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Cache
Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
2022-06-17 22:45:57 +01:00
DiskCache
Fix gl_FragCoord.z transformation
2022-06-17 22:47:01 +01:00
HashTable
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
CachedShaderProgram.cs
Optimize Texture Binding and Shader Specialization Checks ( #3399 )
2022-06-17 13:09:14 -03:00
CachedShaderStage.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
ComputeShaderCacheHashTable.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
GpuAccessor.cs
Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)
2022-06-17 22:45:00 +01:00
GpuAccessorBase.cs
Geometry shader passthrough emulation
2022-06-17 22:46:05 +01:00
GpuAccessorState.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
GpuChannelComputeState.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
GpuChannelGraphicsState.cs
Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)
2022-06-17 22:45:00 +01:00
GpuChannelPoolState.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
ResourceCounts.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
ShaderAddresses.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
ShaderCache.cs
No need to pack the shader binaries if shader cache is disabled
2022-06-17 22:46:05 +01:00
ShaderCacheHashTable.cs
Implement Viewport Transform Disable ( #3328 )
2022-05-12 10:47:13 -03:00
ShaderCacheState.cs
Fix inconsistencies in progress reporting ( #2129 )
2021-03-22 19:40:07 +01:00
ShaderCodeAccessor.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
ShaderDumper.cs
Make sure attributes used on subsequent shader stages are initialized ( #2538 )
2021-08-11 22:27:00 +02:00
ShaderDumpPaths.cs
Make sure attributes used on subsequent shader stages are initialized ( #2538 )
2021-08-11 22:27:00 +02:00
ShaderSpecializationList.cs
Optimize Texture Binding and Shader Specialization Checks ( #3399 )
2022-06-17 13:09:14 -03:00
ShaderSpecializationState.cs
Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
2022-06-17 22:45:57 +01:00
TransformFeedbackDescriptor.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00