| Age | Commit message (Collapse) | Author |
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This commit uses guest fences on vSync event instead of an articial fake
fence we had.
It also corrects to keep signaling display events while loading the game
as the OS is suppose to send buffers to vSync during that time.
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renderer_opengl: Implement RGB565 framebuffer format
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* texture_cache/surface_params: Remove unused local variable
* rasterizer_interface: Add missing documentation commentary
* maxwell_dma: Remove unused rasterizer reference
* video_core/gpu: Sort member declaration order to silent -Wreorder warning
* fermi_2d: Remove unused MemoryManager reference
* video_core: Silent unused variable warnings
* buffer_cache: Silent -Wreorder warnings
* kepler_memory: Remove unused MemoryManager reference
* gl_texture_cache: Add missing override
* buffer_cache: Add missing include
* shader/decode: Remove unused variables
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This commit ensures that the host gpu is constantly fed with commands to
work with, while the guest gpu keeps producing the rest of the commands.
This reduces syncing time between host and guest gpu.
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Implement GPU Synchronization Mechanisms & Correct NVFlinger
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Downgrade and suppress a series of GPU asserts and debug messages.
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This adds some missing puller methods. We don't assert them as these are
nop operations for us.
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mirroring hardware
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Like with CPU emulation, we generally don't want to fire off the threads
immediately after the relevant classes are initialized, we want to do
this after all necessary data is done loading first.
This splits the thread creation into its own interface member function
to allow controlling when these threads in particular get created.
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smaphore -> semaphore
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Because of the recent separation of GPU functionality into sync/async
variants, we need to mark the destructor virtual to provide proper
destruction behavior, given we use the base class within the System
class.
Prior to this, it was undefined behavior whether or not the destructor
in the derived classes would ever execute.
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These types are within the common library, so they should be within the
Common namespace.
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Avoids the use of the global accessor in favor of explicitly making the
system a dependency within the interface.
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Implement BGRA8 framebuffer format
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When I originally added the compute assert I used the wrong
documentation. This addresses that.
The dispatch register was tested with homebrew against hardware and is
triggered by some games (e.g. Super Mario Odyssey). What exactly is
missing to get a valid program bound by this engine requires more
investigation.
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* Implemented the puller semaphore operations.
* Nit: Fix 2 style issues
* Nit: Add Break to default case.
* Fix style.
* Update for comments. Added ReferenceCount method
* Forgot to remove GpuSmaphoreAddress union.
* Fix the clang-format issues.
* More clang formatting.
* two more white spaces for the Clang formatting.
* Move puller members into the regs union
* Updated to use Memory::WriteBlock instead of Memory::Write*
* Fix clang style issues
* White space clang error
* Removing unused funcitons and other pr comment
* Removing unused funcitons and other pr comment
* More union magic for setting regs value.
* union magic refcnt as well
* Remove local var
* Set up the regs and regs_assert_positions up properly
* Fix clang error
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- More accurate impl., fixes Undertale (among other games).
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Implement RenderTargetFormat::BGR5A1_UNORM
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This engine writes data from a FIFO register into the configured address.
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gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
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Inline the WriteReg helper as it is called ~20k times per frame.
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This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
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- Used by Octopath Traveler (with multiple render targets).
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subchannel is a 3 bit field. So there must not be more than 8 bound engines.
And using a hashmap for up to 8 values is a bit overpowered.
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Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.
Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
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Needed by kirby
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- Used by Breath of the Wild.
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