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jinx/Ryujinx.Graphics.Gpu
riperiperi 12a7a2ead8
Inherit buffer tracking handles rather than recreating on resize (#2330)
This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally:

- Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance)
- Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading.
- Small improvement to other games, potential 1-frame stutters avoided.

`ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
2021-06-24 01:31:26 +02:00
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Engine Do not clear gpu subchannel state on BindChannel (#2348) 2021-06-09 00:50:18 +02:00
Image Fix separate bindless sampler at offset 0 (#2360) 2021-06-20 20:48:12 +02:00
Memory Inherit buffer tracking handles rather than recreating on resize (#2330) 2021-06-24 01:31:26 +02:00
Shader Fix shader texture LOD query (#2397) 2021-06-23 23:31:14 +02:00
State Do not clear gpu subchannel state on BindChannel (#2348) 2021-06-09 00:50:18 +02:00
Synchronization Improved Logger (#1292) 2020-08-04 01:32:53 +02:00
ClassId.cs Implement GPU syncpoints (#980) 2020-04-19 11:25:57 +10:00
Constants.cs Improve linear texture compatibility rules (#2099) 2021-03-19 02:17:38 +01:00
GpuContext.cs POWER - Performance Optimizations With Extensive Ramifications (#2286) 2021-05-24 22:52:44 +02:00
GraphicsConfig.cs misc: Fix default value for GraphicsConfig.MaxAnisotropy (#2274) 2021-05-07 13:18:23 -03:00
MethodParams.cs Add XML documentation to Ryujinx.Graphics.Gpu 2020-01-09 02:13:00 +01:00
Ryujinx.Graphics.Gpu.csproj infra: Migrate to .NET 5 (#1694) 2020-11-15 19:27:15 +01:00
ShadowRamControl.cs Implement MME shadow RAM (#987) 2020-03-13 12:30:26 +11:00
Window.cs Support for resources on non-contiguous GPU memory regions (#1905) 2021-01-17 19:44:34 +01:00