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<title>dolphin/Source/Core/VideoBackends/Vulkan/CommandBufferManager.cpp, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan)</title>
<updated>2023-06-28T22:15:31+00:00</updated>
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<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-06-10T17:35:36+00:00</published>
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<entry>
<title>VideoBackends:Vulkan: Use WorkQueueThread</title>
<updated>2023-03-20T15:40:32+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
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<published>2023-01-27T14:06:35+00:00</published>
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<title>VideoBackends:Vulkan: Clean up submission thread BlockingLoop usage</title>
<updated>2023-03-20T15:23:35+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
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<published>2023-01-07T22:52:36+00:00</published>
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<entry>
<title>VideoCommon: add constant value to set the allowed maximum number of pixel samplers</title>
<updated>2023-02-10T06:46:11+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-02-10T06:28:06+00:00</published>
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<entry>
<title>VideoBackends:Vulkan: Synchronize presentation</title>
<updated>2022-11-07T01:20:22+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-11-07T01:20:22+00:00</published>
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<id>3beb22ed7f356635aabdf3c06d4de6ec13628d30</id>
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Synchronize with the submission thread
if the last present is not done yet.
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Synchronize with the submission thread
if the last present is not done yet.
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<entry>
<title>Merge pull request #10977 from tellowkrinkle/FixBackendMultithreading</title>
<updated>2022-10-25T08:14:01+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
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<published>2022-10-25T08:14:01+00:00</published>
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VideoBackends:Vulkan: Improve backend multithreading</content>
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VideoBackends:Vulkan: Improve backend multithreading</pre>
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<entry>
<title>VideoBackends:Vulkan: Clean up unused memory allocation code</title>
<updated>2022-10-23T01:21:29+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-10-07T22:01:42+00:00</published>
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<entry>
<title>VideoBackends:Vulkan: Use VMA for stream buffer</title>
<updated>2022-10-23T01:21:29+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-10-07T21:48:11+00:00</published>
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<entry>
<title>VideoBackends:Vulkan: Use VMA for staging buffers</title>
<updated>2022-10-23T01:21:14+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-10-07T21:37:16+00:00</published>
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<entry>
<title>VideoBackends:Vulkan: Improve backend multithreading</title>
<updated>2022-10-17T05:05:35+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-08-11T04:46:36+00:00</published>
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Makes the multiple threads actually able to run at the same time
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Makes the multiple threads actually able to run at the same time
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