Magnus Norddahl
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96ac7ba3f0
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Don't use VkHardwareDataBuffer for internal backend buffers
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2023-05-05 22:04:11 +02:00 |
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Magnus Norddahl
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d7a7953d10
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Move bone buffer to backend
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2023-04-30 04:49:06 +02:00 |
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Magnus Norddahl
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f2585a3b17
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Manage the light buffer in the backend
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2023-04-30 03:43:38 +02:00 |
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Magnus Norddahl
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aadb1c31b6
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Manage viewpoint buffer internally in the backend
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2023-04-30 02:32:04 +02:00 |
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Magnus Norddahl
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eef9b05f46
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Remove mAlphaThreshold
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2023-04-24 22:50:04 +02:00 |
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Magnus Norddahl
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02be512738
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Remove mClipSplit
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2023-04-24 22:45:19 +02:00 |
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Magnus Norddahl
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ac1a918989
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Remove mLightParms
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2023-04-24 22:41:07 +02:00 |
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Magnus Norddahl
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b7236f3031
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Remove unused uniforms and restrict push constants to only control offsets into buffers
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2023-04-24 22:10:17 +02:00 |
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Magnus Norddahl
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e0c11c1e48
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Remove EPassType from VkShaderManager::Get and CompileNextShader() from VkShaderManager constructor
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2023-04-24 00:14:04 +02:00 |
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Magnus Norddahl
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5c9ff283a6
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Only add the lightmode actually being used into the shader
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2023-04-19 02:28:32 +02:00 |
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Magnus Norddahl
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6381280177
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Remove virtual inheritance
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2023-04-16 21:49:05 +02:00 |
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Magnus Norddahl
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6894eb013f
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Begin removing binding points from the hwrenderer layer.
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
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2023-04-16 19:30:27 +02:00 |
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Magnus Norddahl
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184e73ab28
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Add GetDevice function instead of accessing device member directly
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2023-04-16 17:07:55 +02:00 |
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Magnus Norddahl
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295eb252ab
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Change the folder structure of the vulkan backend to better reflect what is going on
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2023-04-16 16:39:15 +02:00 |
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