ppsspp/GPU/Vulkan
2020-08-09 20:31:04 +02:00
..
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 Vulkan: Implement depth texturing through depal. 2020-08-09 20:31:04 +02:00
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 Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h 2020-08-03 23:22:11 +02:00
DrawEngineVulkan.h OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager. 2020-05-24 20:27:58 +02:00
FragmentShaderGeneratorVulkan.cpp Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h 2020-08-03 23:22:11 +02:00
FragmentShaderGeneratorVulkan.h Vulkan: Only apply the depth workaround on Qualcomm devices (adreno) 2018-09-18 23:46:45 +02:00
FramebufferManagerVulkan.cpp Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h 2020-08-03 23:22:11 +02:00
FramebufferManagerVulkan.h Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h 2020-08-03 23:22:11 +02:00
GPU_Vulkan.cpp Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway. 2020-08-05 19:03:08 +02:00
GPU_Vulkan.h GPU: Use old frame when presenting a skip. 2020-03-01 13:55:28 -08:00
PipelineManagerVulkan.cpp Remove category from _assert_msg_ functions. We don't filter these by category anyway. 2020-07-19 20:33:25 +02:00
PipelineManagerVulkan.h GPU: Cancel shader preload on shutdown/lost. 2018-10-30 20:32:12 -07:00
ShaderManagerVulkan.cpp Vulkan: Implement depth texturing through depal. 2020-08-09 20:31:04 +02:00
ShaderManagerVulkan.h GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
StateMappingVulkan.cpp Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h 2020-08-03 23:22:11 +02:00
StateMappingVulkan.h Vulkan: Use depth clamping, where available. 2017-12-26 16:54:39 -08:00
StencilBufferVulkan.cpp Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h 2020-08-03 23:22:11 +02:00
TextureCacheVulkan.cpp Vulkan: Implement depth texturing through depal. 2020-08-09 20:31:04 +02:00
TextureCacheVulkan.h Vulkan: Allow custom texture upscaling shaders. 2020-08-01 22:00:04 -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