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* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs |
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.. | ||
DrawParametersReplace.cs | ||
ForcePreciseEnable.cs | ||
GeometryToCompute.cs | ||
ITransformPass.cs | ||
SharedAtomicSignedCas.cs | ||
SharedStoreSmallIntCas.cs | ||
ShufflePass.cs | ||
TexturePass.cs | ||
TransformPasses.cs | ||
VectorComponentSelect.cs | ||
VertexToCompute.cs |