gdkchan fd7567a6b5 Only make render target 2D textures layered if needed (#2646) %!s(int64=4) %!d(string=hai) anos
..
Compute b0af010247 Set texture/image bindings in place rather than allocating and passing an array (#2647) %!s(int64=4) %!d(string=hai) anos
Dma ac4ec1a015 Account for negative strides on DMA copy (#2623) %!s(int64=4) %!d(string=hai) anos
GPFifo 8e1adb95cf Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557) %!s(int64=4) %!d(string=hai) anos
InlineToMemory 7c5ead1c19 Fast path for Inline2Memory buffer write that skips write tracking (#2624) %!s(int64=4) %!d(string=hai) anos
MME 82cefc8dd3 Handle indirect draw counts with non-zero draw starts properly (#2593) %!s(int64=4) %!d(string=hai) anos
Threed fd7567a6b5 Only make render target 2D textures layered if needed (#2646) %!s(int64=4) %!d(string=hai) anos
Twod b0e410a828 Lift textures in the AutoDeleteCache for all modifications. (#2615) %!s(int64=4) %!d(string=hai) anos
Types 40b21cc3c4 Separate GPU engines (part 2/2) (#2440) %!s(int64=4) %!d(string=hai) anos
ConditionalRenderEnabled.cs 40b21cc3c4 Separate GPU engines (part 2/2) (#2440) %!s(int64=4) %!d(string=hai) anos
DeviceStateWithShadow.cs 40b21cc3c4 Separate GPU engines (part 2/2) (#2440) %!s(int64=4) %!d(string=hai) anos
MmeShadowScratch.cs 40b21cc3c4 Separate GPU engines (part 2/2) (#2440) %!s(int64=4) %!d(string=hai) anos
SetMmeShadowRamControlMode.cs 40b21cc3c4 Separate GPU engines (part 2/2) (#2440) %!s(int64=4) %!d(string=hai) anos
ShaderTexture.cs 2dcc6333f8 Fix image binding format (#1625) %!s(int64=5) %!d(string=hai) anos