ppsspp/GPU/Directx9
2015-12-30 16:54:25 -08:00
..
helper We had two global types called FBO, which is not ok. Fix that. 2015-11-14 13:24:51 +01:00
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 Hide the "Internal resolution" etc static display unless FPS counter is on. 2015-11-27 00:17:14 +01:00
FramebufferDX9.h We had two global types called FBO, which is not ok. Fix that. 2015-11-14 13:24:51 +01:00
GPU_DX9.cpp Remove the depth range hack option, turning it into an ugly game specific compatibility hack. 2015-11-15 23:00:25 +01:00
GPU_DX9.h Remove the depth range hack option, turning it into an ugly game specific compatibility hack. 2015-11-15 23:00:25 +01:00
PixelShaderGeneratorDX9.cpp Treat invalid blend factors as fixed consistently. 2015-11-19 06:48:06 -08:00
PixelShaderGeneratorDX9.h Delete disabled code to use built-in alpha test on DX9. 2015-10-25 01:26:38 +02:00
ShaderManagerDX9.cpp Correct prescale issues with render-to-texture. 2015-12-20 21:13:43 -08:00
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 Remove a very minor difference between the backends in state mapping 2015-11-14 09:56:36 +01:00
StateMappingDX9.h Native merge part 2: update build files. 2015-09-06 13:06:57 -07:00
StencilBufferDX9.cpp We had two global types called FBO, which is not ok. Fix that. 2015-11-14 13:24:51 +01:00
TextureCacheDX9.cpp d3d9: Clean up some scaling handling. 2015-12-30 16:54:25 -08:00
TextureCacheDX9.h Report formats on usage of rendered clut. 2015-11-26 14:31:46 -08:00
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 Minor consistency improvement between d3d and opengl code 2015-11-05 00:08:48 +01:00
TransformPipelineDX9.h Switch D3D over to use ConvertBlendState 2015-11-12 18:11:21 +01:00
VertexShaderGeneratorDX9.cpp Correct prescale issues with render-to-texture. 2015-12-20 21:13:43 -08:00
VertexShaderGeneratorDX9.h D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00