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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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Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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2018-09-16 18:19:04 -05:00 |
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gfxD3D11Cubemap.h
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Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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2018-09-16 18:19:04 -05:00 |
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gfxD3D11Device.cpp
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lighting single buffer
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2018-11-21 15:53:02 +10:00 |
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gfxD3D11Device.h
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correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2
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2018-11-23 00:30:23 -06:00 |
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gfxD3D11EnumTranslate.cpp
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Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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2018-09-16 18:19:04 -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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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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gfxD3D11OcclusionQuery.h
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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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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lighting single buffer
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2018-11-21 15:53:02 +10:00 |
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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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from timmy: fix for seperated out RGB and A blends
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2018-11-10 00:32:24 -06:00 |
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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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Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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2018-09-16 18:19:04 -05:00 |
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gfxD3D11Target.h
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Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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2018-09-16 18:19:04 -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 |