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Compute
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b0af010247
Set texture/image bindings in place rather than allocating and passing an array (#2647)
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4 лет назад |
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Dma
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ac4ec1a015
Account for negative strides on DMA copy (#2623)
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4 лет назад |
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GPFifo
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8e1adb95cf
Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557)
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4 лет назад |
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InlineToMemory
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d92fff541b
Replace CacheResourceWrite with more general "precise" write (#2684)
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4 лет назад |
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MME
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82cefc8dd3
Handle indirect draw counts with non-zero draw starts properly (#2593)
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4 лет назад |
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Threed
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464a92d8a7
Force index buffer update for games using Vulkan (#2726)
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4 лет назад |
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Twod
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0bce4a074a
Don't force scaling on 2D copy sources (#2701)
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4 лет назад |
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Types
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40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
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4 лет назад |
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ConditionalRenderEnabled.cs
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40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
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4 лет назад |
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DeviceStateWithShadow.cs
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40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
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4 лет назад |
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MmeShadowScratch.cs
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40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
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4 лет назад |
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SetMmeShadowRamControlMode.cs
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40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
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4 лет назад |
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ShaderTexture.cs
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2dcc6333f8
Fix image binding format (#1625)
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5 лет назад |