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<title>yuzu-mainline/src/video_core/shader, branch master</title>
<subtitle>A backup of the Yuzu mainline repo. Only includes the master branch, nothing else.
</subtitle>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/'/>
<entry>
<title>shader: Remove old shader management</title>
<updated>2021-07-23T01:51:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-02-16T23:52:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/commit/?id=c67d64365a712830fe140dd36e24e2efd9b8a812'/>
<id>c67d64365a712830fe140dd36e24e2efd9b8a812</id>
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<pre>
</pre>
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</entry>
<entry>
<title>Review 1</title>
<updated>2021-02-15T05:26:28+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2021-02-15T05:26:28+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/commit/?id=9d8f793969b8d13e5312f92ff96fd80f142688a3'/>
<id>9d8f793969b8d13e5312f92ff96fd80f142688a3</id>
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<pre>
</pre>
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</entry>
<entry>
<title>Implement texture offset support for TexelFetch and TextureGather and add offsets for Tlds</title>
<updated>2021-02-15T00:36:37+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2021-02-14T23:21:42+00:00</published>
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<id>fb54c38631439575a327c13531e9d84e4b4af18c</id>
<content type='text'>
Formatting
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Formatting
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</entry>
<entry>
<title>yuzu: Various frontend improvements to avoid crashes and improve experience on Linux.</title>
<updated>2021-02-14T08:20:41+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2021-02-14T08:20:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/commit/?id=eae9f2e4404f6bdf8a192bc9c09e53cd87e4359d'/>
<id>eae9f2e4404f6bdf8a192bc9c09e53cd87e4359d</id>
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<pre>
</pre>
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</entry>
<entry>
<title>video_core: Reimplement the buffer cache</title>
<updated>2021-02-13T05:17:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-01-16T23:48:58+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/commit/?id=82c2601555b59a94d7160f2fd686cb63d32dd423'/>
<id>82c2601555b59a94d7160f2fd686cb63d32dd423</id>
<content type='text'>
Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.

- Bindings are cached, allowing to skip work when the game changes few
  bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
  from the GPU to emulate constant buffers, instead GL_EXT_memory_object
  is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
  glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
  theory this should save one hash table resolve inside the driver
  compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
  that are not Nvidia's proprietary, due to their low performance on
  partial glBufferSubData calls synchronized with 3D rendering (that
  some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
  cache more bindings than before, skipping unnecesarry work.

This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.

- Bindings are cached, allowing to skip work when the game changes few
  bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
  from the GPU to emulate constant buffers, instead GL_EXT_memory_object
  is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
  glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
  theory this should save one hash table resolve inside the driver
  compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
  that are not Nvidia's proprietary, due to their low performance on
  partial glBufferSubData calls synchronized with 3D rendering (that
  some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
  cache more bindings than before, skipping unnecesarry work.

This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
</pre>
</div>
</content>
</entry>
<entry>
<title>Revert "Start of Integer flags implementation"</title>
<updated>2021-01-25T05:48:03+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-01-25T05:48:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/commit/?id=34c3ec2f8c69159fd61b42091ee3157c6e77fa30'/>
<id>34c3ec2f8c69159fd61b42091ee3157c6e77fa30</id>
<content type='text'>
This reverts #4713. The implementation in that PR is not accurate.
It does not reflect the behavior seen in hardware.
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<pre>
This reverts #4713. The implementation in that PR is not accurate.
It does not reflect the behavior seen in hardware.
</pre>
</div>
</content>
</entry>
<entry>
<title>video_core: Silence -Wmissing-field-initializers warnings</title>
<updated>2021-01-24T07:32:19+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-01-24T07:32:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/commit/?id=1b76e7e890b92dcb549e2cfc3d7ee895fcd33598'/>
<id>1b76e7e890b92dcb549e2cfc3d7ee895fcd33598</id>
<content type='text'>
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>shader_ir: Fix comment typo</title>
<updated>2021-01-23T18:16:37+00:00</updated>
<author>
<name>Levi Behunin</name>
<email>l3ehunin@gmail.com</email>
</author>
<published>2021-01-23T18:16:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/commit/?id=9477d23d70067b39a03c2d15a5e5ee202f616793'/>
<id>9477d23d70067b39a03c2d15a5e5ee202f616793</id>
<content type='text'>
</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge remote-tracking branch 'upstream/master' into int-flags</title>
<updated>2021-01-11T05:09:56+00:00</updated>
<author>
<name>Levi</name>
<email>L3ehunin@gmail.com</email>
</author>
<published>2021-01-11T05:09:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/commit/?id=7a3c884e39fccfbb498b855080bffabc9ce2e7f1'/>
<id>7a3c884e39fccfbb498b855080bffabc9ce2e7f1</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>renderer_vulkan: Move device abstraction to vulkan_common</title>
<updated>2021-01-04T05:22:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-26T04:19:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/commit/?id=3753553b6a7b493a03f4e6f0e0f726c334502eb0'/>
<id>3753553b6a7b493a03f4e6f0e0f726c334502eb0</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
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