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