| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 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 | |||
| 2022-02-27 | gl_fence_manager: Minor optimization to signal querying | ameerj | |
| Per the spec, bufSize is the number of integers that will be written, in this case, 1. Also, the length argument is optional if the information of the number of elements written is not needed. | |||
| 2022-02-25 | maxwell_to_(gl/vk): Add 11_11_10 float vertex format | Morph | |
| - Used by パワプロクンポケットR | |||
| 2022-02-02 | general: Replace NonCopyable struct with equivalents | Lioncash | |
| 2022-02-01 | Rasterizer: Refactor inlineToMemory. | Fernando Sahmkow | |
| 2022-01-29 | Rasterizer: Implement Inline2Memory Acceleration. | Fernando Sahmkow | |
