- Feb 26, 2020
- Feb 25, 2020
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ReinUsesLisp authored
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ReinUsesLisp authored
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- Feb 22, 2020
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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bunnei authored
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- Feb 21, 2020
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ReinUsesLisp authored
Fix typo in the illegal 3D texture assert logic. We care about catching arrayed 3D textures or 3D shadow textures, not regular 3D textures.
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Nguyen Dac Nam authored
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- Feb 20, 2020
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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bunnei authored
- Minor perf improvement.
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- Feb 19, 2020
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Brian Clinkenbeard authored
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Nguyen Dac Nam authored
Please enter the commit message for your changes. Lines starting
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- Feb 18, 2020
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
Co-Authored-By:
Mat M. <mathew1800@gmail.com>
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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- Feb 16, 2020
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ReinUsesLisp authored
Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer.
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ReinUsesLisp authored
SPIR-V's Layer is GLSL's gl_Layer. It lets the application choose from a shader stage (vertex, tessellation or geometry) which framebuffer layer write the output fragments to.
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