ppsspp/GPU/Vulkan
2017-02-15 23:24:25 +01:00
..
DepalettizeShaderVulkan.cpp Fill out GPU_Vulkan.cpp with what's mostly a copy of GLES_GPU.cpp 2016-03-20 19:30:11 +01:00
DepalettizeShaderVulkan.h Fill out GPU_Vulkan.cpp with what's mostly a copy of GLES_GPU.cpp 2016-03-20 19:30:11 +01:00
DrawEngineVulkan.cpp Only enable RAM Clears for the SOCOM games that require it. 2017-01-28 10:11:43 +01:00
DrawEngineVulkan.h Vulkan: Forgot to extend a few more dirtyflag variables to 64-bit. Avoid a warning. 2017-01-24 20:19:06 +01:00
FragmentShaderGeneratorVulkan.cpp Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
FragmentShaderGeneratorVulkan.h Initial vulkan code. 2016-03-20 19:18:35 +01:00
FramebufferVulkan.cpp Unify CopyDisplayToOutput 2017-02-15 23:24:25 +01:00
FramebufferVulkan.h Unify CopyDisplayToOutput 2017-02-15 23:24:25 +01:00
GPU_Vulkan.cpp Move wasted checks in FastRunLoop() to Execute_TexLevel() 2017-02-15 01:02:50 +09:00
GPU_Vulkan.h Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
PipelineManagerVulkan.cpp Vulkan: Auto-set queued deletes to null. 2016-10-09 12:16:42 -07:00
PipelineManagerVulkan.h Vulkan: Prep pipeline and shader cache for restore. 2016-10-09 11:28:10 -07:00
ShaderManagerVulkan.cpp D3D11: Lumines is now playable in non-buffered, with reverse colors. 2017-02-10 11:25:24 +01:00
ShaderManagerVulkan.h Unify "DrawPixels" 2017-02-15 23:06:22 +01:00
StateMappingVulkan.cpp Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
StateMappingVulkan.h Minor optimizations 2016-03-20 19:35:03 +01:00
TextureCacheVulkan.cpp Add support compat to fake mipmap hacks. 2017-02-15 01:02:51 +09:00
TextureCacheVulkan.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
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 D3D11, Vulkan: Switch to 4x3 matrixes where possible. 2017-02-14 11:59:13 +01:00
VertexShaderGeneratorVulkan.h Be more economical with UBO pushbuffer space by reusing the last data when possible. 2016-03-20 19:35:31 +01:00
VulkanUtil.cpp Fix some Vulkan brokenness (Vulkan2D beginframe/endframe weren't called) 2017-01-24 18:11:48 +01:00
VulkanUtil.h Vulkan: Fix vulkan2d deletion order. 2016-10-09 12:43:27 -07:00