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BPMemory.cpp
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set svn:eol-style=native for **.cpp
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2008-12-08 05:30:24 +00:00 |
BPMemory.h
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Some gfx code reorg, make the two OpcodeDecoding.cpp identical - next change will move them to videocommon
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2008-12-25 20:07:13 +00:00 |
CPMemory.cpp
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set svn:eol-style=native for **.cpp
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2008-12-08 05:30:24 +00:00 |
CPMemory.h
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Some gfx code reorg, make the two OpcodeDecoding.cpp identical - next change will move them to videocommon
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2008-12-25 20:07:13 +00:00 |
DataReader.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
Fifo.cpp
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XFB in SC reverted back to its previous behavior (thx donko). But still hacked in DC (still a FIXME).
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2009-01-27 20:59:27 +00:00 |
Fifo.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
ImageWrite.cpp
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Move PixelShaderManager, ImageWrite to VideoCommon.
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2008-12-26 12:27:58 +00:00 |
ImageWrite.h
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Move PixelShaderManager, ImageWrite to VideoCommon.
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2008-12-26 12:27:58 +00:00 |
IndexGenerator.cpp
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and more boring moving and cleanup ...
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2008-12-25 21:44:56 +00:00 |
IndexGenerator.h
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and more boring moving and cleanup ...
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2008-12-25 21:44:56 +00:00 |
LookUpTables.cpp
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set svn:eol-style=native for **.cpp
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2008-12-08 05:30:24 +00:00 |
LookUpTables.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
NativeVertexFormat.h
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moar cleanup
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2008-12-26 17:02:46 +00:00 |
NativeVertexWriter.cpp
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Move parts of VertexManager.h to VideoCommon. Opens for moving the VertexLoader to VideoCommon.
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2008-12-26 12:56:56 +00:00 |
NativeVertexWriter.h
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moar cleanup
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2008-12-26 17:02:46 +00:00 |
OpcodeDecoding.cpp
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OpcodeDecoding.cpp now shared.
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2008-12-25 20:11:42 +00:00 |
OpcodeDecoding.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
PixelShaderGen.cpp
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clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
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2009-02-08 22:08:20 +00:00 |
PixelShaderGen.h
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More renaming.
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2008-12-26 17:33:53 +00:00 |
PixelShaderManager.cpp
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clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
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2009-02-08 22:08:20 +00:00 |
PixelShaderManager.h
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clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
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2009-02-08 22:08:20 +00:00 |
Profiler.cpp
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set svn:eol-style=native for **.cpp
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2008-12-08 05:30:24 +00:00 |
Profiler.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
SConscript
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nakee's work on dolphin events. Also get wxw out of logmanager. This commit wants your comments
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2009-01-15 06:48:15 +00:00 |
Statistics.cpp
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set svn:eol-style=native for **.cpp
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2008-12-08 05:30:24 +00:00 |
Statistics.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
TextureDecoder.cpp
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Don't skip the bottom half of the texture; fixes the text in
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2009-01-17 20:46:18 +00:00 |
TextureDecoder.h
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1) fix texture caching issue (ie. MP1 "Main menu" fps drop).
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2009-01-14 23:55:55 +00:00 |
VertexLoader.cpp
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more info in the vertex loader debug display
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2009-02-06 19:52:23 +00:00 |
VertexLoader.h
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more info in the vertex loader debug display
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2009-02-06 19:52:23 +00:00 |
VertexLoaderManager.h
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and more boring moving and cleanup ...
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2008-12-25 21:44:56 +00:00 |
VertexLoader_Color.cpp
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optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only.
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2009-02-08 13:08:58 +00:00 |
VertexLoader_Color.h
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GL Vertex loader moved to VideoCommon.
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2008-12-26 13:09:16 +00:00 |
VertexLoader_Normal.cpp
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optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only.
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2009-02-08 13:08:58 +00:00 |
VertexLoader_Normal.h
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GL Vertex loader moved to VideoCommon.
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2008-12-26 13:09:16 +00:00 |
VertexLoader_Position.cpp
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optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only.
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2009-02-08 13:08:58 +00:00 |
VertexLoader_Position.h
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GL Vertex loader moved to VideoCommon.
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2008-12-26 13:09:16 +00:00 |
VertexLoader_TextCoord.cpp
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optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only.
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2009-02-08 13:08:58 +00:00 |
VertexLoader_TextCoord.h
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GL Vertex loader moved to VideoCommon.
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2008-12-26 13:09:16 +00:00 |
VertexShaderGen.cpp
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clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
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2009-02-08 22:08:20 +00:00 |
VertexShaderGen.h
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More renaming.
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2008-12-26 17:33:53 +00:00 |
VertexShaderManager.cpp
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clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
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2009-02-08 22:08:20 +00:00 |
VertexShaderManager.h
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More renaming.
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2008-12-26 17:33:53 +00:00 |
VideoCommon.h
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optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only.
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2009-02-08 13:08:58 +00:00 |
VideoState.cpp
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set svn:eol-style=native for **.cpp
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2008-12-08 05:30:24 +00:00 |
VideoState.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
XFBConvert.cpp
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set svn:eol-style=native for **.cpp
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2008-12-08 05:30:24 +00:00 |
XFBConvert.h
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just a bunch of random code cleanup i did on the train bored, plus a d3d implementation of NativeVertexFormat which isn't actually used yet.
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2008-12-25 15:56:36 +00:00 |
XFMemory.cpp
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set svn:eol-style=native for **.cpp
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2008-12-08 05:30:24 +00:00 |
XFMemory.h
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Some gfx code reorg, make the two OpcodeDecoding.cpp identical - next change will move them to videocommon
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2008-12-25 20:07:13 +00:00 |
memcpy_amd.cpp
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GL Vertex loader moved to VideoCommon.
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2008-12-26 13:09:16 +00:00 |