ppsspp/GPU/Vulkan
Unknown W. Brackets ac60e2ecd4 GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
..
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 Warning fixes 2020-03-01 14:15:10 +01:00
DepalettizeShaderVulkan.h Vulkan: Support devices that don't properly support 16-bit texture (like MoltenVK). 2020-03-01 14:07:13 +01:00
DrawEngineVulkan.cpp GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
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 GPU: Use consistent buffered rendering state. 2020-04-04 10:51:47 -07:00
GPU_Vulkan.h GPU: Use old frame when presenting a skip. 2020-03-01 13:55:28 -08:00
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 GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
ShaderManagerVulkan.h GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
StateMappingVulkan.cpp GPU: Use consistent buffered rendering state. 2020-04-04 10:51:47 -07:00
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 Vulkan: Ensure scaling happens in cached RAM. 2020-03-08 12:02:46 -07:00
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 GPU: Treat negative light exp same as 0. 2020-03-22 22:28:05 -07:00
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: Track down another one of those minor resource leaks. 2020-03-09 00:48:00 +01:00
VulkanUtil.h Make the barrier a bit more focused. Up some limits. 2019-09-29 10:55:49 -07:00