| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2024-01-31 | video_core: simplify accelerated surface fetch and crop handling between APIs | Liam | |
| 2024-01-18 | SMMU: Initial adaptation to video_core. | Fernando Sahmkow | |
| 2023-12-19 | gl_rasterizer: Implement DrawTransformFeedback macro | Ameer J | |
| 2023-12-17 | Revert "video_core: use interval map for page count tracking" | liamwhite | |
| 2023-12-14 | video_core: use interval map for page count tracking | Liam | |
| 2023-09-23 | Query Cache: address issues | Fernando Sahmkow | |
| 2023-09-23 | Query Cachge: Fully rework Vulkan's query cache | Fernando Sahmkow | |
| 2023-06-28 | Memory Tracking: Optimize tracking to only use atomic writes when contested ↵ | Fernando Sahmkow | |
| with the host GPU | |||
| 2023-05-07 | GPU: Add Reactive flushing | Fernando Sahmkow | |
| 2023-01-19 | Merge pull request #9556 from vonchenplus/draw_texture | liamwhite | |
| video_core: Implement maxwell3d draw texture method | |||
| 2023-01-05 | BufferBase: Don't ignore GPU pages. | Fernando Sahmkow | |
| 2023-01-05 | video_core: Cache GPU internal writes. | Fernando Sahmkow | |
| 2023-01-05 | video_core: Implement opengl/vulkan draw_texture | Feng Chen | |
| 2023-01-01 | Rasterizer: Setup skeleton for Host Conditional rendering | Fernando Sahmkow | |
| 2023-01-01 | RasterizerMemory: Add filtering for flushing/invalidation operations. | Fernando Sahmkow | |
| 2023-01-01 | MacroHLE: Implement DrawIndexedIndirect & DrawArraysIndirect. | Fernando Sahmkow | |
| 2023-01-01 | MacroHLE: Add MultidrawIndirect HLE Macro. | Fernando Sahmkow | |
| 2022-11-22 | general: fix compile for Apple Clang | Liam | |
| 2022-11-17 | maxwell3d: full HLE for multi-layer clears | Liam | |
| 2022-10-21 | video_coare: Reimplementing the maxwell drawing trigger mechanism | FengChen | |
| 2022-10-06 | DMA & InlineToMemory Engines Rework. | bunnei | |
| 2022-10-06 | VideoCore: Refactor fencing system. | Fernando Sahmkow | |
| 2022-10-06 | Texture cache: Fix the remaining issues with memory mnagement and unmapping. | Fernando Sahmkow | |
| 2022-10-06 | VideoCore: implement channels on gpu caches. | Fernando Sahmkow | |
| 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. | |||
| 2022-02-01 | Rasterizer: Refactor inlineToMemory. | Fernando Sahmkow | |
| 2022-01-29 | Rasterizer: Implement Inline2Memory Acceleration. | Fernando Sahmkow | |
| 2021-07-22 | shader: Remove old shader management | ReinUsesLisp | |
| 2021-07-12 | accelerateDMA: Fixes and feedback. | Fernando Sahmkow | |
| 2021-07-11 | accelerateDMA: Accelerate Buffer Copies. | Fernando Sahmkow | |
| 2021-07-09 | Fence Manager: Add fences on Reference Count. | Fernando Sahmkow | |
| 2021-07-04 | Texture Cache: Address feedback. | Fernando Sahmkow | |
| 2021-07-04 | Texture Cache: Initial Implementation of Sparse Textures. | Fernando Sahmkow | |
| 2021-06-22 | bootmanager: Use std::stop_source for stopping emulation | ReinUsesLisp | |
| Use its std::stop_token to abort shader cache loading. Using std::stop_token instead of std::atomic_bool allows the usage of other utilities like std::stop_callback. | |||
| 2021-06-01 | buffer_cache: Simplify uniform disabling logic | ameerj | |
| 2021-02-13 | video_core: Reimplement the buffer cache | ReinUsesLisp | |
| 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. | |||
| 2020-12-30 | video_core: Rewrite the texture cache | ReinUsesLisp | |
| The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues. | |||
| 2020-11-17 | rasterizer_interface: Make use of [[nodiscard]] where applicable | Lioncash | |
| 2020-09-06 | video_core: Remove all Core::System references in renderer | ReinUsesLisp | |
| Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend. | |||
| 2020-04-28 | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers | ReinUsesLisp | |
| Drop MemoryBarrier from the buffer cache and use Maxwell3D's register WaitForIdle. To implement this on OpenGL we just call glMemoryBarrier with the necessary bits. Vulkan lacks this synchronization primitive, so we set an event and immediately wait for it. This is not a pretty solution, but it's what Vulkan can do without submitting the current command buffer to the queue (which ends up being more expensive on the CPU). | |||
| 2020-04-22 | Address Feedback. | Fernando Sahmkow | |
| 2020-04-22 | FenceManager: Manage syncpoints and rename fences to semaphores. | 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: Refactor synchronization on Async GPU | Fernando Sahmkow | |
| 2020-04-06 | GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr | Fernando Sahmkow | |
| 2020-03-09 | yuzu/loading_screen: Remove unused shader progress mode | ReinUsesLisp | |
| 2020-02-28 | video_core: Reintroduce dirty flags infrastructure | ReinUsesLisp | |
| 2020-02-19 | Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw | bunnei | |
| maxwell_3d: Unify draw methods | |||
