..
Helper
Miria: The Death of OpenTK 3 ( #2194 )
2021-04-14 12:28:43 +02:00
Image
Texture Sync, incompatible overlap handling, data flush improvements. ( #2971 )
2022-01-09 13:28:48 -03:00
Queries
Use Enum and Delegate.CreateDelegate generic overloads ( #3111 )
2022-02-13 10:50:07 -03:00
BackgroundContextWorker.cs
Assign _backgroundContext before starting its worker thread. ( #2299 )
2021-05-20 15:29:10 +02:00
Buffer.cs
Return mapped buffer pointer directly for flush, WriteableRegion for textures ( #2494 )
2021-07-19 19:10:54 -03:00
Constants.cs
Debugger.cs
DrawTextureEmulation.cs
Implement DrawTexture functionality ( #2747 )
2021-11-10 15:37:49 -03:00
EnumConversion.cs
Initial tessellation shader support ( #2534 )
2021-10-18 18:38:04 -03:00
FormatInfo.cs
FormatTable.cs
Use Enum and Delegate.CreateDelegate generic overloads ( #3111 )
2022-02-13 10:50:07 -03:00
Framebuffer.cs
Use copy dependencies for the Intel/AMD view format workaround ( #2144 )
2021-05-16 20:43:27 +02:00
Handle.cs
HwCapabilities.cs
Implement DrawTexture functionality ( #2747 )
2021-11-10 15:37:49 -03:00
IOpenGLContext.cs
Miria: The Death of OpenTK 3 ( #2194 )
2021-04-14 12:28:43 +02:00
PersistentBuffers.cs
Texture Sync, incompatible overlap handling, data flush improvements. ( #2971 )
2022-01-09 13:28:48 -03:00
Pipeline.cs
Do not allow render targets not explicitly written by the fragment shader to be modified ( #3063 )
2022-02-16 23:15:39 +01:00
Program.cs
Collapse AsSpan().Slice(..) calls into AsSpan(..) ( #3145 )
2022-02-22 10:32:10 -03:00
Renderer.cs
Do not allow render targets not explicitly written by the fragment shader to be modified ( #3063 )
2022-02-16 23:15:39 +01:00
ResourcePool.cs
Ryujinx.Graphics.OpenGL.csproj
infra: Migrate to .NET 6 ( #2829 )
2021-11-28 21:24:17 +01:00
Shader.cs
Do not allow render targets not explicitly written by the fragment shader to be modified ( #3063 )
2022-02-16 23:15:39 +01:00
Sync.cs
Only flush commands when creating sync on Intel/AMD (windows) ( #2165 )
2021-04-03 11:10:37 +11:00
VertexArray.cs
Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 ( #2557 )
2021-08-26 23:50:28 +02:00
VertexBuffer.cs
Window.cs
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime ( #2501 )
2021-08-27 00:31:29 +02:00