quakeforge/include/QF/Vulkan
Bill Currie 928408bad9 [vulkan] Support multiple render passes
Multiple render passes are needed for supporting shadow mapping, and
this is a huge step towards breaking the Vulkan render free of Quake,
and hopefully will lead the way for breaking the GL renderers free as
well.
2021-12-24 06:45:12 +09:00
..
barrier.h
buffer.h
capture.h
command.h
cvars.h
debug.h
descriptor.h
device.h
draw.h
funclist.h
image.h
instance.h
memory.h
pipeline.h
projection.h
qf_alias.h [vulkan] Support multiple render passes 2021-12-24 06:45:12 +09:00
qf_bsp.h [vulkan] Support multiple render passes 2021-12-24 06:45:12 +09:00
qf_compose.h [vulkan] Support multiple render passes 2021-12-24 06:45:12 +09:00
qf_draw.h [vulkan] Support multiple render passes 2021-12-24 06:45:12 +09:00
qf_lighting.h [vulkan] Support multiple render passes 2021-12-24 06:45:12 +09:00
qf_lightmap.h
qf_main.h [vulkan] Support multiple render passes 2021-12-24 06:45:12 +09:00
qf_model.h
qf_particles.h
qf_texture.h
qf_vid.h [vulkan] Support multiple render passes 2021-12-24 06:45:12 +09:00
renderpass.h [vulkan] Support multiple render passes 2021-12-24 06:45:12 +09:00
scrap.h
shader.h
staging.h
swapchain.h