| Age | Commit message (Collapse) | Author |
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presentation.
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atomic otherwise.
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- Causes crashes on sampler creation with Super Mario Odyssey.
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- Newer drivers report this as supported, but it is broken.
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This crashes their shader compiler for some reason.
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These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
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Regular descriptors are around 1.5x faster to update.
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This causes crashes during compilation on several 6xx and 5xx driver versions.
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Fix buffer overlap checking skipping a page for stream score right expand
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Remove timeline semaphore wait
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gl_texture_cache: Fix ASTC CPU decoding with compression disabled
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Add support for deinterlaced video playback
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gl_format was incorrectly being overwritten when compression was disabled
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vulkan_device: Enable VK_KHR_push_descriptor on newer ANV
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texture_cache: process aliases and overlaps in the correct order
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Texture cache: revert wrong acceleration assumption
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video_core: tune garbage collection aggressiveness
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video_core: add ASTC recompression
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vk_master_semaphore: Move fence wait on separate thread
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renderer_vulkan: barrier attachment feedback loops
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Hardly limiting the device access memory to 4 GB for integrated vulkan devices here. This works for the Steam Deck in order not to go above 4 GB VRAM usage any more (above this value the likelihood to crash when the RAM exceeds 12 GB as well raises).
But there will be perhaps a detection mechanism necessary for detecting the real memory limit for integrated vulkan devices. Those likely might have small limits anyway, but what about integrated GPUs on machines with > 16 GB RAM, aka larger amounts ?
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This is a follow up to #10254 to improve the playback of cut scenes in Layton's Mystery Journey.
It uses ffmpeg's yadif filter for deinterlacing.
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