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Since we rarely use more than 1k of constant data we waste space due to alignment requirement with heap so use a commited resource instead. |
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| .. | ||
| D3D12.h | ||
| D3D12Buffer.cpp | ||
| D3D12Buffer.h | ||
| D3D12CommonDecompiler.cpp | ||
| D3D12CommonDecompiler.h | ||
| D3D12FragmentProgramDecompiler.cpp | ||
| D3D12FragmentProgramDecompiler.h | ||
| D3D12GSRender.cpp | ||
| D3D12GSRender.h | ||
| D3D12PipelineState.cpp | ||
| D3D12PipelineState.h | ||
| D3D12RenderTargetSets.cpp | ||
| D3D12RenderTargetSets.h | ||
| D3D12Texture.cpp | ||
| D3D12Texture.h | ||
| D3D12VertexProgramDecompiler.cpp | ||
| D3D12VertexProgramDecompiler.h | ||