quakeforge/include/QF/Vulkan
Bill Currie ba6450d0b4 [vulkan] Make a start on the 2D pipeline
Short wrappers for Draw functins are in vid_render_vulkan.c so the
vulkan context can be passed on to the actual functions. The 2D shaders
are set up similar to those in glsl, but with full 32-bit color (rgba)
support instead of paletted. However, the textures are not loaded yet,
nor is anything bound.
2021-01-10 15:56:17 +09:00
..
buffer.h Rework much of the Vulkan array handling 2020-02-17 20:29:35 +09:00
command.h Rework much of the Vulkan array handling 2020-02-17 20:29:35 +09:00
cvars.h Completely rework the vulkan related api 2019-07-12 13:34:31 +09:00
descriptor.h Sanitize descriptors 2020-02-18 21:18:03 +09:00
device.h Rework much of the Vulkan array handling 2020-02-17 20:29:35 +09:00
draw.h [vulkan] Make a start on the 2D pipeline 2021-01-10 15:56:17 +09:00
funclist.h Output first pixels 2020-02-18 01:03:36 +09:00
image.h [vulkan] Allow images to be created initialized 2021-01-10 15:26:09 +09:00
instance.h Create and destroy render pass and frame buffers 2020-02-18 17:18:37 +09:00
memory.h Rework much of the Vulkan array handling 2020-02-17 20:29:35 +09:00
pipeline.h [vulkan] Destroy pipeline on shutdown 2021-01-05 23:54:22 +09:00
qf_draw.h [vulkan] Make a start on the 2D pipeline 2021-01-10 15:56:17 +09:00
qf_vid.h [vulkan] Make a start on the 2D pipeline 2021-01-10 15:56:17 +09:00
renderpass.h [vulkan] Clean up QFV_CreateFramebuffer's prototype 2020-06-28 13:53:11 +09:00
shader.h [vulkan] Generate code for resource nodes 2021-01-05 14:15:35 +09:00
swapchain.h Rework much of the Vulkan array handling 2020-02-17 20:29:35 +09:00