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dolphin
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XTra.KrazzY
acb3d1b23d
New compact texture type for OGL/D3D: IA8
...
git-svn-id:
https://dolphin-emu.googlecode.com/svn/trunk@2233
8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-13 14:14:45 +00:00
..
BPMemory.cpp
BPMemory.h
CPMemory.cpp
Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost.
2009-02-09 20:35:30 +00:00
CPMemory.h
Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost.
2009-02-09 20:35:30 +00:00
DataReader.h
Fifo.cpp
XFB in SC reverted back to its previous behavior (thx donko). But still hacked in DC (still a FIXME).
2009-01-27 20:59:27 +00:00
Fifo.h
ImageWrite.cpp
ImageWrite.h
IndexGenerator.cpp
IndexGenerator.h
LookUpTables.cpp
LookUpTables.h
memcpy_amd.cpp
NativeVertexFormat.h
NativeVertexWriter.cpp
NativeVertexWriter.h
OpcodeDecoding.cpp
OpcodeDecoding.h
PixelShaderGen.cpp
clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
2009-02-08 22:08:20 +00:00
PixelShaderGen.h
PixelShaderManager.cpp
clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
2009-02-08 22:08:20 +00:00
PixelShaderManager.h
clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
2009-02-08 22:08:20 +00:00
Profiler.cpp
Profiler.h
SConscript
nakee's work on dolphin events. Also get wxw out of logmanager. This commit wants your comments
2009-01-15 06:48:15 +00:00
Statistics.cpp
Statistics.h
TextureDecoder.cpp
New compact texture type for OGL/D3D: IA8
2009-02-13 14:14:45 +00:00
TextureDecoder.h
New compact texture type for OGL/D3D: IA8
2009-02-13 14:14:45 +00:00
VertexLoader_Color.cpp
Convert some ugly macros to templates.
2009-02-09 21:24:32 +00:00
VertexLoader_Color.h
VertexLoader_Normal.cpp
Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost.
2009-02-09 20:35:30 +00:00
VertexLoader_Normal.h
VertexLoader_Position.cpp
Convert some ugly macros to templates.
2009-02-09 21:24:32 +00:00
VertexLoader_Position.h
VertexLoader_TextCoord.cpp
Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost.
2009-02-09 20:35:30 +00:00
VertexLoader_TextCoord.h
VertexLoader.cpp
Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost.
2009-02-09 20:35:30 +00:00
VertexLoader.h
more info in the vertex loader debug display
2009-02-06 19:52:23 +00:00
VertexLoaderManager.h
Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost.
2009-02-09 20:35:30 +00:00
VertexShaderGen.cpp
clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
2009-02-08 22:08:20 +00:00
VertexShaderGen.h
VertexShaderManager.cpp
clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
2009-02-08 22:08:20 +00:00
VertexShaderManager.h
VideoCommon.h
optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only.
2009-02-08 13:08:58 +00:00
VideoState.cpp
VideoState.h
XFBConvert.cpp
XFBConvert.h
XFMemory.cpp
XFMemory.h