forked from Mirror/Ryujinx
ce1d5be212
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback |
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.. | ||
OpenGL | ||
Shader | ||
EmbeddedResource.cs | ||
GalBlendEquation.cs | ||
GalBlendFactor.cs | ||
GalClearBufferFlags.cs | ||
GalColorF.cs | ||
GalComparisonOp.cs | ||
GalCullFace.cs | ||
GalFrameBufferFormat.cs | ||
GalFrontFace.cs | ||
GalImage.cs | ||
GalImageFormat.cs | ||
GalIndexFormat.cs | ||
GalPipelineState.cs | ||
GalPrimitiveType.cs | ||
GalShaderType.cs | ||
GalStencilOp.cs | ||
GalTextureFilter.cs | ||
GalTextureFormat.cs | ||
GalTextureMipFilter.cs | ||
GalTextureSampler.cs | ||
GalTextureSource.cs | ||
GalTextureType.cs | ||
GalTextureWrap.cs | ||
GalVertexAttrib.cs | ||
GalVertexAttribSize.cs | ||
GalVertexAttribType.cs | ||
GalZetaFormat.cs | ||
IGalConstBuffer.cs | ||
IGalMemory.cs | ||
IGalPipeline.cs | ||
IGalRasterizer.cs | ||
IGalRenderer.cs | ||
IGalRenderTarget.cs | ||
IGalShader.cs | ||
IGalTexture.cs | ||
ShaderDeclInfo.cs | ||
ShaderDumper.cs | ||
ShaderException.cs |