gdkchan
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1080f64df9
Implement HLE macros for render target clears (#3528)
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%!s(int64=3) %!d(string=hai) anos |
gdkchan
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2232e4ae87
Vulkan backend (#2518)
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%!s(int64=3) %!d(string=hai) anos |
gdkchan
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851f56b08a
Support Array/3D depth-stencil render target, and single layer clears (#3400)
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%!s(int64=3) %!d(string=hai) anos |
gdkchan
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6e0799580f
Fix render target clear when sizes mismatch (#2994)
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%!s(int64=4) %!d(string=hai) anos |
riperiperi
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cda659955c
Texture Sync, incompatible overlap handling, data flush improvements. (#2971)
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%!s(int64=4) %!d(string=hai) anos |
gdkchan
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e7c2dc8ec3
Fix for texture pool not being updated when it should + buffer texture related fixes (#2911)
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%!s(int64=4) %!d(string=hai) anos |
gdkchan
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611bec6e44
Implement DrawTexture functionality (#2747)
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gdkchan
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464a92d8a7
Force index buffer update for games using Vulkan (#2726)
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%!s(int64=4) %!d(string=hai) anos |
riperiperi
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d92fff541b
Replace CacheResourceWrite with more general "precise" write (#2684)
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%!s(int64=4) %!d(string=hai) anos |
gdkchan
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fd7567a6b5
Only make render target 2D textures layered if needed (#2646)
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mpnico
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8e1adb95cf
Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557)
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%!s(int64=4) %!d(string=hai) anos |
gdkchan
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04dce402ac
Implement a fast path for I2M transfers (#2467)
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%!s(int64=4) %!d(string=hai) anos |
gdkchan
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40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
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%!s(int64=4) %!d(string=hai) anos |