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D3DBase.cpp
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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.
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2011-03-30 07:17:23 +00:00 |
D3DBase.h
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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.
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2011-03-30 07:17:23 +00:00 |
D3DShader.cpp
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DX11: Fix issue 4345
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2011-03-30 16:01:03 +00:00 |
D3DShader.h
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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.
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2011-03-30 07:17:23 +00:00 |
D3DTexture.cpp
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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.
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2011-03-30 07:17:23 +00:00 |
D3DTexture.h
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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.
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2011-03-30 07:17:23 +00:00 |
D3DUtil.cpp
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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.
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2011-03-30 07:17:23 +00:00 |
D3DUtil.h
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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.
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2011-03-30 07:17:23 +00:00 |
FramebufferManager.cpp
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Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
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2011-05-12 02:14:45 +00:00 |
FramebufferManager.h
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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.
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2011-03-30 07:17:23 +00:00 |
GfxState.cpp
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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.
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2011-03-30 07:17:23 +00:00 |
GfxState.h
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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.
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2011-03-30 07:17:23 +00:00 |
Globals.h
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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.
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2011-01-31 01:28:32 +00:00 |
LineGeometryShader.cpp
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DX11: I think I've figured out where the game enables texture offsets for lines and points.
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2011-04-15 22:34:54 +00:00 |
LineGeometryShader.h
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DX11: I think I've figured out where the game enables texture offsets for lines and points.
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2011-04-15 22:34:54 +00:00 |
NativeVertexFormat.cpp
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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.
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2011-03-30 07:17:23 +00:00 |
PSTextureEncoder.cpp
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Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
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2011-05-12 02:14:45 +00:00 |
PSTextureEncoder.h
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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.
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2011-03-30 07:17:23 +00:00 |
PixelShaderCache.cpp
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Fix EFB format change emulation in D3D11 if MSAA is enabled.
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2011-04-30 14:08:58 +00:00 |
PixelShaderCache.h
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Fix EFB format change emulation in D3D11 if MSAA is enabled.
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2011-04-30 14:08:58 +00:00 |
PointGeometryShader.cpp
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DX11: I think I've figured out where the game enables texture offsets for lines and points.
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2011-04-15 22:34:54 +00:00 |
PointGeometryShader.h
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DX11: I think I've figured out where the game enables texture offsets for lines and points.
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2011-04-15 22:34:54 +00:00 |
Render.cpp
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Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
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2011-05-12 02:14:45 +00:00 |
Render.h
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Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
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2011-05-12 02:14:45 +00:00 |
Television.cpp
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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.
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2011-03-30 07:17:23 +00:00 |
Television.h
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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.
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2011-03-30 07:17:23 +00:00 |
TextureCache.cpp
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Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
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2011-05-12 02:14:45 +00:00 |
TextureCache.h
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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.
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2011-03-30 07:17:23 +00:00 |
TextureEncoder.h
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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.
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2011-03-30 07:17:23 +00:00 |
VertexManager.cpp
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DX11: I think I've figured out where the game enables texture offsets for lines and points.
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2011-04-15 22:34:54 +00:00 |
VertexManager.h
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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.
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2011-03-30 07:17:23 +00:00 |
VertexShaderCache.cpp
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Eliminated a memcpy in DX11's vertex shader disk cache loading. Maybe games will boot faster now, who knows?
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2011-03-30 10:46:27 +00:00 |
VertexShaderCache.h
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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.
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2011-03-30 07:17:23 +00:00 |
VideoBackend.h
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* GUI Video-Settings changes:
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2011-03-21 19:57:31 +00:00 |
XFBEncoder.cpp
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Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
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2011-05-12 02:14:45 +00:00 |
XFBEncoder.h
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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.
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2011-03-30 07:17:23 +00:00 |
main.cpp
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Fix applying anti-aliasing without having to open the gfx config. Thanks to skid for pointing out the VerifyValidity problem to me ;)
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2011-05-31 20:16:59 +00:00 |
main.h
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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.
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2011-01-31 01:28:32 +00:00 |
stdafx.cpp
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Add a DX11 video plugin.
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2010-06-13 19:50:06 +00:00 |
stdafx.h
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Add a DX11 video plugin.
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2010-06-13 19:50:06 +00:00 |