Here is a list of all functions, variables, defines, enums, and typedefs with links to the files they belong to:
- a -
- A0 : debug_probe.frag, sh_math.c, sh_probe.glsl
- A1 : sh_math.c, sh_probe.glsl, debug_probe.frag
- A2 : sh_math.c, sh_probe.glsl, debug_probe.frag
- AA_MODE_COUNT : scene_config.h
- AA_MODE_CURVATURE : scene_config.h
- AA_MODE_SCREEN_SPACE : scene_config.h
- aa_mode_to_string() : scene.h, scene_render.c
- AAMode : scene_config.h
- action_notifier_draw() : action_notifier.h, action_notifier.c
- action_notifier_init() : action_notifier.c, action_notifier.h
- action_notifier_push() : action_notifier.h, action_notifier.c
- action_notifier_update() : action_notifier.h, action_notifier.c
- activate_gamemode() : perf_mode.c
- activate_native() : perf_mode.c
- adaptive_sampler_add() : adaptive_sampler.h, adaptive_sampler.c
- adaptive_sampler_cleanup() : adaptive_sampler.h, adaptive_sampler.c
- adaptive_sampler_get_average() : adaptive_sampler.h, adaptive_sampler.c
- adaptive_sampler_get_sample_count() : adaptive_sampler.h, adaptive_sampler.c
- adaptive_sampler_get_sample_indices() : adaptive_sampler.h, adaptive_sampler.c
- adaptive_sampler_get_window_range() : adaptive_sampler.h, adaptive_sampler.c
- adaptive_sampler_init() : adaptive_sampler.h, adaptive_sampler.c
- adaptive_sampler_is_finished() : adaptive_sampler.h, adaptive_sampler.c
- adaptive_sampler_reset() : adaptive_sampler.h, adaptive_sampler.c
- adaptive_sampler_should_sample() : adaptive_sampler.h, adaptive_sampler.c
- add_binding : app_binding.c
- add_binding_impl() : app_binding.c
- ALL_EFFECTS : postprocess_shader.c
- allocate_materials() : material.c
- APP_ASYNC_LOADER_DESCRIPTOR : async_loader.h
- app_binding_registry_at() : app_binding.c, app_binding.h
- app_binding_registry_get() : app_binding.c, app_binding.h
- app_binding_registry_get_count() : app_binding.h, app_binding.c
- app_binding_registry_init() : app_binding.h, app_binding.c
- app_cleanup() : app.h, app.c
- app_close_help() : app_input.c
- app_draw_debug_overlay() : app_ui.c, app_ui.h
- app_draw_gamepad_help_overlay() : app_ui.h, app_ui.c
- app_draw_help_overlay() : app_ui.h, app_ui.c
- APP_ENV_MGR_DESCRIPTOR : env_manager.h
- app_handle_env_input() : app_input.h, app_input.c
- app_init() : app.h, app.c
- app_input_ctx_from_app() : app.c, app_input.h
- APP_INPUT_DESCRIPTOR : app_input_state.h
- app_input_state_cleanup() : app_input_state.h, app_input_state.c
- app_input_state_init() : app_input_state.h, app_input_state.c
- app_input_subsys_cleanup() : app_input_state.h, app_input_state.c
- app_input_subsys_init() : app_input_state.h, app_input_state.c
- app_load_initial_hdr() : app.c
- APP_LUM_HISTOGRAM_DESCRIPTOR : lum_histogram.h
- app_metrics_log_gpu_stats() : app_metrics.h, app_metrics.c
- APP_POSTPROCESS_DESCRIPTOR : postprocess.h
- app_profiling_cleanup() : app_profiling.h, app_profiling.c
- APP_PROFILING_DESCRIPTOR : app_profiling.h
- app_profiling_init() : app_profiling.h, app_profiling.c
- app_profiling_subsys_cleanup() : app_profiling.h, app_profiling.c
- app_profiling_subsys_init() : app_profiling.h, app_profiling.c
- app_render_ui() : app_ui.h, app_ui.c
- app_render_ui_trampoline() : app.c
- app_run() : app.c, app.h
- app_save_png_frame() : app_input.h, app_input.c
- APP_SCENE_DESCRIPTOR : scene.h
- APP_SUBSYSTEM_TABLE : app.c
- app_subsystems_cleanup() : app_subsystem.h, app_subsystem.c
- app_subsystems_init() : app_subsystem.h, app_subsystem.c
- app_toggle_fullscreen() : app_input.h, app_input.c
- app_toggle_help() : app_input.c
- app_ui_cleanup() : app_ui.h, app_ui.c
- app_ui_handle_mouse() : app_ui.h, app_ui.c
- app_ui_init() : app_ui.h, app_ui.c
- app_ui_update() : app_ui.c, app_ui.h
- app_update() : app.h, app.c
- app_update_camera() : app.c
- app_update_mesh_subdivisions() : app.c
- APP_WINDOW_DESCRIPTOR : app_window.h
- app_window_subsys_cleanup() : app_window.h, app_window.c
- app_window_subsys_init() : app_window.h, app_window.c
- append_sanitized_char() : render_utils.c
- apply_effects() : effect_benchmark.c
- ASCII_CHAR_COUNT : ui.h
- ASSET_DIR_HDR : asset_manager.h
- ASSET_DIR_MODELS : asset_manager.h
- ASSET_DIR_SHADERS : asset_manager.h
- ASSET_FLAG_COMPRESSED : asset_manager.h
- ASSET_FLAG_HDR_CAPABLE : asset_manager.h
- ASSET_FLAG_NONE : asset_manager.h
- asset_has_flag() : asset_manager.h, asset_manager.c
- ASSET_REGISTRY : asset_manager.c
- asset_resolve_path() : asset_manager.c, asset_manager.h
- ASSET_TYPE_TEXTURE_KTX : asset_manager.h
- ASSET_TYPE_TEXTURE_STB : asset_manager.h
- ASSET_TYPE_UNKNOWN : asset_manager.h
- AssetFlags : asset_manager.h
- AssetType : asset_manager.h
- async_backend_get() : async_backend.h, async_backend.c
- async_backend_ktx_get() : async_backend.h, async_backend_ktx.c
- async_backend_stb_get() : async_backend.h, async_backend_stb.c
- async_cleanup_payload() : async_loader.c
- ASYNC_CONVERTING : async_loader.h
- async_coord_subsys_cleanup() : async_coordinator.c
- async_coord_subsys_init() : async_coordinator.c
- async_coordinator_cleanup() : async_coordinator.c
- async_coordinator_init() : async_coordinator.c
- async_coordinator_update() : async_coordinator.c
- ASYNC_FAILED : async_loader.h
- async_handle_io() : async_loader.c
- ASYNC_IDLE : async_loader.h
- async_loader_cancel() : async_loader.h, async_loader.c
- async_loader_create() : async_loader.h, async_loader.c
- async_loader_destroy() : async_loader.h, async_loader.c
- async_loader_poll() : async_loader.h, async_loader.c
- async_loader_provide_pbo() : async_loader.h, async_loader.c
- async_loader_request() : async_loader.h, async_loader.c
- async_loader_subsys_cleanup() : async_loader.h, async_loader.c
- async_loader_subsys_init() : async_loader.h, async_loader.c
- ASYNC_LOADING : async_loader.h
- ASYNC_MAX_PATH : async_loader.h
- ASYNC_PENDING : async_loader.h
- async_perform_conversion() : async_loader.c
- ASYNC_READY : async_loader.h
- async_wait_and_convert() : async_loader.c
- ASYNC_WAITING_FOR_PBO : async_loader.h
- async_worker_func() : async_loader.c
- AsyncCoordinator : app.h
- AsyncState : async_loader.h