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DebugVisVulkan.cpp
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Vulkan profiling vis bugfix: Restore font scale after drawing.
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2019-08-21 23:11:01 +02:00 |
DebugVisVulkan.h
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Vulkan: Implement basic integrated GPU profiling.
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2019-08-21 00:03:00 +02:00 |
DepalettizeShaderVulkan.cpp
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Warning fixes
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2020-03-01 14:15:10 +01:00 |
DepalettizeShaderVulkan.h
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Vulkan: Support devices that don't properly support 16-bit texture (like MoltenVK).
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2020-03-01 14:07:13 +01:00 |
DrawEngineVulkan.cpp
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GPU: Track HW tess at start of frame too.
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2020-04-04 11:52:32 -07:00 |
DrawEngineVulkan.h
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Also experiment with a "copy shader" that just does raw data manipulation into GPU local memory, then copies to image from there.
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2019-09-29 10:39:12 -07:00 |
FragmentShaderGeneratorVulkan.cpp
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Vulkan: Limit stencil workaround to Adreno 5xx.
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2018-12-23 14:11:57 -08:00 |
FragmentShaderGeneratorVulkan.h
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Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
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2018-09-18 23:46:45 +02:00 |
FramebufferVulkan.cpp
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Fix the build - there's a Vec3 name collision, fixed it using a namespace.
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2019-10-22 22:58:10 +02:00 |
FramebufferVulkan.h
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GPU: Minor framebuffer code cleanup.
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2018-06-06 05:56:30 -07:00 |
GPU_Vulkan.cpp
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GPU: Use consistent buffered rendering state.
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2020-04-04 10:51:47 -07:00 |
GPU_Vulkan.h
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GPU: Use old frame when presenting a skip.
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2020-03-01 13:55:28 -08:00 |
PipelineManagerVulkan.cpp
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Vulkan blend factor: Bugfix and minor optimization
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2019-10-13 21:17:29 +02:00 |
PipelineManagerVulkan.h
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GPU: Cancel shader preload on shutdown/lost.
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2018-10-30 20:32:12 -07:00 |
ShaderManagerVulkan.cpp
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GPU: Track HW tess at start of frame too.
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2020-04-04 11:52:32 -07:00 |
ShaderManagerVulkan.h
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GPU: Track HW tess at start of frame too.
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2020-04-04 11:52:32 -07:00 |
StateMappingVulkan.cpp
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GPU: Use consistent buffered rendering state.
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2020-04-04 10:51:47 -07:00 |
StateMappingVulkan.h
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Vulkan: Use depth clamping, where available.
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2017-12-26 16:54:39 -08:00 |
StencilBufferVulkan.cpp
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Minor refactor of physical device property/feature detection, to allow for more extension use.
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2019-02-05 18:07:17 +01:00 |
TextureCacheVulkan.cpp
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Vulkan: Ensure scaling happens in cached RAM.
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2020-03-08 12:02:46 -07:00 |
TextureCacheVulkan.h
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Also experiment with a "copy shader" that just does raw data manipulation into GPU local memory, then copies to image from there.
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2019-09-29 10:39:12 -07:00 |
TextureScalerVulkan.cpp
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c++11: Remove compat header base/functional.h
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2016-10-12 11:32:45 +02:00 |
TextureScalerVulkan.h
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
VertexShaderGeneratorVulkan.cpp
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GPU: Treat negative light exp same as 0.
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2020-03-22 22:28:05 -07:00 |
VertexShaderGeneratorVulkan.h
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Remove some unused tracking of whether lighting is used by a shader
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2018-03-17 10:33:50 +01:00 |
VulkanUtil.cpp
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Vulkan: Track down another one of those minor resource leaks.
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2020-03-09 00:48:00 +01:00 |
VulkanUtil.h
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Make the barrier a bit more focused. Up some limits.
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2019-09-29 10:55:49 -07:00 |