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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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| .. | ||
| BackgroundDiskCacheWriter.cs | ||
| BinarySerializer.cs | ||
| CompressionAlgorithm.cs | ||
| DiskCacheCommon.cs | ||
| DiskCacheGpuAccessor.cs | ||
| DiskCacheGuestStorage.cs | ||
| DiskCacheHostStorage.cs | ||
| DiskCacheLoadException.cs | ||
| DiskCacheLoadResult.cs | ||
| DiskCacheOutputStreams.cs | ||
| GuestCodeAndCbData.cs | ||
| ParallelDiskCacheLoader.cs | ||
| ShaderBinarySerializer.cs | ||