dolphin/Source/Plugins/Plugin_VideoOGL/Src
2010-03-10 17:29:19 +00:00
..
Debugger Linux global build. At least the basic footwork is done here. 2010-02-02 21:56:29 +00:00
GUI Extend the OGL virtual XFB to handle games that use multiple XFBs to make a frame. This should allow games that require the XFB to work without using a real XFB in RAM which is slow and limited to the original resolution. To use this enhancement you must check Use XFB in the options. The previous option was renamed Use Real XFB. I don't think this works with the aspect settings yet. 2010-03-10 06:45:13 +00:00
OS accidently broke free look with mouse input, fixed (fixes issue 2377) 2010-03-03 19:21:24 +00:00
BPFunctions.cpp
cocoaGL.h Compiling with rev 63470 of wxWidgets now works with OSX x86_64. There are a BUNCH of errors while running, none fatal from what I've seen. This also fixes Dolphin creating multiple NSWindows when running multiple games. 2010-02-12 12:41:53 +00:00
cocoaGL.m Compiling with rev 63470 of wxWidgets now works with OSX x86_64. There are a BUNCH of errors while running, none fatal from what I've seen. This also fixes Dolphin creating multiple NSWindows when running multiple games. 2010-02-12 12:41:53 +00:00
DLCache.cpp Removed more compiler warnings in linux. 2010-03-07 22:48:37 +00:00
DLCache.h
FramebufferManager.cpp Extend the OGL virtual XFB to handle games that use multiple XFBs to make a frame. This should allow games that require the XFB to work without using a real XFB in RAM which is slow and limited to the original resolution. To use this enhancement you must check Use XFB in the options. The previous option was renamed Use Real XFB. I don't think this works with the aspect settings yet. 2010-03-10 06:45:13 +00:00
FramebufferManager.h Extend the OGL virtual XFB to handle games that use multiple XFBs to make a frame. This should allow games that require the XFB to work without using a real XFB in RAM which is slow and limited to the original resolution. To use this enhancement you must check Use XFB in the options. The previous option was renamed Use Real XFB. I don't think this works with the aspect settings yet. 2010-03-10 06:45:13 +00:00
Globals.h
GLUtil.cpp Fixed an issue that caused the render to main window to lose focus if the gfx config dialog is opened while the emulator is running. Only affects linux. Also fixed a few preprocessor conditionals. 2010-03-10 17:29:19 +00:00
GLUtil.h Implement render to main in linux. In order to compile this in you will have to have libgtk2.0-dev (or your distributions equivalent) installed. If not dolphin-emu will still build, but without render to main operational. 2010-03-08 23:29:16 +00:00
GLWindow.h
main.cpp Fixed an issue that caused the render to main window to lose focus if the gfx config dialog is opened while the emulator is running. Only affects linux. Also fixed a few preprocessor conditionals. 2010-03-10 17:29:19 +00:00
main.h
NativeVertexFormat.cpp
PixelShaderCache.cpp Some code clean up, and take care of some compiler warnings. 2010-02-20 04:18:19 +00:00
PixelShaderCache.h
PostProcessing.cpp Linux global build. At least the basic footwork is done here. 2010-02-02 21:56:29 +00:00
PostProcessing.h
RasterFont.cpp
RasterFont.h
Render.cpp Extend the OGL virtual XFB to handle games that use multiple XFBs to make a frame. This should allow games that require the XFB to work without using a real XFB in RAM which is slow and limited to the original resolution. To use this enhancement you must check Use XFB in the options. The previous option was renamed Use Real XFB. I don't think this works with the aspect settings yet. 2010-03-10 06:45:13 +00:00
SConscript Added scons options "shared_libname=true" to link agains the system shared libraries for lzo, sfml, and soil. For example add the scons option "shared_lzo=true" for lzo. This will check for the system libraries and then fall back to building and linking statically against the Externals if not found. You must have liblzo2-dev, libsoil-dev, and libsfml-dev installed. Note that you need version 1.5 or later for sfml. Currently scons doesn't check the version for you. 2010-03-09 22:17:33 +00:00
stdafx.cpp
stdafx.h
TextureConverter.cpp Some code clean up, and take care of some compiler warnings. 2010-02-20 04:18:19 +00:00
TextureConverter.h
TextureMngr.cpp experimental commit: simplify even more the params. please test and if theres something wrong will revert asap 2010-02-26 22:14:29 +00:00
TextureMngr.h a lot of modifications here :) 2010-02-03 03:52:50 +00:00
VertexLoaderManager.cpp
VertexManager.cpp Fix NoWX build, use a different define in CoreParameter, the one we all know and love, and add a Function call to VertexManager which can boost performance, tells the drivers that we don't care about the current data, because we are putting new data in it anyway. This gives quite a performance boost on OSX since it bypasses a call in the drivers that takes around 24% CPU time 2010-03-09 21:15:28 +00:00
VertexManager.h
VertexShaderCache.cpp D3D and Opengl: 2010-02-06 16:05:48 +00:00
VertexShaderCache.h
XFB.cpp
XFB.h