vkdoom_m/src/common/rendering/vulkan
2024-04-10 17:47:51 +02:00
..
buffers Implement drawing HWWall portals using the level mesh and occlusion queries 2023-12-26 04:30:57 +01:00
commands Ignore vid_maxfps when vsync is enabled. 2024-03-28 07:30:09 +01:00
descriptorsets Switch to using bindless textures for the entire hwrenderer 2024-02-10 01:36:27 +01:00
framebuffers Add GetDevice function instead of accessing device member directly 2023-04-16 17:07:55 +02:00
pipelines Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-10 03:34:37 +08:00
samplers The PCI vendor ID should be in hex 2024-04-10 17:47:51 +02:00
shaders Remove the need for pipelines for each material layer count 2024-02-10 01:42:28 +01:00
textures Add hwtexture count to vk_mem_budget 2024-02-19 10:00:46 +01:00
vk_levelmesh.cpp Hook up SourceRadius 2024-03-05 16:37:59 +01:00
vk_levelmesh.h Hook up SourceRadius 2024-03-05 16:37:59 +01:00
vk_lightmapper.cpp Hook up SourceRadius 2024-03-05 16:37:59 +01:00
vk_lightmapper.h Hook up SourceRadius 2024-03-05 16:37:59 +01:00
vk_postprocess.cpp Remove multithreading RenderState as that seemed to be a poor approach 2023-10-09 03:20:19 +02:00
vk_postprocess.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_pprenderstate.cpp Remove multithreading RenderState as that seemed to be a poor approach 2023-10-09 03:20:19 +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 hwtexture count to vk_mem_budget 2024-02-19 10:00:46 +01:00
vk_renderdevice.h Make the vk_rayquery cvar a bit more robust 2024-01-21 14:25:08 +01:00
vk_renderstate.cpp Remove the need for pipelines for each material layer count 2024-02-10 01:42:28 +01:00
vk_renderstate.h Switch to using bindless textures for the entire hwrenderer 2024-02-10 01:36:27 +01:00