mirror of https://github.com/PCSX2/pcsx2.git
![]() * Separate state and shader compilation into separate function * replace various hash_map by basic array * Compact VertexScale and offset into a single vec4 * add the new option "ogl_vertex_subdata": subdata is faster on FGLRX, test are welcome on Nvidia drivers 0 => use map/unmap 1 => use subdata replay: add "linux_replay" option and compute some nice stat (mean, standard deviation) cmake: recreate shader header at build time git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5682 96395faa-99c1-11dd-bbfe-3dabce05a288 |
||
---|---|---|
.. | ||
convert.fx | ||
convert.glsl | ||
convert.h | ||
cs.fx | ||
fxaa.fx | ||
fxaa.h | ||
interlace.fx | ||
interlace.glsl | ||
interlace.h | ||
logo-ogl.bmp | ||
logo9.bmp | ||
logo10.bmp | ||
merge.fx | ||
merge.glsl | ||
merge.h | ||
shadeboost.fx | ||
shadeboost.glsl | ||
shadeboost.h | ||
tfx.fx | ||
tfx.glsl | ||
tfx.h |