| Age | Commit message (Collapse) | Author |
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vulkan_device: Add a check for int8 support
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GPU_MemoryManger: Fix GetSubmappedRange.
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Silences validation errors when shaders use int8 without specifying its support to the API
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aspect mask
Silences validation errors for clearing the depth/stencil buffers of framebuffer attachments that were not specified to have depth/stencil usage.
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video_core: eliminate constant ternary
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`via_header_index` is already checked above, so it would never be true in this branch
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GPU decoding seems to be more picky when it comes to the maximum number of reference frames.
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Some system configurations may see visual regressions or lower performance using GPU decoding compared to CPU decoding. This setting provides the option for users to specify their decoding preference.
Co-Authored-By: yzct12345 <87620833+yzct12345@users.noreply.github.com>
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Adds {h264_,vp9_}{nvdec,vdpau} hwaccels.
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Addresses the potential OOB access in UnswizzleTexture.
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decoders: Optimize memcpy for the other functions
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vic: Specify sws_scale height stride.
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Supplements the VAAPI intel gpu decoder by implementing the D3D11VA decoder for Windows, and CUVID/VDPAU for Nvidia and AMD on drivers linux respectively.
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texture_cache: Split out template definitions
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Silences a sws_scale runtime warning about unaligned strides.
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vp9: Ensure the first frame is complete
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Silences a runtime error due to the first frame missing the frame data, and being set to hidden despite being a key-frame.
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Respect Vulkan bufferImageGranularity
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nvdec: Better logging for unimplemented codecs
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astc_decoder: Various performance and memory optimizations
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nvdec: Fix VP9 reference frame refreshes
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With reference frames refreshes fix, we no longer need to buffer two frames in advance.
We can also remove other unused or otherwise unneeded variables.
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This resolves the artifacting when decoding VP9 streams.
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* nvdec: VA-API
* Verify formatting
* Forgot a semicolon for Windows
* Clarify comment about AV_PIX_FMT_NV12
* Fix assert log spam from missing negation
* vic: Remove forgotten debug code
* Address lioncash's review
* Mention VA-API is Intel/AMD
* Address v1993's review
* Hopefully fix CMakeLists style this time
* vic: Improve cache locality
* vic: Fix off-by-one error
* codec: Async
* codec: Forgot the GetValue()
* nvdec: Address ameerj's review
* codec: Fallback to CPU without VA-API support
* cmake: Address lat9nq's review
* cmake: Make VA-API optional
* vaapi: Multiple GPU
* Apply suggestions from code review
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
* nvdec: Address ameerj's review
* codec: Use anonymous instead of static
* nvdec: Remove enum and fix memory leak
* nvdec: Address ameerj's review
* codec: Remove preparation for threading
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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This makes UnswizzleTexture up to two times faster. It is the main bottleneck in NVDEC video decoding.
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renderer_vulkan: Implement screenshots
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vk_rasterizer: Flip viewport on Y_NEGATE
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This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32.
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Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes.
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This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation.
We can take advantage of its sorted property to optimize its usage in the shader.
Thanks to wwylele for the optimization idea.
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Moves leftover values that are no longer used by the gpu decoder back to the cpp implementation.
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renderer_vulkan: Add setting to log pipeline statistics
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Matches OpenGL's behavior. I don't believe this register flips geometry,
but we have to try to match behavior on both backends.
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OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
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