vkdoom_m/src/hwrenderer/utility
Christoph Oelckers c3d5b960ee - refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications.
Ultimately all this needs is a small data table describing the geometric properties of each mode and a single Present function that calls the mode specific variants.
Code size got reduced from 50kb to less than 20kb with proper separation of the generic parts from the OpenGL parts.
2018-06-24 17:16:07 +02:00
..
hw_clock.cpp -Code shortening 2018-06-19 10:22:27 +02:00
hw_clock.h - fixed portal benchmarking and added separate output for 2D and finishing the main scene. 2018-05-13 09:48:19 +02:00
hw_cvars.cpp - don't route calls to FMaterial::FlushAll through the framebuffer interface. 2018-06-20 22:18:31 +02:00
hw_cvars.h - force render buffers to be active. 2018-06-16 09:37:01 +02:00
hw_lighting.cpp - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader. 2018-06-16 22:40:44 +02:00
hw_lighting.h - cleaned up includes for gl_decal.cpp 2018-04-27 20:28:59 +02:00
hw_shaderpatcher.cpp - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
hw_shaderpatcher.h - read sampler bindings from the shader instead of tagging along a large amount of support data. 2018-06-13 17:44:49 +02:00
hw_vrmodes.cpp - refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications. 2018-06-24 17:16:07 +02:00
hw_vrmodes.h - refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications. 2018-06-24 17:16:07 +02:00