dolphin/Source/Core/VideoCommon/Src
hrydgard 232e961b6f Sort vertex loader debug statistics by number of verts loaded - now easy to identify the heaviest vertex loader in games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2252 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-15 12:38:25 +00:00
..
BPMemory.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
BPMemory.h Some gfx code reorg, make the two OpcodeDecoding.cpp identical - next change will move them to videocommon 2008-12-25 20:07:13 +00:00
CPMemory.cpp Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost. 2009-02-09 20:35:30 +00:00
CPMemory.h Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost. 2009-02-09 20:35:30 +00:00
DataReader.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
Fifo.cpp XFB in SC reverted back to its previous behavior (thx donko). But still hacked in DC (still a FIXME). 2009-01-27 20:59:27 +00:00
Fifo.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
ImageWrite.cpp Move PixelShaderManager, ImageWrite to VideoCommon. 2008-12-26 12:27:58 +00:00
ImageWrite.h Move PixelShaderManager, ImageWrite to VideoCommon. 2008-12-26 12:27:58 +00:00
IndexGenerator.cpp and more boring moving and cleanup ... 2008-12-25 21:44:56 +00:00
IndexGenerator.h and more boring moving and cleanup ... 2008-12-25 21:44:56 +00:00
LookUpTables.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
LookUpTables.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
NativeVertexFormat.h moar cleanup 2008-12-26 17:02:46 +00:00
NativeVertexWriter.cpp Move parts of VertexManager.h to VideoCommon. Opens for moving the VertexLoader to VideoCommon. 2008-12-26 12:56:56 +00:00
NativeVertexWriter.h Sort vertex loader debug statistics by number of verts loaded - now easy to identify the heaviest vertex loader in games. 2009-02-15 12:38:25 +00:00
OpcodeDecoding.cpp OpcodeDecoding.cpp now shared. 2008-12-25 20:11:42 +00:00
OpcodeDecoding.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
PixelShaderGen.cpp 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. 2009-02-08 22:08:20 +00:00
PixelShaderGen.h More renaming. 2008-12-26 17:33:53 +00:00
PixelShaderManager.cpp 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. 2009-02-08 22:08:20 +00:00
PixelShaderManager.h 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. 2009-02-08 22:08:20 +00:00
Profiler.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
Profiler.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
SConscript Linux compile fixes. 2009-02-15 05:43:48 +00:00
Statistics.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
Statistics.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
TextureDecoder.cpp New compact texture type for OGL/D3D: IA4. Thanks for the IA4->IA8 unpacker hyperiris! Too bad that D3D supports IA4 natively while OGL is a bit buggy (treats LUM4_ALPHA4 as LUM8_ALPHA8). 2009-02-14 09:04:40 +00:00
TextureDecoder.h New compact texture type for OGL/D3D: IA4. Thanks for the IA4->IA8 unpacker hyperiris! Too bad that D3D supports IA4 natively while OGL is a bit buggy (treats LUM4_ALPHA4 as LUM8_ALPHA8). 2009-02-14 09:04:40 +00:00
VertexLoader.cpp Sort vertex loader debug statistics by number of verts loaded - now easy to identify the heaviest vertex loader in games. 2009-02-15 12:38:25 +00:00
VertexLoader.h Sort vertex loader debug statistics by number of verts loaded - now easy to identify the heaviest vertex loader in games. 2009-02-15 12:38:25 +00:00
VertexLoaderManager.h Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost. 2009-02-09 20:35:30 +00:00
VertexLoader_Color.cpp Convert some ugly macros to templates. 2009-02-09 21:24:32 +00:00
VertexLoader_Color.h GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00
VertexLoader_Normal.cpp Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost. 2009-02-09 20:35:30 +00:00
VertexLoader_Normal.h GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00
VertexLoader_Position.cpp Convert some ugly macros to templates. 2009-02-09 21:24:32 +00:00
VertexLoader_Position.h GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00
VertexLoader_TextCoord.cpp Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost. 2009-02-09 20:35:30 +00:00
VertexLoader_TextCoord.h GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00
VertexShaderGen.cpp 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. 2009-02-08 22:08:20 +00:00
VertexShaderGen.h More renaming. 2008-12-26 17:33:53 +00:00
VertexShaderManager.cpp 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. 2009-02-08 22:08:20 +00:00
VertexShaderManager.h More renaming. 2008-12-26 17:33:53 +00:00
VideoCommon.h 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. 2009-02-08 13:08:58 +00:00
VideoState.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
VideoState.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
XFBConvert.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
XFBConvert.h 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. 2008-12-25 15:56:36 +00:00
XFMemory.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
XFMemory.h Some gfx code reorg, make the two OpcodeDecoding.cpp identical - next change will move them to videocommon 2008-12-25 20:07:13 +00:00
memcpy_amd.cpp GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00