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<title>eglantine-cirakg/src/video_core/renderer_vulkan/vk_image.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>2020-12-30T06:38:50+00:00</updated>
<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.
</content>
</entry>
<entry>
<title>video_core: Resolve more variable shadowing scenarios pt.2</title>
<updated>2020-12-05T11:39:35+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-05T09:51:14+00:00</published>
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<content type='text'>
Migrates the video core code closer to enabling variable shadowing
warnings as errors.

This primarily sorts out shadowing occurrences within the Vulkan code.
</content>
</entry>
<entry>
<title>vk_image: Make use of designated initializers where applicable</title>
<updated>2020-07-16T22:24:26+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-07-16T22:24:26+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>renderer_vulkan: Drop Vulkan-Hpp</title>
<updated>2020-04-11T01:49:02+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-03-27T04:33:21+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>vk_image: Add an image object abstraction</title>
<updated>2019-12-25T21:00:16+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-12-25T21:00:16+00:00</published>
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<content type='text'>
This object's job is to contain an image and manage its transitions.
Since Nvidia hardware doesn't know what a transition is but Vulkan
requires them anyway, we have to state track image subresources
individually.

To avoid the overhead of tracking each subresource in images with many
subresources (think of cubemap arrays with several mipmaps), this commit
tracks when subresources have diverged. As long as this doesn't happen
we can check the state of the first subresource (that will be shared
with all subresources) and update accordingly.

Image transitions are deferred to the scheduler command buffer.
</content>
</entry>
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