ppsspp/GPU/Vulkan
Unknown W. Brackets 5009698cc0 Core: Use a shared_ptr for i18n categories.
This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00
..
DebugVisVulkan.cpp Vulkan profiling vis bugfix: Restore font scale after drawing. 2019-08-21 23:11:01 +02:00
DebugVisVulkan.h Vulkan: Implement basic integrated GPU profiling. 2019-08-21 00:03:00 +02:00
DepalettizeShaderVulkan.cpp Vulkan: Fix shutdown crash accidentally caused by #12324 2019-09-17 14:47:38 +02:00
DepalettizeShaderVulkan.h Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly. 2017-11-09 17:25:37 +01:00
DrawEngineVulkan.cpp Apply viewport before SoftwareTransform so flipping can be checked 2020-01-26 15:30:20 +01:00
DrawEngineVulkan.h Also experiment with a "copy shader" that just does raw data manipulation into GPU local memory, then copies to image from there. 2019-09-29 10:39:12 -07:00
FragmentShaderGeneratorVulkan.cpp Vulkan: Limit stencil workaround to Adreno 5xx. 2018-12-23 14:11:57 -08:00
FragmentShaderGeneratorVulkan.h Vulkan: Only apply the depth workaround on Qualcomm devices (adreno) 2018-09-18 23:46:45 +02:00
FramebufferVulkan.cpp Fix the build - there's a Vec3 name collision, fixed it using a namespace. 2019-10-22 22:58:10 +02:00
FramebufferVulkan.h GPU: Minor framebuffer code cleanup. 2018-06-06 05:56:30 -07:00
GPU_Vulkan.cpp Vulkan: Enable renderpass merging for all games (was introduced in 1.9 for GoW games). A number of other games can also benefit. 2019-11-30 22:44:59 +01:00
GPU_Vulkan.h Vulkan: Implement basic integrated GPU profiling. 2019-08-21 00:03:00 +02:00
PipelineManagerVulkan.cpp Vulkan blend factor: Bugfix and minor optimization 2019-10-13 21:17:29 +02:00
PipelineManagerVulkan.h GPU: Cancel shader preload on shutdown/lost. 2018-10-30 20:32:12 -07:00
ShaderManagerVulkan.cpp Survive pipeline creation failure on Vulkan. Makes Burnout playable on Pocophone... Sigh. 2019-03-11 16:40:10 +01:00
ShaderManagerVulkan.h GPU: Track draw in shader manager. 2018-12-23 12:55:37 -08:00
StateMappingVulkan.cpp Vulkan blend factor: Bugfix and minor optimization 2019-10-13 21:17:29 +02:00
StateMappingVulkan.h Vulkan: Use depth clamping, where available. 2017-12-26 16:54:39 -08:00
StencilBufferVulkan.cpp Minor refactor of physical device property/feature detection, to allow for more extension use. 2019-02-05 18:07:17 +01:00
TextureCacheVulkan.cpp Core: Use a shared_ptr for i18n categories. 2020-02-09 07:35:16 -08:00
TextureCacheVulkan.h Also experiment with a "copy shader" that just does raw data manipulation into GPU local memory, then copies to image from there. 2019-09-29 10:39:12 -07:00
TextureScalerVulkan.cpp c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
TextureScalerVulkan.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
VertexShaderGeneratorVulkan.cpp Vulkan: Always write gl_PointSize, fixes #12364. Remove unnecessary predeclaration of gl_Position. 2019-10-07 19:57:13 +02:00
VertexShaderGeneratorVulkan.h Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00
VulkanUtil.cpp Vulkan: Add checks so we don't try to write NULL objects to a descriptor set. 2019-10-20 17:05:42 +02:00
VulkanUtil.h Make the barrier a bit more focused. Up some limits. 2019-09-29 10:55:49 -07:00