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<title>eglantine-cirakg/src/video_core/texture_cache/surface_params.h, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
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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: Remove all Core::System references in renderer</title>
<updated>2020-09-06T08:28:48+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-06-12T00:24:45+00:00</published>
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Now that the GPU is initialized when video backends are initialized,
it's no longer needed to query components once the game is running: it
can be done when yuzu is booting.

This allows us to pass components between constructors and in the
process remove all Core::System references in the video backend.
</content>
</entry>
<entry>
<title>video_core/textures: Add and use SwizzleSliceToVoxel, and minor style changes</title>
<updated>2020-07-10T07:09:32+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-07-04T21:42:10+00:00</published>
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<id>urn:sha1:2691f5e6b94f0c8587c799d254e49475a5180e86</id>
<content type='text'>
Change GOB sizes from free-functions to constexpr constants.

Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels
into a 3D texture and use it for 3D copies.
</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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<content type='text'>
</content>
</entry>
<entry>
<title>texture_cache: Implement layered framebuffer attachments</title>
<updated>2020-02-16T07:19:32+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-02-16T07:12:38+00:00</published>
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<content type='text'>
Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
</content>
</entry>
<entry>
<title>texture_cache/surface_params: Make GetNumLayers public</title>
<updated>2020-01-13T23:35:43+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-01-13T23:35:43+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Texture Cache: Improve documentation</title>
<updated>2019-12-22T16:29:23+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2019-12-22T16:29:23+00:00</published>
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</content>
</entry>
<entry>
<title>Texture Cache: Address Feedback</title>
<updated>2019-12-22T16:24:34+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2019-12-10T13:34:37+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.</title>
<updated>2019-12-22T16:24:34+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2019-12-08T17:13:18+00:00</published>
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<content type='text'>
This commit adds a series of HLE methods for handling 3D textures in
general. This helps games that generate 3D textures on every frame and
may reduce loading times for certain games.
</content>
</entry>
<entry>
<title>Texture_Cache: Redo invalid Surfaces handling.</title>
<updated>2019-11-20T18:59:35+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2019-10-16T14:47:44+00:00</published>
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<content type='text'>
This commit aims to redo the full setup of invalid textures and
guarantee correct behavior across backends in the case of finding one by
using black dummy textures that match the target of the expected
texture.
</content>
</entry>
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