Age | Commit message (Collapse) | Author |
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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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vulkan_common: Move reusable Vulkan abstractions to a separate directory
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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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Port citra-emu/citra#5668: "Update zstd to v1.4.8"
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Co-Authored-By: Vitor K <29167336+vitor-k@users.noreply.github.com>
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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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general: Fix various spelling errors
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typo fix
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configure_input: Modify controller connection delay
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typo fix
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memory: Remove MemoryHook
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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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.ci/templates: Enable QT translation for MSVC CI
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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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VKDevice::IsSuitable was not being called. To address this issue, check
suitability before initialization and throw an exception if it fails.
By doing this, we can deduplicate some code on queue searches.
Previosuly we would first search if a present and graphics queue
existed, then on initialization we would search again to find the index.
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The Vulkan device abstraction either initializes successfully on the
constructor or throws a Vulkan exception.
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Report device enumeration errors with exceptions to be consistent with
other initialization related function calls. Reduces the amount of code
to maintain.
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Move surface initialization code to a separate file. It's unlikely to
use this code outside of Vulkan, but keeping platform-specific code
(Win32, Xlib, Wayland) in its own translation unit keeps things cleaner.
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Move more Vulkan code to report errors with exceptions and report them
through a log before notifying it with an error boolean for backwards
compatibility. In the future we can replace the rasterizer two-step
initialization to always use exceptions.
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Initialize debug callbacks (messenger) from a separate file. This allows
sharing code with different backends.
Change our Vulkan error handling to use exceptions instead of error
codes, simplifying the initialization process.
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Simplify Vulkan's backend initialization code by moving it to a separate
file, allowing us to initialize a Vulkan instance from different
backends.
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vulkan_common/vulkan_wrapper.h
Allows sharing Vulkan wrapper code between different rendering backends.
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Allows us to initialize a Vulkan dynamic library from different backends
without duplicating code.
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lut_index had 0 added when nothing was supposed to be added
despite this, index was not added to 0 when nothing was supposed to be added...
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half_set: Resolve -Wmaybe-uninitialized warnings
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maxwell_to_vk: Initialize usage variable in SurfaceFormat()
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Silences a -Wmaybe-uninitialized warning
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cmake: Enforce -Wuninitialized
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video_core/texture_cache: Rewrite the texture cache
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The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.
This commit aims to address those issues.
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