- 07 Jan, 2023 6 commits
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Narr the Reg authored
renderer_vulkan: disable clock boost on unvalidated devices
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Narr the Reg authored
vulkan_device: avoid attempt to access empty optional
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Liam authored
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Liam authored
- 06 Jan, 2023 11 commits
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liamwhite authored
opengl: Sanitize antialiasing config
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Narr the Reg authored
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Fernando S authored
video_core/vulkan: Fixed loading of Vulkan driver pipeline cache
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Wollnashorn authored
The header size of the Vulkan driver pipeline cache files was incorrectly in PipelineCache::LoadVulkanPipelineCache, for which the pipeline cache wasn't read correctly and got invalidated on each load.
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Fernando S authored
Port over several shader-compiler fixes from skyline
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liamwhite authored
externals: update dynarmic, xbyak
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liamwhite authored
net: Silently translate ETIMEDOUT network error
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liamwhite authored
vulkan: implement 'turbo mode' clock booster
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Fernando S authored
VideoCore: Implement Cached Writes, use fastmem for reading GPU memory and eliminate old stuffs
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liamwhite authored
MacroHLE: eliminate 2 rushed macros.
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Fernando Sahmkow authored
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- 05 Jan, 2023 23 commits
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liamwhite authored
renderer_vulkan: implement fallback path for null buffer descriptors
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liamwhite authored
vulkan_common: unify VK_EXT_debug_utils and selection of validation layer
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Liam authored
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Billy Laws authored
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Billy Laws authored
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Billy Laws authored
The existing implementation only supports 64 invoc-per-subgroup GPUs, and misbehaves on adreno when invocations need to be split into 4 emulated subgroups.
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Billy Laws authored
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Billy Laws authored
Reuses most of the existing code for generating the gl_Layer passthrough. Fixes geometry in Nier: Automata on GPUs without HW passthrough support.
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Billy Laws authored
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Billy Laws authored
We can take advantage of SSBO addresses being passed in a constant bufer to account for the extra alignment requirements in the shader itself.
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Billy Laws authored
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Billy Laws authored
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Billy Laws authored
Adreno drivers will crash compiling geometry shaders if the input position is not wrapped in a gl_in struct.
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Fernando S authored
video_core/vulkan: Implemented `VkPipelineCache` to store Vulkan pipelines
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Wollnashorn authored
So that old cache can get deleted when the cache version changes and does not grow infinitely
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Wollnashorn authored
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Wollnashorn authored
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Wollnashorn authored
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Wollnashorn authored
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Wollnashorn authored
The addition of the use_vulkan_driver_pipeline_cache option into the default ini string literal caused the 16,384-byte limit of the MSVC compiler to be exceeded.
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Wollnashorn authored
As an optional feature which can be enabled in the advanced graphics configuration, all pipelines that get built at the initial shader loading are stored in a VkPipelineCache object and are dumped to the disk. These vendor specific pipeline cache files are located at `/shader/GAME_ID/vulkan_pipelines.bin`. This feature was mainly added because of an issue with the AMD driver (see yuzu-emu#8507) causing invalidation of the cache files the driver builds automatically.
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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