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* Make GPU memory manager a member of GPU channel
* Move physical memory instance to the memory manager, and the caches to the physical memory
* PR feedback
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* Use a descriptor cache for faster pool invalidation.
* Speed up comparison by casting to Vector256
Now we never need to worry about this ever again
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* Support separate textures and samplers
* Add missing bindless flag, fix SNORM format on buffer textures
* Add missing separation
* Add comments about the new handles
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