.. |
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 |