.. |
BindGroupD3D12.cpp
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Swap chains, part 2 (#94)
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2017-07-27 18:30:57 -07:00 |
BindGroupD3D12.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
BindGroupLayoutD3D12.cpp
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
BindGroupLayoutD3D12.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
BlendStateD3D12.cpp
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Remove dual source blending
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2017-08-07 18:51:48 -04:00 |
BlendStateD3D12.h
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D3D12 & Metal: Blend state conversions
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2017-08-07 18:51:48 -04:00 |
BufferD3D12.cpp
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Vulkan: Start buffers, hack SetSubData and MapRead
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2017-11-22 18:25:20 -05:00 |
BufferD3D12.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
CommandAllocatorManager.cpp
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Add an internal ASSERT macro
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2017-07-10 19:35:21 -04:00 |
CommandAllocatorManager.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
CommandBufferD3D12.cpp
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Make the index format part of the pipeline state.
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2017-11-20 09:59:03 -05:00 |
CommandBufferD3D12.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
ComputePipelineD3D12.cpp
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Add compute to D3D12 backend
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2017-08-14 17:39:36 -04:00 |
ComputePipelineD3D12.h
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Split Pipeline in Render and Compute, D3D12 part
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2017-07-17 15:25:16 -04:00 |
D3D12Backend.cpp
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Add BlendState to NXT API
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2017-08-07 18:51:48 -04:00 |
D3D12Backend.h
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Add BlendState to NXT API
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2017-08-07 18:51:48 -04:00 |
DepthStencilStateD3D12.cpp
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Remove comment per code review feedback
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2017-08-01 18:45:33 -04:00 |
DepthStencilStateD3D12.h
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Code review feedback
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2017-08-01 18:45:33 -04:00 |
DescriptorHeapAllocator.cpp
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Default-initialize descriptor heaps to null (#82)
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2017-07-17 15:14:01 -04:00 |
DescriptorHeapAllocator.h
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Default-initialize descriptor heaps to null (#82)
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2017-07-17 15:14:01 -04:00 |
FramebufferD3D12.cpp
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Load operations (#105)
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2017-08-11 14:36:20 -07:00 |
FramebufferD3D12.h
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Load operations (#105)
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2017-08-11 14:36:20 -07:00 |
GeneratedCodeIncludes.h
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Add BlendState to NXT API
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2017-08-07 18:51:48 -04:00 |
InputStateD3D12.cpp
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Fix all Windows warnings
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2017-07-11 13:59:15 -04:00 |
InputStateD3D12.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
PipelineLayoutD3D12.cpp
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Add an internal ASSERT macro
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2017-07-10 19:35:21 -04:00 |
PipelineLayoutD3D12.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
QueueD3D12.cpp
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
QueueD3D12.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
RenderPipelineD3D12.cpp
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D3D12: Apply blend state to render pipeline
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2017-08-07 18:51:48 -04:00 |
RenderPipelineD3D12.h
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Implement primitive topology in OpenGL, Metal, and D3D12 backends
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2017-07-27 10:19:30 -04:00 |
ResourceAllocator.cpp
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Use UNREACHABLE in more places
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2017-07-11 13:59:15 -04:00 |
ResourceAllocator.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
ResourceUploader.cpp
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
ResourceUploader.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
SamplerD3D12.cpp
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
SamplerD3D12.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
ShaderModuleD3D12.cpp
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OpenGL: Fix rendered textures being flipped.
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2017-11-16 11:42:38 -05:00 |
ShaderModuleD3D12.h
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Split backend/common in backend/ and common/
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2017-07-06 17:54:52 -04:00 |
SwapChainD3D12.cpp
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Swap chains, part 2 (#94)
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2017-07-27 18:30:57 -07:00 |
SwapChainD3D12.h
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Swap chains, part 1 (#87)
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2017-07-19 15:41:17 -07:00 |
TextureCopySplitter.cpp
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D3D12: Add copy splitting for texture copies not 512-byte aligned
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2017-07-25 09:40:54 -04:00 |
TextureCopySplitter.h
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D3D12: Add copy splitting for texture copies not 512-byte aligned
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2017-07-25 09:40:54 -04:00 |
TextureD3D12.cpp
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Add TextureFormat::B8G8R8A8Unorm
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2017-11-20 09:59:03 -05:00 |
TextureD3D12.h
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use TransitionUsageImpl
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2017-09-15 14:02:02 -07:00 |
d3d12_platform.h
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Noop d3d12_platform.h cleanup
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2017-11-21 16:09:15 -05:00 |