| Commit message (Collapse) | Author | Age | Files | Lines |
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These are std::shared_ptr instances underneath the hood, which means
copying them isn't as cheap as a regular pointer. Particularly so on
weakly-ordered systems.
This avoids atomic reference count increments and decrements where they
aren't necessary for the core set of operations.
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This is more accurate in terms of describing what the functions are
actually doing. Temporal relates to time, not the setting of a temporary
itself.
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Removes unnecessary header dependencies.
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This messages were originally set as warnning since few games used these
svcs and it was needed for debugging. This is no longer the case.
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shader/decode/other: Correct branch indirect argument within BRA handling
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This appears to have been a copy/paste error introduced within
8a6fc529a968e007f01464abadd32f9b5eb0a26c
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core: Remove CurrentArmInterface() global accessor
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Replaces the final usage of the global accessor function and removes it.
Removes one more enabler of global state.
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shader/track: Track indirect buffers
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While changing this code, simplify tracking code to allow returning
the base address node, this way callers don't have to manually rebuild
it on each invocation.
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gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
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GL_ARB_shader_viewport_layer_array
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This commit implements gl_ViewportIndex and gl_Layer in vertex and
geometry shaders. In the case it's used in a vertex shader, it requires
ARB_shader_viewport_layer_array. This extension is available on AMD and
Nvidia devices (mesa and proprietary drivers), but not available on
Intel on any platform. At the moment of writing this description I don't
know if this is a hardware limitation or a driver limitation.
In the case that ARB_shader_viewport_layer_array is not available,
writes to these registers on a vertex shader are ignored, with the
appropriate logging.
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GPU: Fixes to Texture Cache and Include Microprofiles for GL State/BufferCopy/Macro Interpreter
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unregistered.
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buffer_cache: Implement a generic buffer cache and its OpenGL backend
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Implements a templated class with a similar approach to our current
generic texture cache. It is designed to be compatible with Vulkan and
OpenGL,
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Implement MapPhysicalMemory/UnmapPhysicalMemory
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This sets the DeviceMapped attribute for GPU-mapped memory blocks,
and prevents merging device mapped blocks. This prevents memory
mapped from the gpu from having its backing address changed by
block coalesce.
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This implements svcMapPhysicalMemory/svcUnmapPhysicalMemory for Yuzu,
which can be used to map memory at a desired address by games since
3.0.0.
It also properly parses SystemResourceSize from NPDM, and makes
information available via svcGetInfo.
This is needed for games like Super Smash Bros. and Diablo 3 -- this
PR's implementation does not run into the "ASCII reads" issue mentioned
in the comments of #2626, which was caused by the following bugs in
Yuzu's memory management that this PR also addresses:
* Yuzu's memory coalescing does not properly merge blocks. This results
in a polluted address space/svcQueryMemory results that would be
impossible to replicate on hardware, which can lead to game code making
the wrong assumptions about memory layout.
* This implements better merging for AllocatedMemoryBlocks.
* Yuzu's implementation of svcMirrorMemory unprotected the entire
virtual memory range containing the range being mirrored. This could
lead to games attempting to map data at that unprotected
range/attempting to access that range after yuzu improperly unmapped
it.
* This PR fixes it by simply calling ReprotectRange instead of
Reprotect.
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shader/texture: Add F16 support for TLDS
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