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path: root/src/video_core/renderer_vulkan
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* | | | | Merge remote-tracking branch 'origin/fix/pipeline-dump-exception' into test/l...Takoroka2 days1-1/+6
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| * | | | | vulkan: keep a failing shader's dump from ending the processTakoroka4 days1-1/+6
* | | | | | Merge remote-tracking branch 'origin/fix/nx2-storage-buffer-texture-handles' ...Takoroka2 days2-0/+29
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| * | | | | | shader: compute texture handles read from storage buffers for each drawTakoroka3 days2-0/+29
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* | | | | | Merge remote-tracking branch 'origin/fix/nx2-igpu-stream-buffer' into test/li...Takoroka2 days1-0/+13
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| * | | | | | vulkan: keep the stream buffer within a small iGPU heapTakoroka3 days1-0/+13
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* | | | | | Merge remote-tracking branch 'origin/feat/nx2-mesh-shaders' into test/linux-a...Takoroka2 days6-6/+100
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| * | | | | video_core: EDEN_NX2_NO_MESH_FILE toggles task/mesh draws at run timeTakoroka2 days1-1/+10
| * | | | | video_core: keep task/mesh pipelines out of the disk pipeline cacheTakoroka2 days1-0/+15
| * | | | | video_core: EDEN_NX2_NO_MESH skips task/mesh drawsTakoroka2 days1-2/+4
| * | | | | video_core: draw Switch 2 task/mesh pipelines with VK_EXT_mesh_shaderTakoroka2 days6-6/+74
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* | | | | vulkan: share one zeroed block between empty sparse blocks on AMDTakoroka2 days2-7/+241
* | | | | texture_cache: back large sparse 2D images by sparse blockTakoroka2 days2-0/+240
* | | | | vulkan: back large sparse images normally on AMDkraibse2 days1-3/+7
* | | | | vk_pipeline_cache: skip unused colour targets when picking MoltenVK output typesSssnowyyy3 days1-0/+4
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* | | | Gpu buffer readback to cpu. Fixing visible glitches such as missing collision...néo Luigi3 days1-0/+7
* | | | 1st pass of review: code cleanup & windows testnéo Luigi3 days2-20/+15
* | | | texture_cache: keep Switch 2 VRAM use under the driver's budgetWael3rd3 days2-0/+33
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* | | vulkan: keep the image's view type when a shader's dimension disagreesgivethesourceplox4 days1-0/+10
* | | Added FSR 3 Upscaling and Frame GenerationDjihads804 days9-31/+896
* | | vulkan: write the driver pipeline cache atomically; reject truncated onesgivethesourceplox4 days1-1/+22
* | | texture_cache: log unbacked layers over the image's memory capkraibse4 days1-0/+22
* | | vulkan: bind memory to sparse terrain arrays layer by layerTakoroka4 days2-4/+292
* | | texture_cache: give images over unwritten sparse blocks no device memoryTakoroka4 days1-2/+28
* | | texture_cache: re-decode only the written layers of large ASTC arraysTakoroka4 days4-4/+95
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* / vulkan: clamp compute shared memory on MoltenVKgivethesourceplox5 days1-1/+1
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* build: fixes for clang-clTakoroka5 days1-1/+3
* vulkan: leave the alpha test reference out of pipelines that don't test alphaTakoroka5 days2-1/+64
* video_core: split the GPU thread in two (EDEN_NX2_SPLIT, off by default)Takoroka5 days2-0/+13
* vulkan: never flush the scheduler from the async present threadTakoroka5 days4-13/+30
* vulkan: defer the caches' invalidation for inline writes outside GPU-written ...Takoroka5 days1-2/+19
* vulkan: dispatch to the worker every 32 draws, wake it only when it waitsTakoroka5 days3-3/+16
* vulkan: log runtime pipeline builds on the GPU thread over 2 ms and their tot...Takoroka6 days1-0/+37
* video_core: less waiting on the GPU caches' locksTakoroka6 days1-4/+10
* vulkan: one lock for both caches in InnerInvalidationTakoroka6 days1-4/+2
* nx2: memo for compute macros; one lock per inline upload; cheaper shader inva...Takoroka6 days1-4/+2
* nx2: GPU-thread zone timers and an in-process sampling profilerTakoroka6 days2-45/+94
* ASTC: decode and re-compress to BC1/BC3 on the GPU; texture cache budgetTakoroka6 days4-15/+288
* Texture cache: stop the churn, the per-frame image leak and garbage texturesTakoroka6 days3-2/+67
* Texture cache: log VMA blocks per memory type with the periodic memory logTakoroka6 days2-0/+6
* ASTC: re-compress to BC3 except huge arrays, which stay RGBA8 and trimmedTakoroka6 days1-3/+48
* Keep huge ASTC arrays from a lower mip on the host (title 1 terrain)Takoroka6 days2-7/+72
* Vulkan: unbacked sparse images for textures too large to backTakoroka6 days1-0/+3
* nx2: read debug switches once; key scripts from a fileTakoroka7 days1-2/+6
* nx2: decode ASTC textures with the Switch 2 GOB layoutTakoroka7 days1-0/+2
* nx2: frame-locked input replay and quieter logsTakoroka7 days2-1/+6
* nx2: title 4's cutscene scene renders; blit constants for fragment shadersTakoroka7 days2-3/+89
* nx2: stand in for title 4's tensor-core upscaler and its blit constantsTakoroka7 days1-0/+29
* nx2: get title 4 past the difficulty confirmTakoroka7 days1-0/+8
* Switch 2: title 4 menu text renders uprightTakoroka7 days1-10/+34