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gfxD3D11CardProfiler.cpp
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Removes Direct3D9 functionality.
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2017-05-28 16:51:31 -05:00 |
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gfxD3D11CardProfiler.h
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Removes Direct3D9 functionality.
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2017-05-28 16:51:31 -05:00 |
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gfxD3D11Cubemap.cpp
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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gfxD3D11Cubemap.h
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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gfxD3D11Device.cpp
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Update gfxD3D11Device.cpp
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2017-12-22 17:11:31 +01:00 |
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gfxD3D11Device.h
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Fix potential crash with D3D11
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2017-08-12 19:24:09 +10:00 |
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gfxD3D11EnumTranslate.cpp
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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gfxD3D11EnumTranslate.h
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |
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gfxD3D11OcclusionQuery.cpp
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Removes Direct3D9 functionality.
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2017-05-28 16:51:31 -05:00 |
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gfxD3D11OcclusionQuery.h
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |
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gfxD3D11PrimitiveBuffer.cpp
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |
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gfxD3D11PrimitiveBuffer.h
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |
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gfxD3D11QueryFence.cpp
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |
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gfxD3D11QueryFence.h
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |
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gfxD3D11Shader.cpp
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Includes the D3D feature level detection.
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2017-07-05 22:27:37 -05:00 |
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gfxD3D11Shader.h
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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gfxD3D11StateBlock.cpp
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Corrects OpenGL projection matrix
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2017-08-25 13:13:47 +10:00 |
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gfxD3D11StateBlock.h
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GFXD3D11StateBlock improvements
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2016-12-23 15:08:23 +10:00 |
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gfxD3D11Target.cpp
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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gfxD3D11Target.h
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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gfxD3D11TextureManager.cpp
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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gfxD3D11TextureManager.h
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |
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gfxD3D11TextureObject.cpp
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alternative to #2268 : remove secondary profiling
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2018-07-27 22:00:49 -05:00 |
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gfxD3D11TextureObject.h
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Corrects a problem with the D3D11 texture lock/unlock mechanism
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2018-04-21 18:19:17 +10:00 |
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gfxD3D11VertexBuffer.cpp
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |
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gfxD3D11VertexBuffer.h
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |
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screenshotD3D11.cpp
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ScreenShotD3D11 delete fix.
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2016-04-02 22:30:56 +10:00 |
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screenshotD3D11.h
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Direct3D11 GFX device.
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2016-03-20 21:48:52 +10:00 |