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path: root/src/video_core/vulkan_common
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* video_core: accept an empty Streamline device-extension listDuck91213 hours1-5/+4
* video_core, yuzu: write NVIDIA DLSS file paths to logs as UTF-8Duck91213 hours1-7/+10
* video_core: NVIDIA DLSS through NVIDIA Streamline in place of a game's DLSSDuck91213 hours6-0/+636
* Merge remote-tracking branch 'origin/nx2' into fe-fsr31Duck91231 hours1-0/+6
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| * vulkan: repack 69-byte vertices without dynamic vertex input on MoltenVKSssnowyyy35 hours1-0/+6
* | video_core: replace Fortune's Weave's DLSS with AMD FSR 3.1Duck91234 hours1-0/+5
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* texture_cache: keep the allocator's block slack out of the usable VRAMkraibse2 days2-1/+17
* vulkan: don't make small images unbacked when device memory runs outkraibse2 days2-0/+29
* texture_cache: collect images in the emptiest device memory blocks firstTakoroka2 days2-0/+22
* Merge remote-tracking branch 'origin/fix/vk-memory-blocks' into test/linux-al...Takoroka3 days4-5/+120
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| * vulkan: 16 MiB memory blocksTakoroka3 days2-5/+6
| * vulkan: keep sparse pages and device-local buffers out of the image blocksTakoroka3 days4-1/+109
| * vulkan: 32 MiB memory blocks and best-fit placement for imagesTakoroka3 days2-4/+10
* | Merge remote-tracking branch 'origin/fix/nx2-igpu-stream-buffer' into test/li...Takoroka3 days1-0/+5
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| * | vulkan: keep the stream buffer within a small iGPU heapTakoroka3 days1-0/+5
* | | Merge remote-tracking branch 'origin/feat/nx2-mesh-shaders' into test/linux-a...Takoroka3 days4-0/+22
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| * | video_core: draw Switch 2 task/mesh pipelines with VK_EXT_mesh_shaderTakoroka3 days4-0/+22
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* | vulkan: treat RADV like the other AMD drivers for unbound sparse imageskraibse3 days1-2/+12
* | vulkan: share one zeroed block between empty sparse blocks on AMDTakoroka3 days3-2/+11
* | vulkan: back large sparse images normally on AMDkraibse3 days1-0/+8
* | vulkan_device: tell AMD GCN4 apart before float16 is turned offTakoroka3 days1-2/+6
* | vulkan_device: keep an integrated GPU's budget within its memory shareTakoroka3 days1-0/+7
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* 1st pass of review: code cleanup & windows testnéo Luigi4 days1-22/+26
* texture_cache: keep Switch 2 VRAM use under the driver's budgetWael3rd4 days2-7/+53
* vulkan: bind memory to sparse terrain arrays layer by layerTakoroka5 days5-0/+55
* texture_cache: give images over unwritten sparse blocks no device memoryTakoroka5 days2-10/+23
* nx2: log per-call and periodic diagnostic lines at debug levelTakoroka5 days1-1/+1
* vulkan: 64 MiB VMA blocks; device memory usage without VMA block slackTakoroka6 days2-4/+19
* ASTC: decode and re-compress to BC1/BC3 on the GPU; texture cache budgetTakoroka6 days4-3/+24
* Texture cache: log VMA blocks per memory type with the periodic memory logTakoroka6 days2-0/+29
* Vulkan: unbacked sparse images for textures too large to backTakoroka7 days2-1/+52
* [shader_recompiler, vulkan, qcom, tu] Provide handling to missing shader subg...CamilleLaVey2026-10-141-0/+5
* revert [vulkan] Masquerade VkInfo as PUBGMobile + UE #4320 (#4520)PavelBARABANOV2026-10-111-15/+2
* [vulkan] Masquerade VkInfo as PUBGMobile + UE (#4320)lizzie2026-09-081-2/+15
* [shader_recompiler, vulkan] Virtual buffer pages with multi-range + sparse bu...CamilleLaVey2026-09-086-7/+91
* [cmake] Fix some macOS compilation errors (#4350)lizzie2026-09-051-299/+278
* [common] Switch to boost::unordered_flat containers (#4326)crueter2026-08-312-7/+8
* [vulkan, vk_pipeline_cache] PSO Optimizations (#4294)Lizzie and Samuel2026-08-302-0/+109
* [vulkan] Implementation for VK_EXT_shader_quad_control (#4168)CamilleLaVey2026-08-282-0/+11
* [vulkan] Removal of QCOM sampler limiters + CustomBorderColor and ColorBorder...CamilleLaVey2026-08-252-42/+43
* [vulkan, qcom] Fix shader float controls on QCOM driver (#4297)CamilleLaVey2026-08-241-2/+0
* [vulkan] Adjustments on MSAA and BlitHelpers (#4287)crueter2026-08-234-12/+54
* [vulkan, android] Initial implementation of LSFG-VK (#4263)CamilleLaVey2026-08-171-1/+7
* [vulkan] Initial implementation on Bindless Buffer/Descriptors (#4251)CamilleLaVey2026-08-054-1/+139
* [vulkan] Re-adjusting ASTC resolve (#4250)CamilleLaVey2026-08-052-11/+12
* [fmt] use {#:x} instead of 0x{:#x} (#4170)lizzie2026-07-251-2/+2
* [vulkan] 4th Vulkan Global Maintenance (#4212)CamilleLaVey2026-07-162-9/+52
* [vulkan, android] Mediacodec implementation + Vulkan fixes (#4191)CamilleLaVey2026-07-094-1/+51
* [video_core] Implementation on ASTC HDR formats + Vulkan fixes (#4190)CamilleLaVey2026-07-091-3/+5
* [vulkan] 3rd Vulkan Global Maintenance (#4189)CamilleLaVey2026-07-094-24/+173