| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2023-04-11 | Merge pull request #10008 from vonchenplus/texture_cache | liamwhite | |
| video_core: update imageinfo implement | |||
| 2023-04-08 | video_core: Enable ImageGather with subpixel offset on Intel | Wollnashorn | |
| 2023-04-08 | shader_recompiler: Add subpixel offset for correct rounding at `ImageGather` | Wollnashorn | |
| On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures. See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary. This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956). | |||
| 2023-04-03 | Merge pull request #10004 from Kelebek1/cubemap | liamwhite | |
| [texture_cache] Only upload GPU-modified overlaps | |||
| 2023-04-01 | externals: update Vulkan-Headers to v1.3.246 | Jan Beich | |
| 2023-03-31 | video_core: Keep the definition of DimensionControl consistent with nvidia ↵ | Feng Chen | |
| open doc | |||
| 2023-03-29 | Fixes 'Continous' typo | Max Dunbar | |
| 2023-03-28 | Only upload GPU-modified overlaps | Kelebek1 | |
| 2023-03-27 | Merge pull request #9984 from liamwhite/global-memory | liamwhite | |
| memory: rename global memory references to application memory | |||
| 2023-03-25 | video_core/macro: Make use of Common::HashValue | Morph | |
| 2023-03-24 | Merge pull request #9985 from liamwhite/funny-meme | bunnei | |
| vulkan: fix scheduler chunk reserve | |||
| 2023-03-25 | Pass GPU page table by reference | Ross Schlaikjer | |
| 2023-03-24 | vulkan: fix scheduler chunk reserve | Liam | |
| 2023-03-24 | Merge pull request #9975 from liamwhite/more-waiting | Morph | |
| vulkan: fix more excessive waiting in scheduler | |||
| 2023-03-23 | memory: rename global memory references to application memory | Liam | |
| 2023-03-23 | Merge pull request #9971 from Morph1984/q | liamwhite | |
| bounded_threadsafe_queue: Use simplified impl of bounded queue | |||
| 2023-03-23 | Merge pull request #9962 from Kelebek1/disable_srgb | Morph | |
| [video_core] Disable SRGB border color conversion in samplers | |||
| 2023-03-21 | bounded_threadsafe_queue: Deduplicate and add PushModes | Morph | |
| Adds the PushModes Try and Wait to allow producers to specify how they want to push their data to the queue if the queue is full. If the queue is full: - Try will fail to push to the queue, returning false. Try only returns true if it successfully pushes to the queue. This may result in items not being pushed into the queue. - Wait will wait until a slot is available to push to the queue, resulting in potential for deadlock if a consumer is not running. | |||
| 2023-03-21 | bounded_threadsafe_queue: Use simplified impl of bounded queue | Morph | |
| Provides a simplified SPSC, MPSC, and MPMC bounded queue implementation using mutexes. | |||
| 2023-03-19 | vulkan: fix more excessive waiting in scheduler | Liam | |
| 2023-03-17 | Merge pull request #9778 from behunin/my-box-chevy | bunnei | |
| gpu_thread: Use bounded queue | |||
| 2023-03-17 | Disable SRGB border color conversion for now, to fix shadows in Xenoblade. | Kelebek1 | |
| 2023-03-15 | Merge pull request #9955 from liamwhite/color-blend-equation | liamwhite | |
| vulkan: disable extendedDynamicState3ColorBlendEquation on radv | |||
| 2023-03-15 | Merge pull request #9931 from liamwhite/sched | liamwhite | |
| vk_scheduler: split work queue waits and execution waits | |||
| 2023-03-15 | vulkan: disable extendedDynamicState3ColorBlendEquation on radv | Liam | |
| 2023-03-14 | Merge pull request #9933 from vonchenplus/texture_format | liamwhite | |
| video_core: Update texture format | |||
| 2023-03-14 | video_core: Better defined ImageInfo parameters | FengChen | |
| 2023-03-13 | Merge pull request #9943 from vonchenplus/gentleman | liamwhite | |
| video_core: Fix inline_index and draw_texture error | |||
| 2023-03-12 | vk_scheduler: split work queue waits and execution waits | Liam | |
| 2023-03-12 | general: fix spelling mistakes | Liam | |
| 2023-03-12 | video_core: Fix ogl status error when draw_texture | FengChen | |
| 2023-03-12 | video_core: Invalid index_buffer flag when inline_index draw | FengChen | |
| 2023-03-11 | Merge pull request #9913 from ameerj/acc-dma-refactor | Fernando S | |
| AccelerateDMA: Refactor Buffer/Image copy code and implement for OGL | |||
| 2023-03-10 | Merge pull request #9925 from ameerj/gl-sync-signal | liamwhite | |
| OpenGL: Prefer glClientWaitSync for OGLSync objects | |||
| 2023-03-10 | Merge pull request #9917 from Morph1984/the-real-time | liamwhite | |
| native_clock: Re-adjust the RDTSC frequency to its real frequency | |||
| 2023-03-10 | video_core: Update texture format | Feng Chen | |
| 2023-03-09 | Merge pull request #9822 from ameerj/buffcache-ssbo-addr | liamwhite | |
| buffer_cache: Add logic for non-NVN storage buffer tracking | |||
| 2023-03-08 | OpenGL: Prefer glClientWaitSync for OGLSync objects | ameerj | |
| At least on Nvidia, glClientWaitSync with a timeout of 0 (non-blocking) is faster than glGetSynciv of GL_SYNC_STATUS. | |||
| 2023-03-08 | Merge pull request #9896 from Kelebek1/d24s8 | liamwhite | |
| Check all swizzle components for red, not just [0] | |||
| 2023-03-07 | core: Promote CPU/GPU threads to time critical | Morph | |
| And also demote Audren and CoreTiming to High thread priority. | |||
| 2023-03-07 | general: fix type inconsistencies | Liam | |
| 2023-03-07 | Merge pull request #9889 from Morph1984/time-is-ticking | liamwhite | |
| core_timing: Reduce CPU usage on Windows | |||
| 2023-03-06 | gl_rasterizer: Implement AccelerateDMA DmaBufferImageCopy | ameerj | |
| 2023-03-06 | Refactor AccelerateDMA code | ameerj | |
| 2023-03-05 | Engines: Implement Accelerate DMA Texture. | Fernando Sahmkow | |
| 2023-03-05 | core_timing: Use higher precision sleeps on Windows | Morph | |
| The precision of sleep_for and wait_for is limited to 1-1.5ms on Windows. Using SleepForOneTick() allows us to sleep for exactly one interval of the current timer resolution. This allows us to take advantage of systems that have a timer resolution of 0.5ms to reduce CPU overhead in the event loop. | |||
| 2023-03-03 | Merge pull request #9884 from liamwhite/service-cleanup | Morph | |
| service: miscellaneous cleanups | |||
| 2023-03-04 | Check all swizzle components for red, not just [0], pass float border color ↵ | Kelebek1 | |
| rather than int | |||
| 2023-03-03 | gpu_thread: Use bounded queue | Behunin | |
| 2023-03-01 | vulkan_common: disable vertexInputDynamicState on unsupported driver | Liam | |
