dolphin/Source/Core/VideoCommon/Src
LPFaint99 a41c1b2d0a add *.user, Win32, and x64 build dir to ignore list for DebuggerUICommon and Unit Tests
add *.aps to ignore list for DolphinWX dir
add eol-style native to 120 or so files

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3689 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-06 02:10:26 +00:00
..
AVIDump.cpp add *.user, Win32, and x64 build dir to ignore list for DebuggerUICommon and Unit Tests 2009-07-06 02:10:26 +00:00
AVIDump.h
BPFunctions.h add *.user, Win32, and x64 build dir to ignore list for DebuggerUICommon and Unit Tests 2009-07-06 02:10:26 +00:00
BPMemory.cpp revert last 2 commits 2009-06-22 09:31:30 +00:00
BPMemory.h Graphics: (faked) bounding box support. Helps some Paper Mario effects although they're still a bit glitchy. Might also help other games? Enable with the #define in VideoCommon.h. Since there might be a speed hit it's off by default. 2009-06-28 20:04:07 +00:00
BPStructs.cpp add *.user, Win32, and x64 build dir to ignore list for DebuggerUICommon and Unit Tests 2009-07-06 02:10:26 +00:00
BPStructs.h add *.user, Win32, and x64 build dir to ignore list for DebuggerUICommon and Unit Tests 2009-07-06 02:10:26 +00:00
CPMemory.cpp
CPMemory.h
DataReader.h
Fifo.cpp Fix a nasty dualcore hang in EFB read (see r3658 comment...) 2009-07-03 15:35:31 +00:00
Fifo.h
HiresTextures.cpp add *.user, Win32, and x64 build dir to ignore list for DebuggerUICommon and Unit Tests 2009-07-06 02:10:26 +00:00
HiresTextures.h Some more modification of texture dumping and loading. 2009-05-16 01:21:57 +00:00
ImageWrite.cpp
ImageWrite.h
IndexGenerator.cpp
IndexGenerator.h
LookUpTables.cpp
LookUpTables.h
memcpy_amd.cpp
NativeVertexFormat.h
NativeVertexWriter.cpp
NativeVertexWriter.h
OpcodeDecoding.cpp revert last 2 commits 2009-06-22 09:31:30 +00:00
OpcodeDecoding.h
PixelShaderGen.cpp Assorted cleanup, perf counter logging, and minor fixes that have been accumulating on my hdd :p 2009-07-03 18:33:28 +00:00
PixelShaderGen.h Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
PixelShaderManager.cpp revert last 2 commits 2009-06-22 09:31:30 +00:00
PixelShaderManager.h revert last 2 commits 2009-06-22 09:31:30 +00:00
Profiler.cpp
Profiler.h
SConscript revert last 2 commits 2009-06-22 09:31:30 +00:00
Statistics.cpp
Statistics.h Delete some obsolete junk, in zelda ucode and in gl plugin. 2009-06-28 17:58:52 +00:00
TextureDecoder.cpp Possible fix for S3TC Texture Decoding (Grass in ZWW is now properly alpha tested), and some code formatting cleanup. 2009-05-13 23:37:26 +00:00
TextureDecoder.h TextureDecoder now indicates I4 and IA4 texture formats. It also decodes paletted textures more efficiently. 2009-05-13 02:06:02 +00:00
VertexLoader_Color.cpp
VertexLoader_Color.h
VertexLoader_Normal.cpp
VertexLoader_Normal.h
VertexLoader_Position.cpp Possible fix for projection hacks 2009-06-13 17:44:14 +00:00
VertexLoader_Position.h
VertexLoader_TextCoord.cpp
VertexLoader_TextCoord.h
VertexLoader.cpp Assorted cleanup, perf counter logging, and minor fixes that have been accumulating on my hdd :p 2009-07-03 18:33:28 +00:00
VertexLoader.h
VertexLoaderManager.cpp
VertexLoaderManager.h
VertexShaderGen.cpp OpenGL: Fix flickery crap graphics in Mario Galaxy. Was an uninitialized variable in the shader. 2009-07-02 23:16:30 +00:00
VertexShaderGen.h Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
VertexShaderManager.cpp Graphics: (faked) bounding box support. Helps some Paper Mario effects although they're still a bit glitchy. Might also help other games? Enable with the #define in VideoCommon.h. Since there might be a speed hit it's off by default. 2009-06-28 20:04:07 +00:00
VertexShaderManager.h A attempt for a fix for the Zelda TP Bloom hack 2009-05-14 06:28:10 +00:00
VideoCommon.h EFB Access now works from both Dual Core and Single Core modes. Thread-safe. 2009-07-02 10:16:06 +00:00
VideoState.cpp revert last 2 commits 2009-06-22 09:31:30 +00:00
VideoState.h
XFBConvert.cpp
XFBConvert.h
XFMemory.cpp
XFMemory.h
XFStructs.cpp
XFStructs.h