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<title>eglantine-cirakg/src/video_core/texture_cache/surface_base.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.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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<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>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>General: Make use of std::nullopt where applicable</title>
<updated>2020-09-22T21:32:33+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-09-22T21:31:53+00:00</published>
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<content type='text'>
Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.

This also makes it consistent how we return empty optionals.
</content>
</entry>
<entry>
<title>video_core: Rearrange pixel format names</title>
<updated>2020-07-13T04:44:23+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-07-01T05:28:53+00:00</published>
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<content type='text'>
Normalizes pixel format names to match Vulkan names. Previous to this
commit pixel formats had no convention, leading to confusion and
potential bugs.
</content>
</entry>
<entry>
<title>TextureCache: Fix case where layer goes off bound.</title>
<updated>2020-06-22T15:37:40+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2020-06-22T15:29:55+00:00</published>
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<content type='text'>
The returned layer is expected to be between 0 and the depth of the
surface, anything larger is off bounds.
</content>
</entry>
<entry>
<title>texture_cache: Implement rendering to 3D textures</title>
<updated>2020-06-08T08:01:00+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-05-30T02:32:41+00:00</published>
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<content type='text'>
This allows rendering to 3D textures with more than one slice.
Applications are allowed to render to more than one slice of a texture
using gl_Layer from a VTG shader.

This also requires reworking how 3D texture collisions are handled, for
now, this commit allows rendering to slices but not to miplevels. When a
render target attempts to write to a mipmap, we fallback to the previous
implementation (copying or flushing as needed).

- Fixes color correction 3D textures on UE4 games (rainbow effects).
- Allows Xenoblade games to render to 3D textures directly.
</content>
</entry>
<entry>
<title>Texture Cache: Read current data when flushing a 3D segment.</title>
<updated>2020-04-15T15:46:17+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2020-04-12T21:06:05+00:00</published>
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<content type='text'>
This PR corrects flushing of 3D segments when data of other segments is
mixed, this aims to preserve the data in place.
</content>
</entry>
<entry>
<title>Texture Cache: Use vAddr instead of physical memory for caching.</title>
<updated>2020-04-06T13:23:05+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2020-04-05T19:26:16+00:00</published>
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</content>
</entry>
<entry>
<title>video_core: Use native ASTC when available</title>
<updated>2020-04-01T04:14:04+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-03-14T23:24:54+00:00</published>
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