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* GPU: Don't create tracking handles for buffer textures Buffer texture memory is handled by the buffer cache - the texture shouldn't create any tracking handles as they aren't used. This change simply makes them create and iterate 0 tracking handles, while keeping the rest of the texture group around. This prevents a possible issue where many buffer textures are created as views of overlapping buffer ranges, and virtual regions have many dependant textures that don't actually contribute anything to handle state. Should improve performance in Mortal Kombat 1, possibly certain UE4 games when FIFO raises to 100%. * Fix interval tree bug * Don't check view compatibility for buffer textures |
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.. | ||
Engine | ||
Image | ||
Memory | ||
Shader | ||
Synchronization | ||
ClassId.cs | ||
Constants.cs | ||
GpuChannel.cs | ||
GpuContext.cs | ||
GraphicsConfig.cs | ||
Ryujinx.Graphics.Gpu.csproj | ||
Window.cs |