* 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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|---|---|---|
| .. | ||
| NvMapAlloc.cs | ||
| NvMapCreate.cs | ||
| NvMapFree.cs | ||
| NvMapFromId.cs | ||
| NvMapGetId.cs | ||
| NvMapHandle.cs | ||
| NvMapHandleParam.cs | ||
| NvMapIoctl.cs | ||
| NvMapParam.cs | ||