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<title>eglantine-cirakg/src/video_core/renderer_vulkan/vk_device.cpp, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2021-01-04T05:22:22+00:00</updated>
<entry>
<title>renderer_vulkan: Move device abstraction to vulkan_common</title>
<updated>2021-01-04T05:22:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-26T04:19:46+00:00</published>
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<id>urn:sha1:fc515aed5f26111f2f817c3edd5953a6c5b4efab</id>
<content type='text'>
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</entry>
<entry>
<title>renderer_vulkan: Rename VKDevice to Device</title>
<updated>2021-01-03T20:51:48+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-26T04:10:53+00:00</published>
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<content type='text'>
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.
</content>
</entry>
<entry>
<title>Merge pull request #5230 from ReinUsesLisp/vulkan-common</title>
<updated>2021-01-03T20:38:29+00:00</updated>
<author>
<name>Rodrigo Locatti</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-01-03T20:38:29+00:00</published>
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<id>urn:sha1:b0764f3823ff2ff2505a37e5ccc849581370da76</id>
<content type='text'>
vulkan_common: Move reusable Vulkan abstractions to a separate directory</content>
</entry>
<entry>
<title>general: Fix various spelling errors</title>
<updated>2021-01-02T15:23:41+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2021-01-02T14:00:05+00:00</published>
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<id>urn:sha1:23413c0d4448ebc5c51b6d98df82070c32af7666</id>
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</entry>
<entry>
<title>vulkan_instance: Allow different Vulkan versions and enforce 1.1</title>
<updated>2020-12-31T05:07:34+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-30T07:58:38+00:00</published>
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<id>urn:sha1:e92031e76769d385dcdefa16e8741c2fcc8f8f7a</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>vk_device: Use an array to report lacking device limits</title>
<updated>2020-12-31T05:07:34+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-26T05:09:55+00:00</published>
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<id>urn:sha1:9c39c02012dd078f4b15b6bb8049253c8d54e57a</id>
<content type='text'>
This makes easier to add and tune the required device limits.
</content>
</entry>
<entry>
<title>vk_device: Stop initialization when device is not suitable</title>
<updated>2020-12-31T05:07:33+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-26T04:50:25+00:00</published>
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<id>urn:sha1:c5fc83ae74175d2077190f45defe2c385cdecd23</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>renderer_vulkan: Remove two step initialization on VKDevice</title>
<updated>2020-12-31T05:07:33+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-25T05:42:03+00:00</published>
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<id>urn:sha1:8bc3e207603e0dad7676b7dbc403efd0d8fc6c40</id>
<content type='text'>
The Vulkan device abstraction either initializes successfully on the
constructor or throws a Vulkan exception.
</content>
</entry>
<entry>
<title>vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.h</title>
<updated>2020-12-31T05:07:14+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-25T00:30:11+00:00</published>
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<id>urn:sha1:ddddd250338449e6f07a70d294774c0ed5dfc4bc</id>
<content type='text'>
Allows sharing Vulkan wrapper code between different rendering backends.
</content>
</entry>
<entry>
<title>video_core: Rewrite the texture cache</title>
<updated>2020-12-30T06:38:50+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-30T05:25:23+00:00</published>
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<id>urn:sha1:d25b097e84478df47c122265809dff1ef0b4982b</id>
<content type='text'>
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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