| .. |
|
Compute
|
4965681e06
GPU: Swap bindings array instead of copying (#4003)
|
3 年之前 |
|
Dma
|
bf77d1cab9
GPU: Pass SpanOrArray for Texture SetData to avoid copy (#3745)
|
3 年之前 |
|
GPFifo
|
e20abbf9cc
Vulkan: Don't flush commands when creating most sync (#4087)
|
3 年之前 |
|
InlineToMemory
|
58d7a1fe97
Mark texture as modified and sync on I2M fast path (#4449)
|
3 年之前 |
|
MME
|
4da44e09cb
Make structs readonly when applicable (#4002)
|
3 年之前 |
|
Threed
|
6e9bd4de13
GPU: Scale counter results before addition (#4471)
|
3 年之前 |
|
Twod
|
e3d0ccf8d5
Allow setting texture data from 1x to fix some textures resetting randomly (#2860)
|
3 年之前 |
|
Types
|
ad47bd2d4e
Fix blend with RGBX color formats (#3553)
|
3 年之前 |
|
ConditionalRenderEnabled.cs
|
40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
|
4 年之前 |
|
DeviceStateWithShadow.cs
|
edf7e628ca
Use method overloads that support trimming. Mark some types to be trimming friendly (#4083)
|
3 年之前 |
|
MmeShadowScratch.cs
|
a5ff0024fb
Rename ToSpan to AsSpan (#3556)
|
3 年之前 |
|
SetMmeShadowRamControlMode.cs
|
40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
|
4 年之前 |
|
ShaderTexture.cs
|
2dcc6333f8
Fix image binding format (#1625)
|
5 年之前 |