ppsspp/GPU/Common
2017-01-24 18:12:20 +01:00
..
DepalettizeShaderCommon.cpp Add some infrastructure for 2D drawing, to be used by the Vulkan framebuffer manager 2016-03-31 00:49:10 +02:00
DepalettizeShaderCommon.h Start porting TextureCache. Lots of stubbing going on. 2016-03-20 19:30:11 +01:00
DrawEngineCommon.cpp Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
DrawEngineCommon.h Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
FramebufferCommon.cpp Move framebufChanged into the dirty flag field 2017-01-24 18:12:20 +01:00
FramebufferCommon.h Centralize "Resized()" 2016-12-21 18:13:58 +01:00
GPUDebugInterface.cpp gedbg: Add scaled 16-bit z support. 2016-01-20 22:11:02 -08:00
GPUDebugInterface.h Add a flag to use the display vfb for screenshots. 2016-09-25 16:32:18 -07:00
GPUStateUtils.cpp android: Change preprocessor define to standard __ANDROID__ 2016-10-12 11:14:09 +02:00
GPUStateUtils.h Extend some enums with potentially useful values 2016-12-27 11:59:12 +01:00
IndexGenerator.cpp Tiny cleanup to indexgen. 2016-04-10 02:30:33 -07:00
IndexGenerator.h Tiny cleanup to indexgen. 2016-04-10 02:30:33 -07:00
PostShader.cpp Add new postshader setting "upscaling" 2015-10-14 18:32:13 +02:00
PostShader.h Add new postshader setting "upscaling" 2015-10-14 18:32:13 +02:00
ShaderCommon.h Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
ShaderId.cpp [spline/bezier]Avoid to set shader id bits if option of hardware tessellation is off. 2017-01-23 14:13:28 +01:00
ShaderId.h [spline/bezier]Add some flags in shader id for hardware tessellation. 2017-01-23 14:12:02 +01:00
SoftwareLighting.h Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
SoftwareTransformCommon.cpp Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
SoftwareTransformCommon.h Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
SplineCommon.cpp [spline/bezier]Add some comments and fix to avoid division, use multiply instead. 2017-01-23 14:13:28 +01:00
SplineCommon.h Use bernstein for texcoord interpolation too. 2016-04-09 22:14:15 -07:00
TextureCacheCommon.cpp Centralize DoBlockTransfer between the GPUs. 2016-12-21 18:07:17 +01:00
TextureCacheCommon.h Centralize PerformStencil* and Invalidate* functions 2016-12-21 18:33:08 +01:00
TextureDecoder.cpp Warning fixes 2017-01-17 20:26:48 +07:00
TextureDecoder.h Fix ARM64 Android build 2016-11-03 22:15:50 +01:00
TextureDecoderNEON.cpp Avoid unaligned accesses when hashing vertex data on ARM. Fixes #9114, may help #9128 and #9129. 2016-12-01 15:56:05 +01:00
TextureDecoderNEON.h Allow unswizzling with a dest pitch. 2016-03-26 23:38:50 -07:00
TextureScalerCommon.cpp Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
TextureScalerCommon.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
TransformCommon.cpp Always clamp in ToRGB[A]?(). 2014-10-31 09:07:54 -07:00
TransformCommon.h Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
VertexDecoderArm.cpp Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
VertexDecoderArm64.cpp Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
VertexDecoderCommon.cpp Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
VertexDecoderCommon.h Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
VertexDecoderFake.cpp cmake: Detect features at compile time 2016-10-19 12:31:19 +02:00
VertexDecoderX86.cpp Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00