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Debugger
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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.
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2009-09-20 03:29:43 +00:00 |
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W32Util
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Debugger for DX9 plugin.
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2009-09-02 06:33:41 +00:00 |
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bmp_io.cpp
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bmp_io.h
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BPFunctions.cpp
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Sorry for the last one , forget to update z clearing to support the format change.
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2009-10-02 15:33:07 +00:00 |
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CPStructs.cpp
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CPStructs.h
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D3DBase.cpp
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Best of both worlds (or hacks...). Music continues to play, no sound breakage in Pikmin2/ZTP. Wind Waker still echoes weirdly in ZWW though.
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2009-09-29 19:15:34 +00:00 |
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D3DBase.h
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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.
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2009-09-20 03:29:43 +00:00 |
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D3DShader.cpp
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Rename Config.cpp/h to VideoConfig.cpp/h.
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2009-09-13 09:23:30 +00:00 |
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D3DShader.h
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D3D: Fixed dstAlpha, aka "when everything is broken, at least mario have a nice shadow", and removed Cg leftover from it.
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2009-09-02 04:10:40 +00:00 |
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D3DTexture.cpp
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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.
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2009-09-19 13:14:55 +00:00 |
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D3DTexture.h
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D3DUtil.cpp
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D3D: minor vs constant-setting optimization, remove a stupid memcpy that doesn't do anything, don't see much benefit though :/ At least the PIX logs will be cleaner.
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2009-09-19 10:46:25 +00:00 |
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D3DUtil.h
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DLCompiler.cpp
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DLCompiler.h
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DlgSettings.cpp
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Some warning fixes.
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2009-09-29 22:32:53 +00:00 |
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DlgSettings.h
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EmuWindow.cpp
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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
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2009-09-13 17:46:33 +00:00 |
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EmuWindow.h
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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
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2009-09-13 17:46:33 +00:00 |
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FramebufferManager.cpp
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I hope you all like this. Changes:
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2009-10-02 14:03:07 +00:00 |
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FramebufferManager.h
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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
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2009-09-13 17:46:33 +00:00 |
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Globals.h
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Rename Config.cpp/h to VideoConfig.cpp/h.
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2009-09-13 09:23:30 +00:00 |
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main.cpp
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D3D, back off the buffer flipping change by r4303. It works for certain games (Zack & wiki, Rayman3, etc), but seems to break other games (Metroid prime 1 complete black) and features (frame skipping).
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2009-09-20 13:00:25 +00:00 |
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main.h
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NativeVertexFormat.cpp
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D3D: minor vs constant-setting optimization, remove a stupid memcpy that doesn't do anything, don't see much benefit though :/ At least the PIX logs will be cleaner.
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2009-09-19 10:46:25 +00:00 |
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PixelShaderCache.cpp
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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.
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2009-09-19 13:14:55 +00:00 |
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PixelShaderCache.h
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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
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2009-09-13 17:46:33 +00:00 |
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Render.cpp
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Sorry for the last one , forget to update z clearing to support the format change.
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2009-10-02 15:33:07 +00:00 |
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resource.h
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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.
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2009-09-19 13:14:55 +00:00 |
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resource.rc
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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.
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2009-09-19 13:14:55 +00:00 |
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RGBAFloat.h
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stdafx.cpp
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stdafx.h
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TextureCache.cpp
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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.
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2009-09-20 03:29:43 +00:00 |
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TextureCache.h
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D3D: Handle device resets (resizes) a little bit better .. not quite there yet. some random cleanup.
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2009-09-15 21:05:31 +00:00 |
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Utils.cpp
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Utils.h
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Vec3.h
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VertexManager.cpp
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I hope you all like this. Changes:
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2009-10-02 14:03:07 +00:00 |
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VertexManager.h
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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
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2009-09-13 17:46:33 +00:00 |
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VertexShaderCache.cpp
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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.
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2009-09-19 13:14:55 +00:00 |
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VertexShaderCache.h
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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
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2009-09-13 17:46:33 +00:00 |
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XFStructs.cpp
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XFStructs.h
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