| Age | Commit message (Collapse) | Author |
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We can iterate through the AdvancedGraphics settings and generate the UI
during runtime. This doesn't help runtime efficiency, but it helps a ton
in reducing the amount of work a developer needs in order to add a new
setting.
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Just puts them all neatly into one place.
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These occur in the latest commits in LLVM Clang.
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Use spans over guest memory where possible instead of copying data
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vulkan_common: use device local preferred for image memory
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Fix regression by unreal engine fix pr #11009
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version check.
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video_core: vulkan_device: Fix S8Gen2 dynamic state checks.
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Add support for VK_KHR_image_format_list
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Memory Tracking: Add mechanism to register small writes when gpu page is contested by GPU
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This reverts commit 1fc47361a12afd91d8ea0b76378e0b3d4feb93a6.
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Minor cleanup in BufferCacheRuntime::ReserveNullBuffer
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vulkan: Improvements to macOS surface creation
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general: Misc changes that did not deserve their own PRs
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As far as I can tell, there is no reason to OR this bit in separately.
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* Many times the format itself wouldn't have been added to the list causing device losses for nvidia GPUs
* Also account for ASTC acceleration storage views
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Texture cache: Fix YFC regression due to code testing
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AccelerateDMA: Don't accelerate 3D texture DMA operations
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with the host GPU
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* Causes crashes because mali drivers don't support debug utils
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* 1.3 is guaranteed on all 1.1 drivers
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Use safe reads in DMA engine
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Use vulkan memory allocator
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:frog:
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