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OpenCL
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OpenCL: Fixed and enabled CMPR decompression
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2009-10-22 01:42:21 +00:00 |
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AVIDump.cpp
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AVIDump.h
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BPFunctions.h
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D3D: Fix some texture wrapping issues by setting the texture state for every texture used at draw time. Hopefully there will not be a noticable slowdown, thanks to the state caching. Also some minor cleanup. Should fix issues like repeated shadows. TODO: In theory it should have worked without this, so I should investigate why this change was needed.
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2010-01-12 23:40:30 +00:00 |
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BPMemory.cpp
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BPMemory.h
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fix Jit64::fmrx (well, fixes soul calibur 2 SPS at least) cottonvibes wrote this :)
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2009-10-29 04:01:31 +00:00 |
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BPStructs.cpp
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D3D: Fix some texture wrapping issues by setting the texture state for every texture used at draw time. Hopefully there will not be a noticable slowdown, thanks to the state caching. Also some minor cleanup. Should fix issues like repeated shadows. TODO: In theory it should have worked without this, so I should investigate why this change was needed.
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2010-01-12 23:40:30 +00:00 |
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BPStructs.h
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CommandProcessor.cpp
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Fixed a stupid error left by me.
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2010-01-16 22:37:38 +00:00 |
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CommandProcessor.h
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Fixed Issue 1711 (a bug that prevents some games from booting)
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2009-12-31 16:25:12 +00:00 |
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CPMemory.cpp
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CPMemory.h
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DataReader.h
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D3D: Fix 8-bit signed normals. Fixes lighting problems in Super Smash Bros Melee. misc tiny things
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2009-09-13 21:18:04 +00:00 |
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Fifo.cpp
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Fixed a stupid error left by me.
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2010-01-16 22:37:38 +00:00 |
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Fifo.h
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1. This should fix Issue 1625 (Bizarre Auto Frame Limit)
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2010-01-07 20:01:41 +00:00 |
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HiresTextures.cpp
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HiresTextures.h
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DX9: - Add hires texture loading.
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2009-12-22 06:47:42 +00:00 |
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ImageWrite.cpp
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ImageWrite.h
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IndexGenerator.cpp
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Sps fixed in all the games tested, code cleanup and reordering
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2009-10-06 14:24:10 +00:00 |
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IndexGenerator.h
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Sps fixed in all the games tested, code cleanup and reordering
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2009-10-06 14:24:10 +00:00 |
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LookUpTables.h
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memcpy_amd.cpp
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NativeVertexFormat.h
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D3D: Fix 8-bit signed normals. Fixes lighting problems in Super Smash Bros Melee. misc tiny things
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2009-09-13 21:18:04 +00:00 |
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NativeVertexWriter.cpp
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NativeVertexWriter.h
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OnScreenDisplay.cpp
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Moving more things out of GL into VideoCommon...
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2009-09-03 20:37:35 +00:00 |
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OnScreenDisplay.h
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Moving more things out of GL into VideoCommon...
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2009-09-03 20:37:35 +00:00 |
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OpcodeDecoding.cpp
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STAND BACK - NEWLINE POLICE
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2009-11-15 22:26:39 +00:00 |
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OpcodeDecoding.h
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I hope you all like this. Changes:
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2009-10-02 14:03:07 +00:00 |
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PixelEngine.cpp
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small code cleanup: rename "dual core" stuff to CPUThread, bOnThread, etc.
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2009-10-23 15:26:35 +00:00 |
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PixelEngine.h
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Moving pixel engine and command processor from core to video common. This will break previous save states. Adds decoding single pixels to texture decoder.
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2009-10-10 21:19:39 +00:00 |
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PixelShaderGen.cpp
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Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
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2010-01-17 17:44:09 +00:00 |
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PixelShaderGen.h
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Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
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2010-01-17 17:44:09 +00:00 |
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PixelShaderManager.cpp
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NSMB background fix. Fixes 1654.
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2009-12-21 20:30:01 +00:00 |
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PixelShaderManager.h
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a minor cleanup in xf registers, an some small bug fixes. please test and give me feedback
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2009-11-19 02:28:41 +00:00 |
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Profiler.cpp
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Profiler.h
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Render.h
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ok big changes here:
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2010-01-15 15:52:08 +00:00 |
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SConscript
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Delete the misnamed GlobalControl.cpp/h, move the (ugly) projection hack code that was there into VertexShaderManager where it belongs.
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2009-12-05 13:56:23 +00:00 |
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Statistics.cpp
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D3D various: "Safe texture cache" option, texture replace instead of destroy/create when possible, a commented out "optimization" that didn't speed things up (use DrawPrimitive instead of DrawIndexedPrimitive when possible), reduce code duplication in Flush(), don't periodically clean out the shader caches since it's not really beneficial - shaders are cheap to keep. some code cleanup.
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2009-09-19 13:14:55 +00:00 |
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Statistics.h
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D3D various: "Safe texture cache" option, texture replace instead of destroy/create when possible, a commented out "optimization" that didn't speed things up (use DrawPrimitive instead of DrawIndexedPrimitive when possible), reduce code duplication in Flush(), don't periodically clean out the shader caches since it's not really beneficial - shaders are cheap to keep. some code cleanup.
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2009-09-19 13:14:55 +00:00 |
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TextureConversionShader.cpp
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mixed commit:
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2009-12-07 18:48:31 +00:00 |
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TextureConversionShader.h
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Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
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2010-01-17 17:44:09 +00:00 |
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TextureDecoder.cpp
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ok big changes here:
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2010-01-15 15:52:08 +00:00 |
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TextureDecoder.h
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mixed commit:
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2009-12-07 18:48:31 +00:00 |
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VertexLoader_Color.cpp
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Got rid of all of jp's ////////////////////////////// lines (nearly 500 of them)!
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2009-09-02 21:00:45 +00:00 |
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VertexLoader_Color.h
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VertexLoader_Normal.cpp
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D3D: Fix 8-bit signed normals. Fixes lighting problems in Super Smash Bros Melee. misc tiny things
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2009-09-13 21:18:04 +00:00 |
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VertexLoader_Normal.h
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D3D: Fix 8-bit signed normals. Fixes lighting problems in Super Smash Bros Melee. misc tiny things
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2009-09-13 21:18:04 +00:00 |
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VertexLoader_Position.cpp
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VertexLoader_Position.h
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VertexLoader_TextCoord.cpp
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Linux: Tons of warning cleanup plus workaround a nasty crash problem in StatusBarMessage.
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2009-09-08 21:16:05 +00:00 |
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VertexLoader_TextCoord.h
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VertexLoader.cpp
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Fix missing shading in NSMBWii etc in the D3D plugin. Now, I'm not entirely sure why the existing code didn't work properly, but hey, this fixes it :)
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2010-01-12 00:08:02 +00:00 |
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VertexLoader.h
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VertexLoaderManager.cpp
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VertexLoaderManager.h
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VertexShaderGen.cpp
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Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
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2010-01-17 17:44:09 +00:00 |
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VertexShaderGen.h
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Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
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2010-01-17 17:44:09 +00:00 |
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VertexShaderManager.cpp
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minor code cleanup
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2009-12-05 14:01:29 +00:00 |
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VertexShaderManager.h
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Delete the misnamed GlobalControl.cpp/h, move the (ugly) projection hack code that was there into VertexShaderManager where it belongs.
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2009-12-05 13:56:23 +00:00 |
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VideoCommon.h
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D3D various: "Safe texture cache" option, texture replace instead of destroy/create when possible, a commented out "optimization" that didn't speed things up (use DrawPrimitive instead of DrawIndexedPrimitive when possible), reduce code duplication in Flush(), don't periodically clean out the shader caches since it's not really beneficial - shaders are cheap to keep. some code cleanup.
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2009-09-19 13:14:55 +00:00 |
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VideoConfig.cpp
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Add "Auto Aspect Ratio" to both graphics plugins. It's the new default, so you can forget about switching aspect manually from now on. In the Auto mode, aspect ratio is automatically set depending on whether it's a Wii or GC game, and whether the global Wii Widescreen setting has been set. There is still the possibility to override, which can be useful for the very few GC games that do support widescreen.
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2010-01-13 21:11:02 +00:00 |
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VideoConfig.h
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Add "Auto Aspect Ratio" to both graphics plugins. It's the new default, so you can forget about switching aspect manually from now on. In the Auto mode, aspect ratio is automatically set depending on whether it's a Wii or GC game, and whether the global Wii Widescreen setting has been set. There is still the possibility to override, which can be useful for the very few GC games that do support widescreen.
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2010-01-13 21:11:02 +00:00 |
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VideoState.cpp
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Moving pixel engine and command processor from core to video common. This will break previous save states. Adds decoding single pixels to texture decoder.
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2009-10-10 21:19:39 +00:00 |
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VideoState.h
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XFBConvert.cpp
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Woops, that is why getting work group size failed
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2009-10-07 07:44:35 +00:00 |
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XFBConvert.h
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XFMemory.cpp
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XFMemory.h
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a minor cleanup in xf registers, an some small bug fixes. please test and give me feedback
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2009-11-19 02:28:41 +00:00 |
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XFStructs.cpp
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a minor cleanup in xf registers, an some small bug fixes. please test and give me feedback
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2009-11-19 02:28:41 +00:00 |
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XFStructs.h
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