dolphin/Source/Core/VideoBackends/D3D12
David Korth f5fe692842 Use pre-increment for iterators instead of post-increment.
Pre-increment is more efficient, since it doesn't have to return the
old iterator.
2019-12-29 23:45:02 -05:00
..
BoundingBox.cpp
BoundingBox.h
CMakeLists.txt
Common.h
D3D12.vcxproj Add an ARM64 target to Visual Studio projects 2019-12-28 19:20:41 +10:00
D3D12.vcxproj.filters
DescriptorAllocator.cpp
DescriptorAllocator.h
DescriptorHeapManager.cpp
DescriptorHeapManager.h
DXContext.cpp Fixes for WRL usage - QueryInterface is explicitly mentioned as not to be used with WRL ComPtr 2019-07-26 19:38:58 +02:00
DXContext.h Include <memory> for std::unique_ptr in DXContext.h 2019-12-19 14:25:12 -08:00
DXPipeline.cpp
DXPipeline.h
DXShader.cpp D3DCommon/Shader: Use std::optional with CompileShader() 2019-07-26 20:06:14 -04:00
DXShader.h
DXTexture.cpp
DXTexture.h
DXVertexFormat.cpp
DXVertexFormat.h
PerfQuery.cpp VideoCommon: Remove unused MathUtil.h include from VideoCommon.h 2019-07-16 20:54:34 -04:00
PerfQuery.h
Renderer.cpp
Renderer.h
StreamBuffer.cpp Use pre-increment for iterators instead of post-increment. 2019-12-29 23:45:02 -05:00
StreamBuffer.h
SwapChain.cpp D3DCommon: Fallback to base CreateSwapChain on failure 2019-06-08 20:11:49 +10:00
SwapChain.h D3DCommon: Fallback to base CreateSwapChain on failure 2019-06-08 20:11:49 +10:00
VertexManager.cpp D3D12: Call VertexManagerBase initialize 2019-12-09 19:16:04 +10:00
VertexManager.h
VideoBackend.cpp
VideoBackend.h