wine-wine/dlls/wined3d
Henri Verbeet 319ba87ab1 wined3d: Partially implement adapter_vk_clear_uav().
This is easy, and sufficient in a lot of cases. However, for a more
complete implementation, we'll want to do something more similar to
vkd3d.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2020-06-05 16:54:35 +02:00
..
Makefile.in wined3d: Introduce a SPIR-V shader backend for the Vulkan adapter. 2020-05-12 23:07:44 +02:00
adapter_gl.c wined3d: Set "device->d3d_initialized" in wined3d_device_set_implicit_swapchain(). 2020-06-02 11:14:54 +02:00
adapter_vk.c wined3d: Partially implement adapter_vk_clear_uav(). 2020-06-05 16:54:35 +02:00
arb_program_shader.c wined3d: Use "depth_size"/"stencil_size" to check for depth/stencil formats in arbfp_blit_supported(). 2020-06-03 21:48:43 +02:00
ati_fragment_shader.c
buffer.c wined3d: Implement Vulkan constant buffer descriptors. 2020-05-12 23:07:44 +02:00
context.c wined3d: Get rid of the "d3d_initialized" check in context_resource_released(). 2020-06-03 21:48:30 +02:00
context_gl.c wined3d: Use "depth_size"/"stencil_size" to check for depth/stencil formats in the FBO cache. 2020-06-04 13:50:44 +02:00
context_vk.c wined3d: Map Vulkan adapter bo's persistently on 64-bit architectures. 2020-05-29 20:05:30 +02:00
cs.c wined3d: Move swapchain buffer discarding to wined3d_cs_exec_present(). 2020-05-29 20:05:30 +02:00
device.c wined3d: Use "depth_size" to check for a depth format in resolve_depth_buffer(). 2020-06-04 13:50:47 +02:00
directx.c wined3d: Introduce WINED3DFMT_FLAG_DEPTH_STENCIL. 2020-06-05 16:54:35 +02:00
gl_compat.c
glsl_shader.c wined3d: Use "depth_size"/"stencil_size" to check for depth/stencil formats in glsl_blitter_supported(). 2020-06-03 21:48:48 +02:00
nvidia_texture_shader.c
palette.c
query.c wined3d: Implement pipeline statistics queries for the Vulkan adapter. 2020-05-27 18:42:47 +02:00
resource.c wined3d: Clear WINED3DFMT_FLAG_DEPTH_STENCIL if the format is not supported as FBO attachment. 2020-06-05 16:54:35 +02:00
sampler.c wined3d: Create Vulkan samplers for samplers. 2020-05-01 21:51:31 +02:00
shader.c wined3d: Store the wined3d primitive type in the wined3d state structure. 2020-05-20 20:10:19 +02:00
shader_sm1.c
shader_sm4.c
shader_spirv.c wined3d: Implement shader_spirv_select(). 2020-05-19 21:49:18 +02:00
state.c wined3d: Add a miscellaneous state template for the Vulkan adapter. 2020-04-23 09:12:15 +02:00
stateblock.c wined3d: Store the wined3d patch vertex count in the wined3d state structure. 2020-05-20 20:10:23 +02:00
surface.c wined3d: Use "depth_size"/"stencil_size" to check for depth/stencil formats in texture2d_blt(). 2020-06-03 21:48:58 +02:00
swapchain.c wined3d: Reference the back buffer in wined3d_swapchain_vk_blit(). 2020-06-05 16:54:35 +02:00
texture.c wined3d: Introduce WINED3DFMT_FLAG_DEPTH_STENCIL. 2020-06-05 16:54:35 +02:00
utils.c wined3d: Clear WINED3DFMT_FLAG_DEPTH_STENCIL if the format is not supported as FBO attachment. 2020-06-05 16:54:35 +02:00
version.rc
vertexdeclaration.c
view.c wined3d: Partially implement adapter_vk_clear_uav(). 2020-06-05 16:54:35 +02:00
wined3d.spec wined3d: Introduce wined3d_device_flush(). 2020-05-20 21:32:02 +02:00
wined3d_gl.h wined3d: Use GL_APPLE_flush_render and GL_APPLE_rgb_422 to detect Apple OpenGL. 2020-04-10 19:09:37 +02:00
wined3d_main.c wined3d: Remove no longer needed output parameter in wined3d_swapchain_state_set_fullscreen(). 2020-05-18 19:34:57 +02:00
wined3d_private.h wined3d: Partially implement adapter_vk_clear_uav(). 2020-06-05 16:54:35 +02:00
wined3d_vk.h wined3d: Implement swapchains for the Vulkan adapter. 2020-05-29 20:05:31 +02:00