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