..
Multithreading
Add support for alpha to coverage dithering ( #3069 )
2022-07-05 19:58:36 -03:00
AddressMode.cs
BlendDescriptor.cs
Implement Constant Color blends ( #1119 )
2020-04-25 23:00:43 +10:00
BlendFactor.cs
BlendOp.cs
Fix incorrect GPU GL blend func values ( #1612 )
2020-10-13 14:45:41 +11:00
BufferHandle.cs
Spanify Graphics Abstraction Layer ( #1226 )
2020-05-23 11:46:09 +02:00
BufferRange.cs
Fix transform feedback errors caused by host pause/resume and multiple uses ( #1634 )
2020-10-25 17:23:42 -03:00
Capabilities.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
ColorF.cs
Implement Constant Color blends ( #1119 )
2020-04-25 23:00:43 +10:00
CompareMode.cs
CompareOp.cs
CounterType.cs
DepthMode.cs
DepthStencilMode.cs
DepthTestDescriptor.cs
Extents2D.cs
Allow copy destination to have a different scale from source ( #1711 )
2020-11-20 17:14:45 -03:00
Extents2DF.cs
Implement DrawTexture functionality ( #2747 )
2021-11-10 15:37:49 -03:00
Face.cs
Format.cs
Implement S8D24 texture format and tweak depth range detection ( #2458 )
2022-03-15 03:42:08 +01:00
FrontFace.cs
ICounterEvent.cs
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime ( #2501 )
2021-08-27 00:31:29 +02:00
ImageCrop.cs
Force crop when presentation cached texture size mismatches ( #2957 )
2021-12-31 12:00:42 -03:00
IndexType.cs
IPipeline.cs
Add support for alpha to coverage dithering ( #3069 )
2022-07-05 19:58:36 -03:00
IProgram.cs
Implement parallel host shader cache compilation.
2021-04-18 17:33:58 +01:00
IRenderer.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
ISampler.cs
IShader.cs
ITexture.cs
Texture Sync, incompatible overlap handling, data flush improvements. ( #2971 )
2022-01-09 13:28:48 -03:00
IWindow.cs
Avalonia UI - Part 1 ( #3270 )
2022-05-15 13:30:15 +02:00
LogicalOp.cs
Implement Logical Operation registers and functionality ( #1380 )
2020-07-10 14:23:15 -03:00
MagFilter.cs
MinFilter.cs
MultisampleDescriptor.cs
Add support for alpha to coverage dithering ( #3069 )
2022-07-05 19:58:36 -03:00
Origin.cs
Fix wrong face culling once and for all ( #1277 )
2020-05-28 09:03:07 +10:00
PolygonMode.cs
Initial tessellation shader support ( #2534 )
2021-10-18 18:38:04 -03:00
PolygonModeMask.cs
PrimitiveTopology.cs
ProgramLinkStatus.cs
Implement parallel host shader cache compilation.
2021-04-18 17:33:58 +01:00
RectangleF.cs
Fix render target clear when sizes mismatch ( #2994 )
2022-01-11 20:15:17 +01:00
Ryujinx.Graphics.GAL.csproj
infra: Migrate to .NET 6 ( #2829 )
2021-11-28 21:24:17 +01:00
SamplerCreateInfo.cs
Add seamless cubemap flag in sampler parameters. ( #1658 )
2020-11-02 17:03:06 -03:00
ScreenCaptureImageInfo.cs
Add Screenshot Feature ( #2354 )
2021-06-28 22:09:43 +02:00
ShaderInfo.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
ShaderSource.cs
New shader cache implementation ( #3194 )
2022-04-10 10:49:44 -03:00
StencilOp.cs
Add alternative "GL" enum values for StencilOp ( #3321 )
2022-05-05 21:16:58 +02:00
StencilTestDescriptor.cs
SupportBufferUpdater.cs
Add support for alpha to coverage dithering ( #3069 )
2022-07-05 19:58:36 -03:00
SwizzleComponent.cs
Target.cs
Copy dependency for multisample and non-multisample textures ( #3382 )
2022-06-05 14:06:47 -03:00
TextureCreateInfo.cs
Clamp number of mipmap levels to avoid API errors due to invalid textures ( #2808 )
2021-11-03 20:58:24 -03:00
TextureReleaseCallback.cs
VertexAttribDescriptor.cs
Avoid some redundant GL calls ( #1958 )
2021-01-27 08:44:07 +11:00
VertexBufferDescriptor.cs
Viewport.cs
ViewportSwizzle.cs
Fix wrong face culling once and for all ( #1277 )
2020-05-28 09:03:07 +10:00