| Age | Commit message (Collapse) | Author |
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Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
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Useful for mobile and Intel Xe devices.
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Port optimization from Vulkan.
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~51% faster on Nvidia compared to previous method.
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Reduces the number of total pipelines generated on Vulkan.
Tested on Super Smash Bros. Ultimate.
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Fixes pixelated presentation on Intel devices.
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Fixes a crash on Age of Calamity cutscenes.
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Increases performance significantly on certain titles.
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MSVC generates better code for it.
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Recreate only when requested (or sRGB is changed) instead of tracking
the frontend's size. That size is still used as a hint.
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Add support for Polaris AMD devices.
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Intel devices pre-Xe don't support this.
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Fixes Ori and the Blind Forest's menu on GLASM. For some reason
(probably high level optimizations) it is not sanitized on SPIR-V for
OpenGL. Vulkan is unaffected by this change.
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This tries to fix a data race where we'd wait forever for the GPU.
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This changes how Scheduler::Flush works. It queues the current command
buffer to be sent to the GPU but does not do it immediately. The Vulkan
worker thread takes care of that. Users will have to use
Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior.
Scheduler::Finish is unchanged.
To avoid waiting on work never queued, Scheduler::Wait sends the current
command buffer if that's what the caller wants to wait.
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