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path: root/src/osd/modules/render/d3d/d3dhlsl.cpp
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* formats, osd, util: Started refactoring file I/O stuff. (#8456) Vas Crabb2021-08-221-5/+5
* Use std::clamp in more source files AJR2021-08-151-3/+3
* ui: Clean up slider callbacks AJR2021-01-271-25/+3
* render.h, rendlay.h: Dependency refactoring AJR2021-01-041-0/+1
* util/png: Update add_text to take std::string_view for arguments AJR2020-12-211-2/+2
* Fairly significant overhaul of Lua engine and some cleanup. Vas Crabb2020-11-251-5/+5
* Enable GCC implicit fallthrough warning. Vas Crabb2020-11-151-0/+1
* Various improvements to image file handling: Vas Crabb2020-10-081-7/+19
* emu/render.cpp: Consider that screens can be hidden when choosing a default v... Vas Crabb2020-10-031-1/+1
* Got rid of global_alloc/global_free. Vas Crabb2020-10-031-2/+2
* -Got rid of most of the remaining problematic uses of make_unique_clear. Vas Crabb2020-09-301-1/+1
* Cleaned up bitmap API. Vas Crabb2020-09-271-2/+2
* -util/xmlfile: Escape attribute and element content. Vas Crabb2020-09-061-1/+1
* fixed some modernize-use-auto clang-tidy warnings (nw) (#6238) Oliver Stöneberg2020-01-301-6/+6
* Clean up render_screen_list code, replacing simple_list with std::list (nw) AJR2019-11-241-1/+1
* srcclean and cleanup (nw) Vas Crabb2018-10-281-10/+11
* HLSL Color Transforms and 3D LUT (#4043) Westley M. Martinez2018-10-071-20/+157
* srcclean (nw) Vas Crabb2018-09-231-3/+3
* - fix not set default uniforms for vector pass (#4008) ImJezze2018-09-171-1/+1
* HLSL: Move scanline to occur before defocus W. M. Martinez2018-09-141-22/+98
* Removed first_screen from wswan and d3d (nw) Ryan Holtz2018-03-091-2/+2
* D3D fix (nw) AJR2017-09-151-1/+1
* Use std::unique_ptr to manage instances of slider_state (nw) AJR2017-09-151-5/+6
* (nw) Fixed the build. Robbbert2017-08-131-6/+3
* Move static data out of devices into the device types. This is a significant... Vas Crabb2017-05-141-1/+1
* Cleanup, we already have NOMINMAX now in scripts (nw) Miodrag Milanovic2017-02-111-2/+0
* Revert "New phosphor persistence shaders for HLSL" R. Belmont2017-01-051-105/+20
* Change cached texture format to floating point. Westley M. Martinez2017-01-041-14/+14
* Correct LCD ghosting INI and slider defaults. Westley M. Martinez2017-01-031-2/+2
* Add LCD ghosting shader for Direct3D Westley M. Martinez2017-01-021-21/+72
* Scale and phosphor persistence sliders. Westley M. Martinez2016-12-301-17/+9
* Implement LCD persistence shader. Westley M. Martinez2016-12-291-2/+17
* Implement new phosphor shader. Westley M. Martinez2016-12-291-10/+37
* Simplify implementation of delta_time. Westley M. Martinez2016-12-131-25/+15
* Add signal so that any future shaders relying on delta_time do not Westley M. Martinez2016-12-121-10/+13
* Fix phosphor shader to work properly for multi-screen games and Westley M. Martinez2016-12-121-16/+22
* Remove iostream (used for debugging) Westley M. Martinez2016-12-111-1/+0
* Fix phosphor persistence shader behavior based on time. Westley M. Martinez2016-12-111-0/+10
* Small cleanup (nw) Miodrag Milanovic2016-11-111-2/+2
* hlsl: fixed games with off-screen backdrop artworks ImJezze2016-11-021-0/+4
* Reduced defocus effect to one pass (HLSL/BGFX) Jezze2016-10-221-5/+3
* Disabled clearing of render targets in several passes (HLSL) Jezze2016-10-221-30/+17
* Refactored d3d_render_target (nw) Jezze2016-10-221-157/+61
* NOTICE (TYPE NAME CONSOLIDATION) Miodrag Milanovic2016-10-221-21/+21
* Bulk renaming of Windows string conversion functions Nathan Woods2016-10-031-1/+1
* use floorf rather than floor for float->float Vas Crabb2016-09-281-2/+2
* Fixed several small issues in HLSL/BGFX Jezze2016-09-281-27/+45
* for bool type use true and false (nw) Miodrag Milanovic2016-07-311-14/+14
* algorithm-> utility where appropriate, fix imgtool (nw) Miodrag Milanovic2016-07-311-1/+1
* std::min and std:max instead of MIN and MAX, also some more macros converted ... Miodrag Milanovic2016-07-311-4/+6