..
D3DBase.cpp
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
2011-02-26 23:41:02 +00:00
D3DBase.h
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
2011-02-26 23:41:02 +00:00
D3DBlob.cpp
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
2011-01-29 20:16:51 +00:00
D3DBlob.h
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
2011-01-29 20:16:51 +00:00
D3DShader.cpp
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
2011-02-26 23:41:02 +00:00
D3DShader.h
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
2011-02-26 23:41:02 +00:00
D3DTexture.cpp
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
2011-01-29 20:16:51 +00:00
D3DTexture.h
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
2011-01-29 20:16:51 +00:00
D3DUtil.cpp
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
2011-01-29 20:16:51 +00:00
D3DUtil.h
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
2011-01-29 20:16:51 +00:00
FramebufferManager.cpp
D3D11: Implement EFB format reinterpretation.
2011-02-04 17:00:34 +00:00
FramebufferManager.h
D3D11: Implement EFB format reinterpretation.
2011-02-04 17:00:34 +00:00
GfxState.cpp
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
2011-01-29 20:16:51 +00:00
GfxState.h
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
2011-01-29 20:16:51 +00:00
Globals.h
Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
2011-01-31 01:28:32 +00:00
NativeVertexFormat.cpp
Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
2011-01-31 01:28:32 +00:00
PSTextureEncoder.cpp
DX11: Improve efb-encode shader some more.
2011-02-27 20:07:59 +00:00
PSTextureEncoder.h
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
2011-02-26 23:41:02 +00:00
PixelShaderCache.cpp
D3D11: Implement EFB format reinterpretation.
2011-02-04 17:00:34 +00:00
PixelShaderCache.h
D3D11: Implement EFB format reinterpretation.
2011-02-04 17:00:34 +00:00
Render.cpp
Added an option for input display. This option shows the controls read by the emulator at each frame. GameCube controls in all four ports have been implemented. Wii controls are todo. The option can be found in the graphics settings. This option is usually used for tool-assisted speed-runs (TAS).
2011-02-17 09:12:36 +00:00
Render.h
Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
2011-01-31 01:28:32 +00:00
TextureCache.cpp
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
2011-02-26 23:41:02 +00:00
TextureCache.h
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
2011-02-26 23:41:02 +00:00
TextureEncoder.h
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
2011-02-26 23:41:02 +00:00
VertexManager.cpp
D3D9/11: Fix that "Disable Dest. Alpha Pass" option...
2011-02-25 18:22:04 +00:00
VertexManager.h
DX11 code maintenance, part 7:
2011-01-25 16:43:08 +00:00
VertexShaderCache.cpp
Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
2011-01-31 01:28:32 +00:00
VertexShaderCache.h
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
2011-01-29 20:16:51 +00:00
VideoBackend.h
If video backend initialization fails, have the emulator die gracefully instead of crashing the application. Also a little clean up of the passage of the video window handle to the backend and back.
2011-02-25 21:14:13 +00:00
main.cpp
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
2011-02-26 23:41:02 +00:00
main.h
Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
2011-01-31 01:28:32 +00:00
stdafx.cpp
Add a DX11 video plugin.
2010-06-13 19:50:06 +00:00
stdafx.h
Add a DX11 video plugin.
2010-06-13 19:50:06 +00:00