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* Self-registering devices prep: Vas Crabb2017-02-271-0/+3
* Cleanup, we already have NOMINMAX now in scripts (nw) Miodrag Milanovic2017-02-112-4/+0
* fix windows compile (nw) Miodrag Milanovic2017-02-111-0/+1
* Remove emu.h from headers (nw) Olivier Galibert2017-02-1112-5/+7
* Updates "2016" strings to "2017 where relevant. Stiletto2017-01-241-1/+1
* Revert "New phosphor persistence shaders for HLSL" R. Belmont2017-01-054-143/+38
* Merge pull request #1843 from anikom15/hlsl ImJezze2017-01-054-38/+143
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| * Change cached texture format to floating point. Westley M. Martinez2017-01-043-30/+39
| * Correct LCD ghosting INI and slider defaults. Westley M. Martinez2017-01-031-2/+2
| * Add LCD ghosting shader for Direct3D Westley M. Martinez2017-01-022-23/+78
| * Scale and phosphor persistence sliders. Westley M. Martinez2016-12-302-21/+11
| * Implement LCD persistence shader. Westley M. Martinez2016-12-292-2/+20
| * Implement new phosphor shader. Westley M. Martinez2016-12-292-12/+45
* | Fix compile with latest BGFX (nw) Miodrag Milanovic2017-01-025-15/+17
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* Move special windows.h include directives to build defines (nw) Brad Hughes2016-12-285-6/+0
* first srcclean pass (nw) Vas Crabb2016-12-251-1/+1
* Simplify implementation of delta_time. Westley M. Martinez2016-12-132-27/+16
* Correct comments regarding delta_time. Westley M. Martinez2016-12-121-2/+3
* Add signal so that any future shaders relying on delta_time do not Westley M. Martinez2016-12-122-10/+14
* Fix phosphor shader to work properly for multi-screen games and Westley M. Martinez2016-12-122-17/+25
* 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
* srcclean (nw) Vas Crabb2016-11-272-2/+2
* clean up tabulation, fix some things (nw) Vas Crabb2016-11-251-1/+1
* A round of spelling/typographical fixes to source comments (nw) Scott Stone2016-11-241-1/+1
* Change window handle storage to template instead of void* (nw) (#1725) Brad Hughes2016-11-177-29/+30
* Small cleanup (nw) Miodrag Milanovic2016-11-112-7/+4
* Fixed USE_DISPATCH_GL compile, seams no-one is actually using it since it is ... Miodrag Milanovic2016-11-111-2/+2
* UWP builds again but by no means working (nw) Brad Hughes2016-11-102-4/+4
* Add more UWP support (nw) Miodrag Milanovic2016-11-092-2/+32
* Make shaders compile dx9 and dx11 only on windows (nw) Miodrag Milanovic2016-11-082-3/+7
* hlsl: fixed games with off-screen backdrop artworks ImJezze2016-11-022-3/+10
* Compile fix, (nw) therealmogminer@gmail.com2016-10-311-1/+0
* Kill off another d3d optimization, (nw) therealmogminer@gmail.com2016-10-311-0/+2
* Hopefully fix the D3D9 issues people are having (nw) therealmogminer@gmail.com2016-10-312-31/+112
* Fixed MT#06417 Jezze2016-10-301-0/+6
* Updated BGFX and BX and recompiled shaders (nw) Branimir Karadžić2016-10-292-14/+39
* Fix visual corruption introduced a few changelists ago by me, nw therealmogminer@gmail.com2016-10-241-11/+25
* fix unused variable error (nw) smf-2016-10-241-1/+0
* Make d3d9 a little more discerning in what level of bad hardware it will allo... therealmogminer@gmail.com2016-10-232-322/+116
* Reduced defocus effect to one pass (HLSL/BGFX) Jezze2016-10-222-16/+20
* Disabled clearing of render targets in several passes (HLSL) Jezze2016-10-221-30/+17
* Fixed null reference exception (D3D/HLSL) Jezze2016-10-221-3/+12
* Refactored d3d_render_target (nw) Jezze2016-10-224-308/+124
* -ie15: Improved performance by using a timer to determine hblank. [Ryan Holtz] therealmogminer@gmail.com2016-10-221-24/+1
* final cleanup of TRUE/FALSE, left only in windows section where it represent ... Miodrag Milanovic2016-10-222-8/+8
* Cleanup linux OSD (nw) Miodrag Milanovic2016-10-221-29/+29
* NOTICE (TYPE NAME CONSOLIDATION) Miodrag Milanovic2016-10-2236-467/+467
* use standard types uintptr_t, char16_t and char32_t instead of FPTR, utf16_c... Miodrag Milanovic2016-10-222-3/+3
* Merge pull request #1469 from npwoods/new_strconv_overloads Vas Crabb2016-10-051-1/+1
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