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common: remove "yuzu:" prefix from thread names
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vulkan: automatically use larger staging buffer sizes when possible
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macro_jit_x64: cancel exit for taken branch
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macro_jit_x64: fix miscompilation of bit extraction operations
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MacroHLE: Add MultidrawIndirect HLE Macro.
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Align index buffe size when vertex_buffer_unified_memory enable
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video_core: Modify astc texture decode error fill value
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Given the issues with GPU accelerated ASTC decoding with NVIDIA's latest drivers, parallelize astc decoding on the CPU.
Uses half the available threads in the system for astc decoding.
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video_core: add option for pessimistic flushing
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Since the following commit: https://github.com/yuzu-emu/yuzu/commit/a83a5d2e4c8932df864dd4cea2b04d87a12c8760 , many games will refuse to boot unless the shader/pipeline cache has been invalidated.
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video_code: support rectangle texture
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code: dodge PAGE_SIZE #define
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Some header files, specifically for OSX and Musl libc define PAGE_SIZE to be a number
This is great except in yuzu we're using PAGE_SIZE as a variable
Specific example
`static constexpr u64 PAGE_SIZE = u64(1) << PAGE_BITS;`
PAGE_SIZE PAGE_BITS PAGE_MASK are all similar variables.
Simply deleted the underscores, and then added YUZU_ prefix
Might be worth noting that there are multiple uses in different classes/namespaces
This list may not be exhaustive
Core::Memory 12 bits (4096)
QueryCacheBase 12 bits
ShaderCache 14 bits (16384)
TextureCache 20 bits (1048576, or 1MB)
Fixes #8779
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video_core/textures/decoders: Avoid SWIZZLE_TABLE
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video_core: differentiate between tiled and untiled framebuffer sizes for unaccelerated blits
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vk_texture_cache: return VK_NULL_HANDLE for views of null images
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R16G16B16_SSCALED, R8G8B8_SSCALED
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video_core: stop waiting for shader compilation on user cancel
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unaccelerated copies
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gpu_thread: Use the previous MPSCQueue implementation
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[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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- These were all somewhat redundant.
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The bounded MPSCQueue implementation causes crashes in Fire Emblem Three Houses, use the previous implementation for now.
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- Used by Monster Hunter Rise Update 10.0.2
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