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https://github.com/dolphin-emu/dolphin.git
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d511b50612
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied. this must bring some fill rate back and improve speed a little in fill rate limited systems. 2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11. the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl. 3 - some optimization made to improve fps a little wih the latests changes made to fifo. * back to the original code in beginfield as now it will work right. * check for efb access more often as a lot of time is lost waiting for efb access 4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :) please test for any regression git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e |
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.. | ||
Debugger | ||
GUI | ||
OS | ||
BPFunctions.cpp | ||
cocoaGL.h | ||
cocoaGL.m | ||
DLCache.cpp | ||
DLCache.h | ||
FramebufferManager.cpp | ||
FramebufferManager.h | ||
Globals.h | ||
GLUtil.cpp | ||
GLUtil.h | ||
GLWindow.h | ||
main.cpp | ||
main.h | ||
NativeVertexFormat.cpp | ||
PixelShaderCache.cpp | ||
PixelShaderCache.h | ||
PostProcessing.cpp | ||
PostProcessing.h | ||
RasterFont.cpp | ||
RasterFont.h | ||
Render.cpp | ||
SConscript | ||
stdafx.cpp | ||
stdafx.h | ||
TextureConverter.cpp | ||
TextureConverter.h | ||
TextureMngr.cpp | ||
TextureMngr.h | ||
VertexLoaderManager.cpp | ||
VertexManager.cpp | ||
VertexManager.h | ||
VertexShaderCache.cpp | ||
VertexShaderCache.h | ||
XFB.cpp | ||
XFB.h |