riperiperi a0e6647860 Compare shader code using a span instead of individual reads. (#917) %!s(int64=6) %!d(string=hai) anos
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Buffer.cs b8e3909d80 Add a GetSpan method to the memory manager and use it on GPU (#877) %!s(int64=6) %!d(string=hai) anos
BufferBounds.cs e58b540c4e Add XML documentation to Ryujinx.Graphics.Gpu.Memory %!s(int64=6) %!d(string=hai) anos
BufferManager.cs a11f6f5235 Fix some spelling mistakes %!s(int64=6) %!d(string=hai) anos
IRange.cs 6e092c0558 More code cleanup %!s(int64=6) %!d(string=hai) anos
IndexBuffer.cs e58b540c4e Add XML documentation to Ryujinx.Graphics.Gpu.Memory %!s(int64=6) %!d(string=hai) anos
MemoryAccessor.cs a0e6647860 Compare shader code using a span instead of individual reads. (#917) %!s(int64=6) %!d(string=hai) anos
MemoryManager.cs a0e6647860 Compare shader code using a span instead of individual reads. (#917) %!s(int64=6) %!d(string=hai) anos
PhysicalMemory.cs b8e3909d80 Add a GetSpan method to the memory manager and use it on GPU (#877) %!s(int64=6) %!d(string=hai) anos
RangeList.cs a11f6f5235 Fix some spelling mistakes %!s(int64=6) %!d(string=hai) anos
ResourceName.cs e58b540c4e Add XML documentation to Ryujinx.Graphics.Gpu.Memory %!s(int64=6) %!d(string=hai) anos
VertexBuffer.cs e58b540c4e Add XML documentation to Ryujinx.Graphics.Gpu.Memory %!s(int64=6) %!d(string=hai) anos