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* rasterizer_cache: Switch to template * Eliminates all opengl references in the rasterizer cache headers thus completing the backend abstraction * rasterizer_cache: Switch to page table * Surface storage isn't particularly interval sensitive so we can use a page table to make it faster * rasterizer_cache: Move sampler management out of rasterizer cache * rasterizer_cache: Remove shared_ptr usage * Switches to yuzu's slot vector for improved memory locality. * rasterizer_cache: Rework reinterpretation lookup * citra_qt: Per game texture filter * rasterizer_cache: Log additional settings * gl_texture_runtime: Resolve shadow map comment * rasterizer_cache: Don't use float for viewport * gl_texture_runtime: Fix custom allocation recycling * rasterizer_cache: Minor cleanups * Cleanup texture cubes when all the faces have been unregistered from the cache * custom_tex_manager: Allow multiple hash mappings per texture * code: Move slot vector to common * rasterizer_cache: Prevent texture cube crashes * rasterizer_cache: Improve mipmap validation * CanSubRect now works properly when validating multi-level surfaces, for example Dark Moon validates a 4 level surface from a 3 level one and it works * gl_blit_handler: Unbind sampler on reinterpretation |
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.. | ||
framebuffer_base.cpp | ||
framebuffer_base.h | ||
pixel_format.cpp | ||
pixel_format.h | ||
rasterizer_cache.cpp | ||
rasterizer_cache.h | ||
rasterizer_cache_base.h | ||
sampler_params.h | ||
surface_base.cpp | ||
surface_base.h | ||
surface_params.cpp | ||
surface_params.h | ||
texture_codec.h | ||
utils.cpp | ||
utils.h |