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DepalettizeShaderVulkan.cpp
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Fill out GPU_Vulkan.cpp with what's mostly a copy of GLES_GPU.cpp
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2016-03-20 19:30:11 +01:00 |
DepalettizeShaderVulkan.h
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Fill out GPU_Vulkan.cpp with what's mostly a copy of GLES_GPU.cpp
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2016-03-20 19:30:11 +01:00 |
DrawEngineVulkan.cpp
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Vulkan: Update dyn stencil state only as needed.
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2016-03-26 20:15:42 -07:00 |
DrawEngineVulkan.h
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Vulkan: Fix Prescale UV
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2016-03-21 18:50:11 +01:00 |
FragmentShaderGeneratorVulkan.cpp
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Combined two uniforms to get the base UBO down to 512b, in order to not waste space (nVidia needs 256-byte alignment)
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2016-03-20 20:53:46 +01:00 |
FragmentShaderGeneratorVulkan.h
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Initial vulkan code.
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2016-03-20 19:18:35 +01:00 |
FramebufferVulkan.cpp
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Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h
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2016-03-20 19:31:02 +01:00 |
FramebufferVulkan.h
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Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h
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2016-03-20 19:31:02 +01:00 |
GPU_Vulkan.cpp
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Vulkan: Add EndFrame to texture cache.
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2016-03-27 08:33:22 -07:00 |
GPU_Vulkan.h
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VulkanContext: Detect the appropriate depth buffer format to use, expose it.
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2016-03-21 20:11:49 +01:00 |
PipelineManagerVulkan.cpp
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Vulkan: Use new stencil state calculation.
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2016-03-26 20:15:41 -07:00 |
PipelineManagerVulkan.h
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Vulkan: Don't try to overlap proj with proj_through, will need a different approach.
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2016-03-20 19:30:11 +01:00 |
ShaderManagerVulkan.cpp
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Vulkan prescale UV fix
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2016-03-20 21:48:28 +01:00 |
ShaderManagerVulkan.h
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Buildfix to last commit, add a comment
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2016-03-20 20:56:33 +01:00 |
StateMappingVulkan.cpp
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Vulkan: Use new stencil state calculation.
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2016-03-26 20:15:41 -07:00 |
StateMappingVulkan.h
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Minor optimizations
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2016-03-20 19:35:03 +01:00 |
TextureCacheVulkan.cpp
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Vulkan: Add EndFrame to texture cache.
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2016-03-27 08:33:22 -07:00 |
TextureCacheVulkan.h
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Vulkan: Add EndFrame to texture cache.
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2016-03-27 08:33:22 -07:00 |
TextureScalerVulkan.cpp
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Vulkan: Fix flat texture scaling.
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2016-03-26 17:26:55 -07:00 |
TextureScalerVulkan.h
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Vulkan: Fix flat texture scaling.
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2016-03-26 17:26:55 -07:00 |
VertexShaderGeneratorVulkan.cpp
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Another prescale UV fix
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2016-03-20 23:02:56 +01:00 |
VertexShaderGeneratorVulkan.h
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Be more economical with UBO pushbuffer space by reusing the last data when possible.
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2016-03-20 19:35:31 +01:00 |
VulkanUtil.cpp
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Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h
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2016-03-20 19:31:02 +01:00 |
VulkanUtil.h
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Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h
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2016-03-20 19:31:02 +01:00 |