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buffers
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Limit occlusion queries to 32k as that's what MoltenVK can handle
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2024-09-19 03:00:51 +02:00 |
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commands
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Ignore vid_maxfps when vsync is enabled.
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2024-03-28 07:30:09 +01:00 |
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descriptorsets
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Hook up some more PBR stuff
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2024-10-03 02:37:08 +02:00 |
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framebuffers
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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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pipelines
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Fix zminmax not being linear depth
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2024-09-16 01:45:44 +02:00 |
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samplers
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Hook up some more PBR stuff
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2024-10-03 02:37:08 +02:00 |
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shaders
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switch from uniform to shader keys
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2024-10-09 04:44:51 +02:00 |
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textures
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Hook up some more PBR stuff
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2024-10-03 02:37:08 +02:00 |
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vk_levelmesh.cpp
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Update light level in level mesh
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2024-09-11 01:39:47 +02:00 |
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vk_levelmesh.h
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Update light level in level mesh
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2024-09-11 01:39:47 +02:00 |
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vk_lightmapper.cpp
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Hook up some more PBR stuff
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2024-10-03 02:37:08 +02:00 |
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vk_lightmapper.h
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Change how visible surfaces for a tile are collected by the light mapper
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2024-09-07 03:11:36 +02:00 |
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vk_lightprober.cpp
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Add the shaders needed to create convoluted PBR maps
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2024-10-04 02:46:07 +02:00 |
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vk_lightprober.h
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Add the shaders needed to create convoluted PBR maps
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2024-10-04 02:46:07 +02:00 |
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vk_postprocess.cpp
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And the AMD image transition fun (Thanks AMD!)
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2024-09-08 22:29:41 +02:00 |
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vk_postprocess.h
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Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows!
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2024-09-08 02:32:01 +02:00 |
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vk_pprenderstate.cpp
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Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows!
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2024-09-08 02:32:01 +02:00 |
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vk_pprenderstate.h
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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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vk_renderdevice.cpp
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Add savelightmap and deletelightmap ccmds
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2024-09-30 18:48:48 +02:00 |
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vk_renderdevice.h
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Add savelightmap and deletelightmap ccmds
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2024-09-30 18:48:48 +02:00 |
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vk_renderstate.cpp
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switch from uniform to shader keys
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2024-10-09 04:44:51 +02:00 |
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vk_renderstate.h
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Half the scene (all upper and lower walls) is drawn as masked unfortunately
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2024-09-16 21:58:10 +02:00 |