| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2024-01-22 | Simplify VkResult lookup | Mike Lothian | |
| 2023-11-12 | renderer_vulkan: Introduce separate cmd buffer for uploads | GPUCode | |
| 2023-10-02 | vk_present_manager: recreate surface on any surface loss | Liam | |
| 2023-09-28 | Merge pull request #11402 from FernandoS27/depth-bias-control | liamwhite | |
| Vulkan: Implement Depth Bias Control | |||
| 2023-09-23 | Macro HLE: Add DrawIndirectByteCount | Fernando Sahmkow | |
| 2023-09-23 | Query Cachge: Fully rework Vulkan's query cache | Fernando Sahmkow | |
| 2023-09-16 | Vulkan: Implement Depth Bias Control | Fernando Sahmkow | |
| 2023-08-27 | VideoCore: Implement DispatchIndirect | Fernando Sahmkow | |
| 2023-08-02 | vulkan: centralize config | Alexandre Bouvier | |
| 2023-07-31 | vma: enable options everywhere | Alexandre Bouvier | |
| 2023-06-30 | vulkan: Use newer VK_EXT_metal_surface to create surface for MoltenVK. | Steveice10 | |
| 2023-06-27 | renderer_vulkan: Add suport for debug report callback | GPUCode | |
| 2023-06-18 | renderer_vulkan: Use VMA for buffers | GPUCode | |
| 2023-06-18 | renderer_vulkan: Use VMA for images | GPUCode | |
| 2023-03-12 | general: fix spelling mistakes | Liam | |
| 2023-01-10 | vulkan_common: fix indirect draw with count | Liam | |
| 2023-01-05 | video_core/vulkan: Added `VkPipelineCache` to store Vulkan pipelines | Wollnashorn | |
| As an optional feature which can be enabled in the advanced graphics configuration, all pipelines that get built at the initial shader loading are stored in a VkPipelineCache object and are dumped to the disk. These vendor specific pipeline cache files are located at `/shader/GAME_ID/vulkan_pipelines.bin`. This feature was mainly added because of an issue with the AMD driver (see yuzu-emu#8507) causing invalidation of the cache files the driver builds automatically. | |||
| 2023-01-01 | MacroHLE: Final cleanup and fixes. | Fernando Sahmkow | |
| 2023-01-01 | Vulkan: Implement Dynamic State 3 | Fernando Sahmkow | |
| 2023-01-01 | Vulkan Implement Dynamic State 2 LogicOp and PatchVertices | Fernando Sahmkow | |
| 2023-01-01 | Vulkan: Implement Dynamic States 2 | Fernando Sahmkow | |
| 2023-01-01 | MacroHLE: Implement DrawIndexedIndirect & DrawArraysIndirect. | Fernando Sahmkow | |
| 2023-01-01 | MacroHLE: Add MultidrawIndirect HLE Macro. | Fernando Sahmkow | |
| 2022-12-08 | video_core: Integrate SMAA | Liam | |
| Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com> | |||
| 2022-12-04 | vulkan_common: clean up extension usage | Liam | |
| 2022-12-04 | vulkan_common: promote host query reset usage to core | Liam | |
| 2022-12-04 | vulkan_common: promote descriptor update template usage to core | Liam | |
| 2022-12-04 | vulkan_common: promote timeline semaphore usage to core | Liam | |
| 2022-10-06 | vulkan_blitter: Fix pool allocation double free. | Byte | |
| 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. | |||
| 2022-03-25 | Garbage Collection: Redesign the algorithm to do a better use of memory. | Fernando Sahmkow | |
| 2022-03-19 | video_core: Reduce unused includes | ameerj | |
| 2021-07-27 | renderer_vulkan: Add setting to log pipeline statistics | ReinUsesLisp | |
| Use VK_KHR_pipeline_executable_properties when enabled and available to log statistics about the pipeline cache in a game. For example, this is on Turing GPUs when generating a pipeline cache from Super Smash Bros. Ultimate: Average pipeline statistics ========================================== Code size: 6433.167 Register count: 32.939 More advanced results could be presented, at the moment it's just an average of all 3D and compute pipelines. | |||
| 2021-07-22 | vk_graphics_pipeline: Implement line width | ReinUsesLisp | |
| 2021-07-22 | vk_graphics_pipeline: Use VK_KHR_push_descriptor when available | ReinUsesLisp | |
| ~51% faster on Nvidia compared to previous method. | |||
| 2021-07-22 | vulkan: Add VK_EXT_vertex_input_dynamic_state support | ReinUsesLisp | |
| Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate. | |||
| 2021-02-13 | vk_staging_buffer_pool: Add stream buffer for small uploads | ReinUsesLisp | |
| This uses a ring buffer similar to OpenGL's stream buffer for small uploads. This stops us from allocating several small buffers, reducing memory fragmentation and cache locality. It uses dedicated allocations when possible. | |||
| 2021-02-13 | vulkan_wrapper: Add memory barrier pipeline barrier helper | ReinUsesLisp | |
| 2021-02-13 | vulkan_wrapper: Add interop functions | ReinUsesLisp | |
| 2021-02-13 | vulkan_wrapper: Pull Windows symbols | ReinUsesLisp | |
| 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. | |||
| 2021-01-15 | vulkan_common: Silence missing initializer warnings | ReinUsesLisp | |
| Silence warnings explicitly initializing all members on construction. | |||
| 2020-12-31 | renderer_vulkan: Remove two step initialization on VKDevice | ReinUsesLisp | |
| The Vulkan device abstraction either initializes successfully on the constructor or throws a Vulkan exception. | |||
| 2020-12-31 | renderer_vulkan: Throw when enumerating devices fails | ReinUsesLisp | |
| Report device enumeration errors with exceptions to be consistent with other initialization related function calls. Reduces the amount of code to maintain. | |||
| 2020-12-31 | renderer_vulkan: Initialize surface in separate file | ReinUsesLisp | |
| Move surface initialization code to a separate file. It's unlikely to use this code outside of Vulkan, but keeping platform-specific code (Win32, Xlib, Wayland) in its own translation unit keeps things cleaner. | |||
| 2020-12-31 | renderer_vulkan: Create debug callback on separate file and throw | ReinUsesLisp | |
| Initialize debug callbacks (messenger) from a separate file. This allows sharing code with different backends. Change our Vulkan error handling to use exceptions instead of error codes, simplifying the initialization process. | |||
| 2020-12-31 | vulkan_common: Rename renderer_vulkan/wrapper.h to ↵ | ReinUsesLisp | |
| vulkan_common/vulkan_wrapper.h Allows sharing Vulkan wrapper code between different rendering backends. | |||
