| .. |
|
D3DBase.cpp
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
D3DBase.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
D3DShader.cpp
|
DX11: Fix issue 4345
|
2011-03-30 16:01:03 +00:00 |
|
D3DShader.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
D3DTexture.cpp
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
D3DTexture.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
D3DUtil.cpp
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
D3DUtil.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
FramebufferManager.cpp
|
Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
|
2011-05-12 02:14:45 +00:00 |
|
FramebufferManager.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
GfxState.cpp
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
GfxState.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
Globals.h
|
|
|
|
LineGeometryShader.cpp
|
DX11: I think I've figured out where the game enables texture offsets for lines and points.
|
2011-04-15 22:34:54 +00:00 |
|
LineGeometryShader.h
|
DX11: I think I've figured out where the game enables texture offsets for lines and points.
|
2011-04-15 22:34:54 +00:00 |
|
main.cpp
|
Fix applying anti-aliasing without having to open the gfx config. Thanks to skid for pointing out the VerifyValidity problem to me ;)
|
2011-05-31 20:16:59 +00:00 |
|
main.h
|
|
|
|
NativeVertexFormat.cpp
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
PixelShaderCache.cpp
|
Fix EFB format change emulation in D3D11 if MSAA is enabled.
|
2011-04-30 14:08:58 +00:00 |
|
PixelShaderCache.h
|
Fix EFB format change emulation in D3D11 if MSAA is enabled.
|
2011-04-30 14:08:58 +00:00 |
|
PointGeometryShader.cpp
|
DX11: I think I've figured out where the game enables texture offsets for lines and points.
|
2011-04-15 22:34:54 +00:00 |
|
PointGeometryShader.h
|
DX11: I think I've figured out where the game enables texture offsets for lines and points.
|
2011-04-15 22:34:54 +00:00 |
|
PSTextureEncoder.cpp
|
Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
|
2011-05-12 02:14:45 +00:00 |
|
PSTextureEncoder.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
Render.cpp
|
Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
|
2011-05-12 02:14:45 +00:00 |
|
Render.h
|
Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
|
2011-05-12 02:14:45 +00:00 |
|
stdafx.cpp
|
|
|
|
stdafx.h
|
|
|
|
Television.cpp
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
Television.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
TextureCache.cpp
|
Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
|
2011-05-12 02:14:45 +00:00 |
|
TextureCache.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
TextureEncoder.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
VertexManager.cpp
|
DX11: I think I've figured out where the game enables texture offsets for lines and points.
|
2011-04-15 22:34:54 +00:00 |
|
VertexManager.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
VertexShaderCache.cpp
|
Eliminated a memcpy in DX11's vertex shader disk cache loading. Maybe games will boot faster now, who knows?
|
2011-03-30 10:46:27 +00:00 |
|
VertexShaderCache.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |
|
VideoBackend.h
|
* GUI Video-Settings changes:
|
2011-03-21 19:57:31 +00:00 |
|
XFBEncoder.cpp
|
Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
|
2011-05-12 02:14:45 +00:00 |
|
XFBEncoder.h
|
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
|
2011-03-30 07:17:23 +00:00 |