| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2024-02-19 | scope_exit: Make constexpr | FearlessTobi | |
| Allows the use of the macro in constexpr-contexts. Also avoids some potential problems when nesting braces inside it. | |||
| 2024-01-31 | nvnflinger/gpu: implement layer stack composition | Liam | |
| 2024-01-18 | SMMU: Initial adaptation to video_core. | Fernando Sahmkow | |
| 2023-06-28 | Memory Tracking: Optimize tracking to only use atomic writes when contested ↵ | Fernando Sahmkow | |
| with the host GPU | |||
| 2023-06-03 | core: frontend: Refactor GraphicsContext to its own module. | bunnei | |
| 2023-03-21 | bounded_threadsafe_queue: Deduplicate and add PushModes | Morph | |
| Adds the PushModes Try and Wait to allow producers to specify how they want to push their data to the queue if the queue is full. If the queue is full: - Try will fail to push to the queue, returning false. Try only returns true if it successfully pushes to the queue. This may result in items not being pushed into the queue. - Wait will wait until a slot is available to push to the queue, resulting in potential for deadlock if a consumer is not running. | |||
| 2023-03-21 | bounded_threadsafe_queue: Use simplified impl of bounded queue | Morph | |
| Provides a simplified SPSC, MPSC, and MPMC bounded queue implementation using mutexes. | |||
| 2023-03-17 | Merge pull request #9778 from behunin/my-box-chevy | bunnei | |
| gpu_thread: Use bounded queue | |||
| 2023-03-07 | core: Promote CPU/GPU threads to time critical | Morph | |
| And also demote Audren and CoreTiming to High thread priority. | |||
| 2023-03-03 | gpu_thread: Use bounded queue | Behunin | |
| 2023-02-07 | Remove OnCommandListEndCommand | Behunin | |
| Call rasterizer->ReleaseFences() directly | |||
| 2022-11-22 | general: fix compile for Apple Clang | Liam | |
| 2022-10-06 | VideoCore: Refactor fencing system. | Fernando Sahmkow | |
| 2022-10-06 | VideoCore: Refactor syncing. | Fernando Sahmkow | |
| 2022-10-06 | VideoCore: implement channels on gpu caches. | Fernando Sahmkow | |
| 2022-10-03 | common: remove "yuzu:" prefix from thread names | Liam | |
| 2022-07-06 | gpu_thread: Use the previous MPSCQueue implementation | Morph | |
| The bounded MPSCQueue implementation causes crashes in Fire Emblem Three Houses, use the previous implementation for now. | |||
| 2022-06-13 | common: Change semantics of UNREACHABLE to unconditionally crash | Liam | |
| 2022-06-02 | gpu_thread: Move to bounded queue | Levi Behunin | |
| 2022-04-23 | general: Convert source file copyright comments over to SPDX | Morph | |
| This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later. | |||
| 2022-04-07 | video_core: Replace lock_guard with scoped_lock | Merry | |
| 2021-09-15 | gpu: Use std::jthread for async gpu thread | ameerj | |
| 2021-06-11 | GPUTHread: Remove async reads from Normal Accuracy. | Fernando Sahmkow | |
| 2021-04-14 | common: Move settings to common from core. | bunnei | |
| - Removes a dependency on core and input_common from common. | |||
| 2021-04-07 | video_core: Use a CV for blocking commands. | Markus Wick | |
| There is no need for a busy loop here. Let's just use a condition variable to save some power. | |||
| 2021-04-07 | video_core/gpu_thread: Keep the write lock for allocating the fence. | Markus Wick | |
| Else the fence might get submited out-of-order into the queue, which makes testing them pointless. Overhead should be tiny as the mutex is just moved from the queue to the writing code. | |||
| 2021-04-07 | video_core/gpu_thread: Implement a ShutDown method. | Markus Wick | |
| This was implicitly done by `is_powered_on = false`, however the explicit method allows us to block until the GPU is actually gone. This should fix a race condition while removing the other subsystems while the GPU is still active. | |||
| 2021-04-07 | common/threadsafe_queue: Provide Wait() method. | Markus Wick | |
| It shall block until there is something to consume in the queue. And use it for the GPU emulation instead of the spin loop. This is only in booting the emulator, however in BOTW this is the case for about 1 second. | |||
| 2021-02-28 | gpu_thread: Remove Async NVDEC placeholders | ameerj | |
| This commit removes early placeholders for an implementation of async nvdec. With recent changes to the source code, the placeholders are no longer accurate, and can cause a nullptr dereference due to the nature of the cdma_pusher lifetime. | |||
| 2021-02-13 | rebase, fix name shadowing, more const | ameerj | |
| 2021-02-13 | nvdec cleanup | ameerj | |
| 2021-02-13 | gpu: Report renderer errors with exceptions | ReinUsesLisp | |
| Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error. | |||
| 2020-12-28 | gpu: gpu_thread: Ensure MicroProfile is shutdown on exit. | bunnei | |
| 2020-12-28 | video_core: gpu_thread: Do not wait when system is powered down. | bunnei | |
| 2020-12-28 | video_core: gpu: Implement synchronous mode using threaded GPU. | bunnei | |
| 2020-12-04 | video_core: Resolve more variable shadowing scenarios | Lioncash | |
| Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit. | |||
| 2020-10-26 | video_core: NVDEC Implementation | ameerj | |
| This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library. The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data. To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library. Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header. Async GPU is not properly implemented at the moment. Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com> | |||
| 2020-07-21 | video_core: Remove unused variables | Lioncash | |
| Silences several compiler warnings about unused variables. | |||
| 2020-06-27 | General: Tune the priority of main emulation threads so they have higher ↵ | Fernando Sahmkow | |
| priority than less important helper threads. | |||
| 2020-06-27 | General: Setup yuzu threads' microprofile, naming and registry. | Fernando Sahmkow | |
| 2020-04-22 | Async GPU: Correct flushing behavior to be similar to old async GPU behavior. | Fernando Sahmkow | |
| 2020-04-22 | Async GPU: Only do reactive flushing on Extreme Level. | Fernando Sahmkow | |
| 2020-04-22 | GPU: Implement Flush Requests for Async mode. | Fernando Sahmkow | |
| 2020-04-22 | FenceManager: Implement async buffer cache flushes on High settings | Fernando Sahmkow | |
| 2020-04-22 | Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan. | Fernando Sahmkow | |
| 2020-04-22 | ThreadManager: Sync async reads on accurate gpu. | Fernando Sahmkow | |
| 2020-04-22 | OpenGL: Implement Fencing backend. | Fernando Sahmkow | |
| 2020-04-22 | GPU: Delay Fences. | Fernando Sahmkow | |
| 2020-04-22 | BufferCache: Implement OnCPUWrite and SyncGuestHost | Fernando Sahmkow | |
| 2020-04-22 | GPU: Refactor synchronization on Async GPU | Fernando Sahmkow | |
