| Commit message (Collapse) | Author | Age | Files | Lines |
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Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes.
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This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation.
We can take advantage of its sorted property to optimize its usage in the shader.
Thanks to wwylele for the optimization idea.
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Moves leftover values that are no longer used by the gpu decoder back to the cpp implementation.
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nvdec: Fix VP9 reference frame refreshes
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This was mainly used to keep track of mapped buffers for later unmapping. Since unmap is no longer implemented, this no longer seves a valuable purpose.
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With reference frames refreshes fix, we no longer need to buffer two frames in advance.
We can also remove other unused or otherwise unneeded variables.
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This resolves the artifacting when decoding VP9 streams.
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Skip unmapping nvdec buffers to avoid breaking the continuity of the VP9 reference frame addresses, and the risk of invalidating data before the async GPU thread is done with it.
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assert: Avoid empty macros
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common: uuid: Add hex string to UUID constructor
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This allows for easily converting a hex string into a Common::UUID, which is backed by a 128 bit unsigned integer.
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applet_swkbd: Include the null terminator in the buffer size calculation
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Some games may interpret the read string as a null-terminated string instead of just reading the string up to buffer_size.
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hex_util: Fix incorrect array size in AsArray
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Although this isn't used, this is a potential bug as HexStringToArray will perform an out-of-bounds read.
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Currently yuzu will read the mapping but does not connect a controller
despite adding subsequent configurations for it. Read the `connected`
setting for now as a boolean like the Qt frontend.
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* nvdec: VA-API
* Verify formatting
* Forgot a semicolon for Windows
* Clarify comment about AV_PIX_FMT_NV12
* Fix assert log spam from missing negation
* vic: Remove forgotten debug code
* Address lioncash's review
* Mention VA-API is Intel/AMD
* Address v1993's review
* Hopefully fix CMakeLists style this time
* vic: Improve cache locality
* vic: Fix off-by-one error
* codec: Async
* codec: Forgot the GetValue()
* nvdec: Address ameerj's review
* codec: Fallback to CPU without VA-API support
* cmake: Address lat9nq's review
* cmake: Make VA-API optional
* vaapi: Multiple GPU
* Apply suggestions from code review
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
* nvdec: Address ameerj's review
* codec: Use anonymous instead of static
* nvdec: Remove enum and fix memory leak
* nvdec: Address ameerj's review
* codec: Remove preparation for threading
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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config: Only read/write current_user on global config
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This makes UnswizzleTexture up to two times faster. It is the main bottleneck in NVDEC video decoding.
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Makes the default game list folder icons 48x48 by default instead of 64x64, and allows for selecting small (24x24) and large (72x72) icon sizes.
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renderer_vulkan: Implement screenshots
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OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
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Allows specifying the framebuffer and render area dimensions, rather than being hard coded for the render window.
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vk_rasterizer: Flip viewport on Y_NEGATE
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Matches OpenGL's behavior. I don't believe this register flips geometry,
but we have to try to match behavior on both backends.
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Keeps us up to date with reporting the system version.
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service: ns, set: Add PT_BR (Brazilian Portuguese)
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emu_window: Remove global system instance
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It was just the one in emu_window_sdl2, but since _gl and _vk inherit
from it, they all needed adjustments.
Leaves just the one auto system& in main().
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renderer_vulkan: Add setting to log pipeline statistics
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Use VK_KHR_pipeline_executable_properties when enabled and available to
log statistics about the pipeline cache in a game.
For example, this is on Turing GPUs when generating a pipeline cache
from Super Smash Bros. Ultimate:
Average pipeline statistics
==========================================
Code size: 6433.167
Register count: 32.939
More advanced results could be presented, at the moment it's just an
average of all 3D and compute pipelines.
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The buffer size here does not include the initial 8 bytes.
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shader: Fold UnpackFloat2x16 and PackFloat2x16
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Simplifies the code a bit when possible. These instructions should be
no-ops codegen wise.
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shader: Fold integer FMA from Nvidia's pattern
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Fold shaders doing "a * b + c" on integers from the pattern generated by
Nvidia's GL compiler.
On a somewhat complex compute shader it reduces the code size by 16
instructions from 2 matches on Turing GPUs.
On Intel as extracted from KHR_pipeline_executable_properties:
Before the optimization:
```
Instruction Count: 2057
Basic Block Count: 45
Scratch Memory Size: 14752
Spill Count: 232
Fill Count: 261
SEND Count: 610
Cycle Count: 11325
```
After the optimization:
```
Instruction Count: 2046
Basic Block Count: 44
Scratch Memory Size: 13728
Spill Count: 219
Fill Count: 268
SEND Count: 604
Cycle Count: 11367
```
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Simplify a bit the logic.
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