dolphin/Source/Plugins/Plugin_VideoDX9/Src
Rodolfo Osvaldo Bogado 0ac07e8aa8 Big Commit this will break a lot, fix a lot, but i thing is a good step:
Implemented all the correct format conversions in efb to texture copy.
replaced all the stretcrect calls with quad draws this must improve speed a bit.
A BIGGGGGGGGGG cleanup in the code and reorganization.
reimplemented zpeek using a secondary render target ( this still is buggy so many issues left)
please a lot off feedback.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4520 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-08 20:35:11 +00:00
..
Debugger D3D: get rid of flickering in various games by changing way and time to flip backbuffer to frontbuffer. Also added some debugging messages. ZTP intro seems to be additionally 10%+ faster now, maybe only for me in windows mode. 2009-09-20 03:29:43 +00:00
W32Util
bmp_io.cpp
bmp_io.h
BPFunctions.cpp this is EXPERIMENTAL. Implemented 3 different paths to use depth textures and allow peeking. 2009-10-10 23:36:18 +00:00
CPStructs.cpp
CPStructs.h
D3DBase.cpp Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
D3DBase.h Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
D3DShader.cpp
D3DShader.h
D3DTexture.cpp 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. 2009-09-19 13:14:55 +00:00
D3DTexture.h
D3DUtil.cpp Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
D3DUtil.h Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
DLCompiler.cpp
DLCompiler.h
DlgSettings.cpp D3D: fix the wire frame option 2009-10-30 11:03:50 +00:00
DlgSettings.h
EmuWindow.cpp D3D: change window startup a bit (pretty minor but it's just to get me started :P) 2009-10-28 22:40:18 +00:00
EmuWindow.h
FramebufferManager.cpp Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
FramebufferManager.h Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
Globals.h
main.cpp D3D: change window startup a bit (pretty minor but it's just to get me started :P) 2009-10-28 22:40:18 +00:00
main.h
NativeVertexFormat.cpp
PixelShaderCache.cpp Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
PixelShaderCache.h Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
Render.cpp Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
resource.h apply warning fixes from r1447 2009-11-08 02:28:06 +00:00
resource.rc EFB Reads are so slow in D3D that I think we need an option for it. Here it is. 2009-10-07 19:54:56 +00:00
RGBAFloat.h
stdafx.cpp
stdafx.h
TextureCache.cpp Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
TextureCache.h
Utils.cpp
Utils.h
Vec3.h
VertexManager.cpp when dumping shaders from VertexManager.cpp, don't overwrite old ones. 2009-11-01 02:03:26 +00:00
VertexManager.h
VertexShaderCache.cpp Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
VertexShaderCache.h Big Commit this will break a lot, fix a lot, but i thing is a good step: 2009-11-08 20:35:11 +00:00
XFStructs.cpp
XFStructs.h