| Age | Commit message (Collapse) | Author |
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vk_compute_pass: Fix pipeline barrier for indexed quads
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Remove unused file.
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shader_recompiler: Remove unnecessary [[nodiscard]] instances
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emit_spirv_instructions: Add missing header guard
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emit_glasm: Fix LINESS_ADJACENCY typo in InputPrimitive()
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Change wording to explain that GLASM is actually short for Assembly Shaders
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object_pool: Add missing return in Chunk move assignment operator
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control_flow: Fix duplicate switch case in OpcodeToken
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Use an index buffer barrier instead of a vertex input read barrier.
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Fixes bad API usages on Vulkan.
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This should be LINES_ADJACENCY
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[[nodiscard]] doesn't do anything on functions with a void return type
and causes superfluous warnings.
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This previously duplicated the case of the PBK case above it.
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Prevents undefined behavior from occurring.
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Fold shaders doing "a * b + c" on integers from the pattern generated by
Nvidia's GL compiler.
On a somewhat complex compute shader it reduces the code size by 16
instructions from 2 matches on Turing GPUs.
On Intel as extracted from KHR_pipeline_executable_properties:
Before the optimization:
```
Instruction Count: 2057
Basic Block Count: 45
Scratch Memory Size: 14752
Spill Count: 232
Fill Count: 261
SEND Count: 610
Cycle Count: 11325
```
After the optimization:
```
Instruction Count: 2046
Basic Block Count: 44
Scratch Memory Size: 13728
Spill Count: 219
Fill Count: 268
SEND Count: 604
Cycle Count: 11367
```
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Simplify a bit the logic.
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config, nvflinger: Add FPS cap setting
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Settings: Eliminate ASYNC & MULTICORE Toggles and add GPU Accuracy to status bar
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main: Fix screenshot filepath construction
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Shader Decompiler Rewrite
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The screenshot directory path returned does not have a trailing directory separator character. This caused screenshots to be saved in the parent directory of the configured screenshot directory.
This fixes that behavior
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common: Publically link to pthreads
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buffer_cache: Misc fixups related to buffer clears
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use_framelimiter was not being used internally by the renderers.
set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice.
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This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate.
This allows us to differentiate it from the fps unlocker setting.
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Allows finer tuning of the FPS limit.
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Improve management of kernel objects
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We don't need to manually apply this setting now that a template can do
this for us.
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Prevents us from using an unclear 0 or 1 to describe the fullscreen
mode.
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Common requires pthreads but does not refer to it when linking to other
modules. Fix this by linking to Threads where necessary.
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Support ignoring immediate out of bound writes. Writing dynamically out
of bounds is not yet supported (e.g. R0+0x4).
Reading out of bounds yields zero. This is supported checking for the
size from the IR; if the input is immediate, the optimization passes
will drop it.
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Fixes race condition caused. The descriptor pool is not thread safe, so
we have to commit descriptor sets within the same thread.
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Causes crashes on Link's Awakening intro. It's hard to debug if it's our
fault due to bugs in validation layers.
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This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
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Wait for shader to build before configuring it, and wait for the shader
to build before sharing it with other contexts.
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This allows us invalidating OpenGL and Vulkan separately in the future.
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Adheres to GL_ARB_separate_shader_objects requirements
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Ensures that states set for a particular stage are not attached to other
stages which may not need them.
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