| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2022-12-20 | Merge pull request #11351 from JosJuice/bitset-cpp20 | Mai | |
| Common: Use C++20 <bit> header in BitSet.h | |||
| 2022-12-19 | Merge pull request #11286 from K0bin/vk-query-fix | JMC47 | |
| VideoBackends: Query fixes and cleanups | |||
| 2022-12-18 | Common: Use C++20 <bit> header in BitSet.h | JosJuice | |
| 2022-12-11 | VideoCommon/PixelEngine: Refactor to class, move to Core::System. | Admiral H. Curtiss | |
| 2022-12-07 | Merge pull request #11320 from AdmiralCurtiss/globals-memory | Mai | |
| HW/Memmap: Refactor Memory to class, move to Core::System. | |||
| 2022-12-04 | Merge pull request #11262 from K0bin/present-sync | Admiral H. Curtiss | |
| VideoBackends:Vulkan: Synchronize presentation | |||
| 2022-12-03 | HW/Memmap: Refactor Memory to class, move to Core::System. | Admiral H. Curtiss | |
| 2022-11-30 | VideoBackends:Metal: Fix min/max lod when setting non-zero-based samplers | TellowKrinkle | |
| 2022-11-29 | VideoBackends: Rename query_type to query_group | Robin Kertels | |
| 2022-11-29 | VideoBackends:Vulkan: Fix incorrect barriers in StagingBuffer | Robin Kertels | |
| HOST barriers need to be issued regardless of whether the memory type is coherent and we need to properly synchronize writes to the buffer. | |||
| 2022-11-29 | VideoBackends:D3D12: Set query type | Robin Kertels | |
| 2022-11-29 | VideoBackends:Vulkan: Fix queries | Robin Kertels | |
| Fixes both checking whether queries are done and actually resets query pools. | |||
| 2022-11-28 | VideoBackends:OGL: Creating vertex formats shouldn't unbind anything | TellowKrinkle | |
| 2022-11-23 | VideoBackends/D3D11: Simplify vertex attribute code | Pokechu22 | |
| 2022-11-23 | Fix build errors related to formatting non-scoped enums | Pokechu22 | |
| 2022-11-07 | VideoBackends:Vulkan: Synchronize presentation | Robin Kertels | |
| Synchronize with the submission thread if the last present is not done yet. | |||
| 2022-11-04 | Merge pull request #11228 from Pokechu22/statistics-macros | Admiral H. Curtiss | |
| VideoCommon/Statistics: Require semicolons after statistics macros | |||
| 2022-11-03 | VideoBackends:Metal: Headless render support | TellowKrinkle | |
| 2022-11-01 | OGL: use already known object label lengths | Tillmann Karras | |
| Passing -1 means the driver has to call strlen(). | |||
| 2022-11-01 | OGL: fix compute shader labels | Tillmann Karras | |
| This fixes GL_INVALID_VALUE errors when using GPU texture decoding. | |||
| 2022-10-31 | VideoBackends:Vulkan: Fix 0 size descriptor pools | Robin Kertels | |
| [ VUID-VkDescriptorPoolCreateInfo-maxSets-00301 ] Object 0: handle = 0x7f1,b8d,3cd,e70, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xa1,70e,236 | vkCreateDescriptorPool(): pCreateInfo->maxSets is not greater than 0. The Vulkan spec states: maxSets must be greater than 0 | |||
| 2022-10-29 | VideoCommon/Statistics: Require semicolons after statistics macros | Pokechu22 | |
| This is clearer and reduces IntelliSense problems. | |||
| 2022-10-29 | VideoBackends:D3D12: Defer binding framebuffer in SetAndDiscardFramebuffer | Robin Kertels | |
| BindFramebuffer depends on the pipeline which might not be set yet. That's why the framebuffer dirty flag exists in the first place. I assume BindFramebuffer was called directly here, in order to handle the texture state transitions necessary for DiscardResource. The state is tracked anyway, so we can just issue those transitions there too and defer binding the actual framebuffer. Fixes an issue in Zelda Twilight Princess with EFB depth peeks. Dolphin would bind a frame buffer which doesn't have an integer format descriptor for the color target before binding the new pipeline. So it would accidentally use the 0 descriptor. Debug layer error: D3D12 ERROR: ID3D12CommandList::OMSetRenderTargets: Specified CPU descriptor handle ptr=0x0000000000000000 does not refer to a location in a descriptor heap. pRenderTargetDescriptors[0] is the issue. [ EXECUTION ERROR #646: INVALID_DESCRIPTOR_HANDLE] | |||
| 2022-10-29 | VideoBackends:D3D12: Use COMMON as initial state for default heap buffer | Robin Kertels | |
| Fixes the following error in the D3D12 debug layer: D3D12 WARNING: ID3D12Device::CreateCommittedResource: Ignoring InitialState D3D12_RESOURCE_STATE_UNORDERED_ACCESS. Buffers are effectively created in state D3D12_RESOURCE_STATE_COMMON. [ STATE_CREATION WARNING #1328: CREATERESOURCE_STATE_IGNORED] | |||
| 2022-10-29 | VideoBackends:D3D12: Don't query GPU descriptor handle for non-shader ↵ | Robin Kertels | |
| visible heap Fixes the following error in the D3D12 debug layer: D3D12 ERROR: ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart: GetGPUDescriptorHandleForHeapStart is invalid to call on a descriptor heap that does not have DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE set. If the heap is not supposed to be shader visible, then GetCPUDescriptorHandleForHeapStart would be the appropriate method to call. That call is valid both for shader visible and non shader visible descriptor heaps. [ STATE_GETTING ERROR #1315: DESCRIPTOR_HEAP_NOT_SHADER_VISIBLE] | |||
| 2022-10-28 | VideoBackends: fix d3d12 subresource calculation | iwubcode | |
| 2022-10-25 | Merge pull request #10977 from tellowkrinkle/FixBackendMultithreading | JMC47 | |
| VideoBackends:Vulkan: Improve backend multithreading | |||
| 2022-10-24 | VideoBackends:Metal: Default to presentDrawable when vsync is on | TellowKrinkle | |
| 2022-10-24 | Merge pull request #11028 from tellowkrinkle/MetalFixes | JMC47 | |
| Various Metal renderer improvements | |||
| 2022-10-23 | Merge pull request #10890 from tellowkrinkle/VertexLineExpand | JMC47 | |
| VideoCommon: Add vertex shader point/line expansion | |||
| 2022-10-23 | VideoBackends:Vulkan: Clean up unused memory allocation code | Robin Kertels | |
| 2022-10-23 | VideoBackends:Vulkan: Use VMA for stream buffer | Robin Kertels | |
| 2022-10-23 | VideoBackends:Vulkan: Use VMA for bounding box | Robin Kertels | |
| 2022-10-23 | VideoBackends:Vulkan: Use VMA for staging buffers | Robin Kertels | |
| 2022-10-22 | VideoBackends:D3D12: Add support for vertex shader point and line expansion | TellowKrinkle | |
| 2022-10-22 | VideoBackends:OGL: Add support for vertex shader point and line expansion | TellowKrinkle | |
| 2022-10-22 | VideoBackends:Vulkan: Add support for vertex shader point and line expansion | TellowKrinkle | |
| 2022-10-22 | VideoBackends:Metal: Add support for vertex shader point and line expansion | TellowKrinkle | |
| 2022-10-22 | VideoCommon: Add vertex shader point and line expansion | TellowKrinkle | |
| 2022-10-23 | VideoBackends:Vulkan: Set up VMA | Robin Kertels | |
| Co-authored-by: iwubcode <iwubcode@users.noreply.github.com> | |||
| 2022-10-17 | VideoBackends:Vulkan: Improve backend multithreading | TellowKrinkle | |
| Makes the multiple threads actually able to run at the same time | |||
| 2022-10-17 | Merge pull request #11122 from K0bin/descriptor-overhaul | Admiral H. Curtiss | |
| VideoBackends:Vulkan: Allocate descriptor pools as needed | |||
| 2022-10-16 | VideoBackends:Vulkan: Allocate descriptor pools as needed | Robin Kertels | |
| 2022-10-12 | Remove varargs support from LOG_VULKAN_ERROR | Pokechu22 | |
| Nothing currently uses it. It could theoretically be replaced with fmt support, but I don't think the LOG_VULKAN_ERROR macro is that useful and it'd be better to replace it with regular logging instead. | |||
| 2022-10-12 | Remove most uses of StringFromFormat in favor of fmt | Pokechu22 | |
| 2022-10-08 | VideoBackends:Vulkan: Fix command buffer cleanup | Robin Kertels | |
| 2022-10-08 | VideoBackends:Metal: Use a temporary buffer for large texture uploads | TellowKrinkle | |
| 2022-10-08 | VideoBackends:Metal: Add config option to use presentDrawable | TellowKrinkle | |
| 2022-10-08 | VideoBackends:Metal: Explicitly disable arc | TellowKrinkle | |
| Makes it easier to enable arc elsewhere without breaking the Metal backend | |||
| 2022-10-08 | VideoBackends:Metal: Bring back unified memory config | TellowKrinkle | |
| Turns out it was helpful. (Most improvement in ubershaders.) This time with much better auto mode. | |||
