2014-09-09 01:22:11 -07:00
TextureScalerDX9.h Put the DirectX9 stuff into a namespace. 2013-09-15 08:56:12 -07:00
TransformPipelineDX9.cpp d3d9: Replace alpha and premultiply blend. 2014-09-21 12:01:49 -07:00
TransformPipelineDX9.h d3d9: Replace alpha and premultiply blend. 2014-09-21 12:01:49 -07:00
VertexShaderGeneratorDX9.cpp d3d9: Fix shader compile error X3014. 2014-09-21 09:05:47 -07:00
VertexShaderGeneratorDX9.h DX9: Use 4x3 matrices for bones too. Compact shader constants. 2014-09-18 23:14:53 +02:00