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* GPU: Access non-prefetch command buffers directly Saves allocating new arrays for them constantly - they can be quite small so it can be very wasteful. About 0.4% of GPU thread in SMO, but was a bit higher in S/V when I checked. Assumes that non-prefetch command buffers won't be randomly clobbered before they finish executing, though that's probably a safe bet. * Small change while I'm here * Address feedback |
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Compute | ||
Dma | ||
GPFifo | ||
InlineToMemory | ||
MME | ||
Threed | ||
Twod | ||
Types | ||
ConditionalRenderEnabled.cs | ||
DeviceStateWithShadow.cs | ||
MmeShadowScratch.cs | ||
SetMmeShadowRamControlMode.cs | ||
ShaderTexture.cs |