dolphin/Source/Plugins/Plugin_VideoDX11/Src
Nolan Check 580cd2539c Yikes, I have no idea how this happened.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7341 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-14 09:48:12 +00:00
..
D3DBase.cpp DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +00:00
D3DBase.h DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +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 DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +00:00
D3DShader.h DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +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 DX11: Add real XFB mode support. May not work perfectly yet. I'm working on a set of fairly big VI-related changes. When I'm done, it should improve animation smoothness for all the backends, especially when virtual or real XFB mode is enabled. 2011-03-08 07:39:36 +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 DX11: Add real XFB mode support. May not work perfectly yet. I'm working on a set of fairly big VI-related changes. When I'm done, it should improve animation smoothness for all the backends, especially when virtual or real XFB mode is enabled. 2011-03-08 07:39:36 +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
LineGeometryShader.cpp Yikes, I have no idea how this happened. 2011-03-14 09:48:12 +00:00
LineGeometryShader.h Yikes, I have no idea how this happened. 2011-03-14 09:48:12 +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: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +00:00
PSTextureEncoder.h Fix OS X nowx. 2011-03-08 23:25:37 +00:00
PixelShaderCache.cpp More conversion from char * to std::string. 2011-03-01 03:06:14 +00:00
PixelShaderCache.h D3D11: Implement EFB format reinterpretation. 2011-02-04 17:00:34 +00:00
PointGeometryShader.cpp Yikes, I have no idea how this happened. 2011-03-14 09:48:12 +00:00
PointGeometryShader.h Yikes, I have no idea how this happened. 2011-03-14 09:48:12 +00:00
Render.cpp DX11: Add real XFB mode support. May not work perfectly yet. I'm working on a set of fairly big VI-related changes. When I'm done, it should improve animation smoothness for all the backends, especially when virtual or real XFB mode is enabled. 2011-03-08 07:39:36 +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
Television.cpp DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +00:00
Television.h DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +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 Fix OS X nowx. 2011-03-08 23:25:37 +00:00
VertexManager.cpp DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +00:00
VertexManager.h DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +00:00
VertexShaderCache.cpp More conversion from char * to std::string. 2011-03-01 03:06:14 +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
XFBEncoder.cpp DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +00:00
XFBEncoder.h DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time! 2011-03-14 09:38:29 +00:00
main.cpp DX11: Add real XFB mode support. May not work perfectly yet. I'm working on a set of fairly big VI-related changes. When I'm done, it should improve animation smoothness for all the backends, especially when virtual or real XFB mode is enabled. 2011-03-08 07:39:36 +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