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<title>eglantine-cirakg/src/video_core/shader/async_shaders.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>2021-07-23T01:51:22+00:00</updated>
<entry>
<title>shader: Remove old shader management</title>
<updated>2021-07-23T01:51:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-02-16T23:52:12+00:00</published>
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<id>urn:sha1:65069df8aa3975b055d70c3c615f9c99d60c72e0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>yuzu: Various frontend improvements to avoid crashes and improve experience on Linux.</title>
<updated>2021-02-14T08:20:41+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2021-02-14T08:20:41+00:00</published>
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<id>urn:sha1:fddde225c5650b9da6bc2f4a34a03c9af2867a2e</id>
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<entry>
<title>video_core: Silence -Wmissing-field-initializers warnings</title>
<updated>2021-01-24T07:32:19+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-01-24T07:32:19+00:00</published>
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<id>urn:sha1:7afc85ba3ab7aba7cd296fb3524c5b8df6d4b8bb</id>
<content type='text'>
</content>
</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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<id>urn:sha1:aa08e1bfbf24d9cf4e294dc628c48a756081dffb</id>
<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>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.3</title>
<updated>2020-12-05T21:02:23+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-05T16:40:14+00:00</published>
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<id>urn:sha1:5db4785535a6d5646e751e776356505e8e235554</id>
<content type='text'>
Cleans out the rest of the occurrences of variable shadowing and makes
any further occurrences of shadowing compiler errors.
</content>
</entry>
<entry>
<title>async_shaders: emplace threads into the worker thread vector</title>
<updated>2020-11-20T09:46:56+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-11-20T09:46:53+00:00</published>
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<id>urn:sha1:953aff6f0e553990fa07ed39ff038a16015b278d</id>
<content type='text'>
Same behavior, but constructs the threads in place instead of moving
them.
</content>
</entry>
<entry>
<title>async_shaders: Simplify implementation of GetCompletedWork()</title>
<updated>2020-11-20T09:44:44+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-11-20T09:44:42+00:00</published>
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<id>urn:sha1:a15dc601be59609c730c950b0a55bbbbce8c9a2a</id>
<content type='text'>
This is equivalent to moving all the contents and then clearing the
vector. This avoids a redundant allocation.
</content>
</entry>
<entry>
<title>async_shaders: Simplify moving data into the pending queue</title>
<updated>2020-11-20T09:41:29+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-11-20T09:41:27+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>async_shaders: std::move data within QueueVulkanShader()</title>
<updated>2020-11-20T09:38:18+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-11-20T09:34:02+00:00</published>
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<id>urn:sha1:8ac9c08758eee12e8185226135b56dfdd9b9d5b4</id>
<content type='text'>
Same behavior, but avoids redundant copies.

While we're at it, we can simplify the pushing of the parameters into
the pending queue.
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</entry>
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