| Age | Commit message (Collapse) | Author |
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With timeline semaphores we can avoid creating objects. Instead of
creating an event, grab the current tick from the scheduler and flush
the current command buffer. When the fence has to be queried/waited, we
can do so against the master semaphore instead of spinning on an event.
If Vulkan supported NVN like events or fences, we could signal from the
command buffer and wait for that without splitting things in two
separate command buffers.
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Co-authored-by: LC <mathew1800@gmail.com>
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laying the groundwork for async gpu, although this does not fully implement async nvdec operations
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Ignore the return value on __APPLE__ systems as well
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PAGE_SHIFT is a #define in system headers that leaks into user code on some systems
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gl_texture_cache: Avoid format views on Intel and AMD
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core: Enforce C4715 (not all control paths return a value)
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vulkan_common: Move device abstraction to the common directory and allow surfaceless devices
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vk_rasterizer: Skip binding empty descriptor sets on compute
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yuzu/main: Fix 'Hide mouse on inactivity' and port citra-emu/citra#5476
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Fixes unit tests where compute shaders had no descriptors in the set,
making Vulkan drivers crash when binding an empty set.
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fixes a data race as this is an unprotected variable manipulated by multiple threads
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This tab of the settings is already extremely bloated and the setting itself is quite useless.
With a gamelist of almost 30 games, the cache directory is smaller than 1MB for me and therefore I don't see why it needs to be configurable.
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renderer_vulkan: Rename VKDevice to Device
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Intel and AMD proprietary drivers are incapable of rendering to texture
views of different formats than the original texture. Avoid creating
these at a cache level. This will consume more memory, emulating them
with copies.
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This breaks accelerated decoders trying to imageStore into images with
sRGB. The decoders are currently disabled so this won't cause issues at
runtime.
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main: Resolve error string not displaying
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The "VK" prefix predates the "Vulkan" namespace. It was carried around
the codebase for consistency. "VKDevice" currently is a bad alias with
"VkDevice" (only an upcase character of difference) that can cause
confusion. Rename all instances of it.
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vulkan_common: Move reusable Vulkan abstractions to a separate directory
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During the transition to make the error dialog translatable, I
accidentally got rid of the conversion to ResultStatus, which prevented
operator<< from being invoked during formatting.
This adds a function to directly retrieve the result status string
instead so that it displays again.
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dynarmic: Add Unsafe_InaccurateNaN optimization
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hle: service: nvflinger: buffer_queue: Do not reset id/layer_id on Connect.
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main: Make the loader error dialog fully translatable
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- This behavior is a mistake, fixes Katana Zero.
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configure_input: Modify controller connection delay
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Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
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core/memory: Read and write page table atomically
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Makes the dialog fully localizable and also adds disambiguation comments
to help translators understand what the formatting specifiers indicate.
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enum classes are comparable with one another, so these casts aren't
necessary.
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Make the coding conventions more consistant
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Port citra-emu/citra#5509 "Look at direction of analog axis travel instead of instantaneous sample"
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Service threads
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For listing the available physical devices we can use Vulkan 1.0.
Now that MoltenVK supports 1.1 we can require it for running games.
Add missing documentation.
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This makes easier to add and tune the required device limits.
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