The Vulkan implementation needs a directory for each architectural layer, similar to the OpenGL ES stack. The entire rendering stack is duplicated, leaving only Reactor common between them: Renderer -> Device Shader -> Pipeline Common -> System Main -> WSI Bug b/117152542 Change-Id: I9c26b23654016d637f88ec2416f019ef65b9afbd Reviewed-on: https://swiftshader-review.googlesource.com/c/21248Reviewed-by:Alexis Hétu <sugoi@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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| FrameBuffer.cpp | Loading commit data... | |
| FrameBuffer.hpp | Loading commit data... | |
| FrameBufferAndroid.cpp | Loading commit data... | |
| FrameBufferAndroid.hpp | Loading commit data... | |
| FrameBufferDD.cpp | Loading commit data... | |
| FrameBufferDD.hpp | Loading commit data... | |
| FrameBufferGDI.cpp | Loading commit data... | |
| FrameBufferGDI.hpp | Loading commit data... | |
| FrameBufferOSX.hpp | Loading commit data... | |
| FrameBufferOSX.mm | Loading commit data... | |
| FrameBufferOzone.cpp | Loading commit data... | |
| FrameBufferOzone.hpp | Loading commit data... | |
| FrameBufferWin.cpp | Loading commit data... | |
| FrameBufferWin.hpp | Loading commit data... | |
| FrameBufferX11.cpp | Loading commit data... | |
| FrameBufferX11.hpp | Loading commit data... | |
| libX11.cpp | Loading commit data... | |
| libX11.hpp | Loading commit data... |