dolphin/Source/Core
hrydgard 6a88241e64 D3D9: Delete some long dead code. Also add one more statistic: number of compiled shaders that actually have unique code (not accurate unless you delete the shader cache before running). This stat clearly shows that in f-zero we create 5x as many pixel shaders as we should, so there's clearly a problem with the shader ID generation.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5754 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-20 22:23:34 +00:00
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AudioCommon Some more OCL changes : Gives 10x speedup for RGB5A3 on pre-DX11 hardware. Minor speedup for CMPR. (code by xsacha) 2010-06-20 05:02:26 +00:00
Common win32: Some more work on real wiimote automatic ingame pairup (automatic paired up wiimotes get connected now ingame as well, but it's not completely working yet, we're almost there tho:P) and changed the automatic unpair real wiimotes routine, so it won't get loaded via dll_detach anymore. 2010-06-20 02:17:53 +00:00
Core ppc: remove an assert and update some comments. Fixes games that would keep complaining about dcbtst not implemented (i've seen one, crash bandicoot for wii) 2010-06-20 14:53:29 +00:00
DSPCore DSPLLE: jit increment/decrement_addr_reg to match int (TODO: increase/decrease). 2010-06-18 15:41:30 +00:00
DebuggerUICommon Simplify the SCons build: 2010-06-10 14:18:21 +00:00
DebuggerWX Simplify the SCons build: 2010-06-10 14:18:21 +00:00
DiscIO Oops, how did this happen? 2010-06-10 15:33:51 +00:00
DolphinWX win32: Some more work on real wiimote automatic ingame pairup (automatic paired up wiimotes get connected now ingame as well, but it's not completely working yet, we're almost there tho:P) and changed the automatic unpair real wiimotes routine, so it won't get loaded via dll_detach anymore. 2010-06-20 02:17:53 +00:00
InputCommon GCPad/WiimoteNew: Hopefully fixed a problem where devices with extended ascii characters in their names didn't work. 2010-06-16 02:57:50 +00:00
InputUICommon GCPad/WiimoteNew: Hopefully fixed a problem where devices with extended ascii characters in their names didn't work. 2010-06-16 02:57:50 +00:00
VideoCommon D3D9: Delete some long dead code. Also add one more statistic: number of compiled shaders that actually have unique code (not accurate unless you delete the shader cache before running). This stat clearly shows that in f-zero we create 5x as many pixel shaders as we should, so there's clearly a problem with the shader ID generation. 2010-06-20 22:23:34 +00:00