dolphin/Source/Plugins/Plugin_VideoDX11/Src
NeoBrainX 84906edf61 Fix applying anti-aliasing without having to open the gfx config. Thanks to skid for pointing out the VerifyValidity problem to me ;)
Fixes issue 4498.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7574 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-31 20:16:59 +00:00
..
D3DBase.cpp I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
D3DBase.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
D3DShader.cpp DX11: Fix issue 4345 2011-03-30 16:01:03 +00:00
D3DShader.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
D3DTexture.cpp I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
D3DTexture.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
D3DUtil.cpp I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
D3DUtil.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
FramebufferManager.cpp Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix. 2011-05-12 02:14:45 +00:00
FramebufferManager.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
GfxState.cpp I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
GfxState.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +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
LineGeometryShader.cpp DX11: I think I've figured out where the game enables texture offsets for lines and points. 2011-04-15 22:34:54 +00:00
LineGeometryShader.h DX11: I think I've figured out where the game enables texture offsets for lines and points. 2011-04-15 22:34:54 +00:00
NativeVertexFormat.cpp I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
PSTextureEncoder.cpp Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix. 2011-05-12 02:14:45 +00:00
PSTextureEncoder.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
PixelShaderCache.cpp Fix EFB format change emulation in D3D11 if MSAA is enabled. 2011-04-30 14:08:58 +00:00
PixelShaderCache.h Fix EFB format change emulation in D3D11 if MSAA is enabled. 2011-04-30 14:08:58 +00:00
PointGeometryShader.cpp DX11: I think I've figured out where the game enables texture offsets for lines and points. 2011-04-15 22:34:54 +00:00
PointGeometryShader.h DX11: I think I've figured out where the game enables texture offsets for lines and points. 2011-04-15 22:34:54 +00:00
Render.cpp Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix. 2011-05-12 02:14:45 +00:00
Render.h Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix. 2011-05-12 02:14:45 +00:00
Television.cpp I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
Television.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
TextureCache.cpp Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix. 2011-05-12 02:14:45 +00:00
TextureCache.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
TextureEncoder.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
VertexManager.cpp DX11: I think I've figured out where the game enables texture offsets for lines and points. 2011-04-15 22:34:54 +00:00
VertexManager.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
VertexShaderCache.cpp Eliminated a memcpy in DX11's vertex shader disk cache loading. Maybe games will boot faster now, who knows? 2011-03-30 10:46:27 +00:00
VertexShaderCache.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
VideoBackend.h * GUI Video-Settings changes: 2011-03-21 19:57:31 +00:00
XFBEncoder.cpp Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix. 2011-05-12 02:14:45 +00:00
XFBEncoder.h I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability. 2011-03-30 07:17:23 +00:00
main.cpp Fix applying anti-aliasing without having to open the gfx config. Thanks to skid for pointing out the VerifyValidity problem to me ;) 2011-05-31 20:16:59 +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