Ryujinx/Ryujinx.Graphics.Gpu/Engine
2021-11-28 09:41:57 -08:00
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Compute Initial tessellation shader support (#2534) 2021-10-18 18:38:04 -03:00
Dma Implementing a new BufferPool<T> wrapper for ArrayPool<T> which can be used to pass around large pooled buffers. Replacing all Texture.SetData(Span) signatures with equivalents which use these pooled buffers. Returning pooled buffers from texture format conversions and DMA copies. 2021-11-28 09:41:57 -08:00
GPFifo Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557) 2021-08-26 23:50:28 +02:00
InlineToMemory Replace CacheResourceWrite with more general "precise" write (#2684) 2021-09-29 02:27:03 +02:00
MME Handle indirect draw counts with non-zero draw starts properly (#2593) 2021-08-29 16:52:38 -03:00
Threed Better depth range detection (#2754) 2021-11-21 10:25:03 -03:00
Twod Don't force scaling on 2D copy sources (#2701) 2021-10-12 23:12:17 +02:00
Types Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
ConditionalRenderEnabled.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
DeviceStateWithShadow.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
MmeShadowScratch.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
SetMmeShadowRamControlMode.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
ShaderTexture.cs Fix image binding format (#1625) 2020-10-20 19:03:20 -03:00