| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2022-10-10 | Fix stencil func registers, make clip control equivalent to how it was ↵ | Kelebek1 | |
| before, but surely wrong. | |||
| 2022-10-07 | Update 3D regs | Kelebek1 | |
| 2022-10-06 | state_tracker: workaround channel setup for homebrew | Liam | |
| 2022-10-06 | VideoCore: Implement formats needed for N64 emulation. | Fernando Sahmkow | |
| 2022-10-06 | DMA & InlineToMemory Engines Rework. | bunnei | |
| 2022-10-06 | Shader Decompiler: Check for shift when deriving composite samplers. | Fernando Sahmkow | |
| 2022-10-06 | OpenGL: Fix TickWork | Fernando Sahmkow | |
| 2022-10-06 | VideoCore: Refactor fencing system. | Fernando Sahmkow | |
| 2022-10-06 | NVDRV: Further refactors and eliminate old code. | Fernando Sahmkow | |
| 2022-10-06 | Texture cache: Fix the remaining issues with memory mnagement and unmapping. | Fernando Sahmkow | |
| 2022-10-06 | VideoCore: Fix channels with disk pipeline/shader cache. | Fernando Sahmkow | |
| 2022-10-06 | OpenGl: Implement Channels. | Fernando Sahmkow | |
| 2022-10-06 | VideoCore: implement channels on gpu caches. | Fernando Sahmkow | |
| 2022-10-06 | Texture Cache: Add ASTC 10x5 Format. | Fernando Sahmkow | |
| 2022-10-03 | common: remove "yuzu:" prefix from thread names | Liam | |
| 2022-09-10 | Align index buffe size when vertex_buffer_unified_memory enable | FengChen | |
| 2022-08-31 | (shader/pipeline)_cache: Raise shader/pipeline cache version | Morph | |
| Since the following commit: https://github.com/yuzu-emu/yuzu/commit/a83a5d2e4c8932df864dd4cea2b04d87a12c8760 , many games will refuse to boot unless the shader/pipeline cache has been invalidated. | |||
| 2022-08-31 | Merge pull request #8752 from vonchenplus/rectangle_texture | Fernando S | |
| video_code: support rectangle texture | |||
| 2022-08-25 | video_code: support rectangle texture | FengChen | |
| 2022-08-20 | video_core: support framebuffer crop rect top not zero | vonchenplus | |
| 2022-07-31 | Merge pull request #8678 from liamwhite/stop-waiting | bunnei | |
| video_core: stop waiting for shader compilation on user cancel | |||
| 2022-07-30 | renderer_opengl: delete shader source after linking | Liam | |
| 2022-07-29 | video_core: stop waiting for shader compilation on user cancel | Liam | |
| 2022-07-27 | chore: make yuzu REUSE compliant | Andrea Pappacoda | |
| [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254 | |||
| 2022-07-05 | renderer_(gl/vk): Implement ASTC_10x6_UNORM | Morph | |
| - Used by Monster Hunter Rise Update 10.0.2 | |||
| 2022-06-13 | common: Change semantics of UNREACHABLE to unconditionally crash | Liam | |
| 2022-05-06 | OpenGL: implement face flips according to NDC | Liam | |
| 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. | |||
| 2022-04-14 | video_core: implement formats for N64 emulation | Fernando Sahmkow | |
| 2022-04-09 | Merge pull request #8149 from liamwhite/front-face | bunnei | |
| OpenGL: flip front faces if Z scale is inverted | |||
| 2022-04-07 | video_core: Replace lock_guard with scoped_lock | Merry | |
| 2022-04-07 | Merge pull request #8161 from liamwhite/gl-s8d24 | Fernando S | |
| OpenGL: fix S8D24 to ABGR8 conversions | |||
| 2022-04-06 | OpenGL: fix S8D24 to ABGR8 conversions | Liam | |
| 2022-04-04 | OpenGL: fix cropping | Liam | |
| 2022-04-04 | OpenGL: propagate face flip condition | Liam | |
| 2022-04-04 | OpenGL: flip front faces if Z scale is inverted | Liam | |
| 2022-04-01 | GPU Garbage Collection: Fix regressions. | Fernando Sahmkow | |
| 2022-03-28 | gl_rasterizer: Avoid scenario locking already owned mutex | ameerj | |
| gpu.TickWork() may lock the texture_cache and buffer_cache mutexes, which are owned by the thread prior to invoking TickWork(). Defer invoking gpu.TickWork() until the scope ends, where the owned mutexes are released. | |||
| 2022-03-26 | Revert "Memory GPU <-> CPU: reduce infighting in the texture cache by adding ↵ | bunnei | |
| CPU Cached memory." | |||
| 2022-03-25 | Texture Cache: Add Cached CPU system. | Fernando Sahmkow | |
| 2022-03-24 | Merge pull request #7720 from FernandoS27/yfc-gc | bunnei | |
| First Nugget: Reworked Garbage Collection to be smarter [originally from Project YFC] | |||
| 2022-03-25 | GC: Address Feedback. | Fernando Sahmkow | |
| 2022-03-24 | hle: nvflinger: Migrate android namespace -> Service::android. | bunnei | |
| 2022-03-24 | hle: nvflinger: Move PixelFormat to its own header. | bunnei | |
| 2022-03-25 | Garbage Collection: Final tuning. | Fernando Sahmkow | |
| 2022-03-25 | Buffer Cache: Tune to the levels of the new GC. | Fernando Sahmkow | |
| 2022-03-25 | Garbage Collection: Redesign the algorithm to do a better use of memory. | Fernando Sahmkow | |
| 2022-03-19 | video_core: Reduce unused includes | ameerj | |
| 2022-03-18 | general: Reduce core.h includes | ameerj | |
| 2022-03-06 | gl_graphics_pipeline: Improve shader builder synchronization using fences ↵ | Ameer J | |
| (#7969) * gl_graphics_pipeline: Improve shader builder synchronization Make use of GLsync objects to ensure better synchronization between shader builder threads and the main context * gl_graphics_pipeline: Make built_fence access threadsafe * gl_graphics_pipeline: Use GLsync objects only when building in parallel * gl_graphics_pipeline: Replace GetSync calls with non-blocking waits The spec states that a ClientWait on a Fence object ensures the changes propagate to the calling context | |||
