vkdoom_m/src/common/rendering/vulkan
2024-10-09 04:44:51 +02:00
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buffers Limit occlusion queries to 32k as that's what MoltenVK can handle 2024-09-19 03:00:51 +02:00
commands Ignore vid_maxfps when vsync is enabled. 2024-03-28 07:30:09 +01:00
descriptorsets Hook up some more PBR stuff 2024-10-03 02:37:08 +02:00
framebuffers Add GetDevice function instead of accessing device member directly 2023-04-16 17:07:55 +02:00
pipelines Fix zminmax not being linear depth 2024-09-16 01:45:44 +02:00
samplers Hook up some more PBR stuff 2024-10-03 02:37:08 +02:00
shaders switch from uniform to shader keys 2024-10-09 04:44:51 +02:00
textures Hook up some more PBR stuff 2024-10-03 02:37:08 +02:00
vk_levelmesh.cpp Update light level in level mesh 2024-09-11 01:39:47 +02:00
vk_levelmesh.h Update light level in level mesh 2024-09-11 01:39:47 +02:00
vk_lightmapper.cpp Hook up some more PBR stuff 2024-10-03 02:37:08 +02:00
vk_lightmapper.h Change how visible surfaces for a tile are collected by the light mapper 2024-09-07 03:11:36 +02:00
vk_lightprober.cpp Add the shaders needed to create convoluted PBR maps 2024-10-04 02:46:07 +02:00
vk_lightprober.h Add the shaders needed to create convoluted PBR maps 2024-10-04 02:46:07 +02:00
vk_postprocess.cpp And the AMD image transition fun (Thanks AMD!) 2024-09-08 22:29:41 +02:00
vk_postprocess.h Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows! 2024-09-08 02:32:01 +02:00
vk_pprenderstate.cpp Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows! 2024-09-08 02:32:01 +02:00
vk_pprenderstate.h Change the folder structure of the vulkan backend to better reflect what is going on 2023-04-16 16:39:15 +02:00
vk_renderdevice.cpp Add savelightmap and deletelightmap ccmds 2024-09-30 18:48:48 +02:00
vk_renderdevice.h Add savelightmap and deletelightmap ccmds 2024-09-30 18:48:48 +02:00
vk_renderstate.cpp switch from uniform to shader keys 2024-10-09 04:44:51 +02:00
vk_renderstate.h Half the scene (all upper and lower walls) is drawn as masked unfortunately 2024-09-16 21:58:10 +02:00