| Age | Commit message (Collapse) | Author |
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We don't need to specify the type of the mutex being passed in.
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Now that the system instance is passed through, this is no longer necessary.
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Simplifies the interface in terms of usage
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They were essentially just pass-though methods
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This was added in 385d8e2b15c8accce3b4e4b4f3dc90f63e3fbee4, but became somewhat redundant with Do in 4c7bbd96e435a7516b05d3e8c791ab41505e2e0f, and completely redundant now that std::is_trivially_copyable_v is well-supported.
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This comment was added in 76d24f2c0d8 (the link was updated in 5799824b226, but both are dead now). An archived version is at https://web.archive.org/web/20090830050441/http://developer.nvidia.com/object/General_FAQ.html#t6 but it's about the number of available texture units, which doesn't seem relevant to PixelEngine.
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Fixes Bomberman Jetters in single core mode.
When single core mode pauses the CPU to execute the GPU
FIFO it greedily executes the whole thing. Before this commit,
Finish and Token interrupts would happen instantly, not even
taking into account how long the current FIFO window has
taken to execute. The interrupts would be effectively backdated
to the start of this execution window.
This commit does two things: It pipes the current FIFO window
execution time though to the interrupt scheduling and it enforces
a minimum delay of 500 cycles before an interrupt will be fired.
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This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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Migrates off the printf-based formatting where applicable.
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calls into Enable()/Disable()
Now that we have an actual interface to manage things, we can stop
duplicating the calls to to the pixel shader manager and remove the
need to remember to actually do so when disabling or enabling the
bounding box.
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Rather than expose the bounding box members directly, we can instead
provide an interface for code to use. This makes it nicer to transition
from global data, as the interface function names are already in
place.
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Gets rid of some indirect inclusion.
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No need to call a std::function, and a few games poll this value very often.
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BreakBeforeBraces: Allman apparently includes all styles,
except for AfterUnion (which is false) when using clang-format -dump-config
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Most of this commits changes performance decreasing logs from info to debug and also cleans up innacurate levels.
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Replace 'int' keys with something that carries type information.
Performance is neutral.
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`clang-format`s files that lint missed because of the bug. Fortunately,
not much.
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Now Core::IsCPUThread() only gets called once when using the AnyThread
variant. Also, I think the enum approach makes calling code clearer.
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To still get a speedup, mark if already an event is queued.
If so, don't raise a new event.
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This also affects the behavior a bit, it should now fit better to the one of the commonly more used PE Finish flag.
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Also changed a few functions to be static.
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Also remedies places where the video backends and core rely on things
being indirectly included.
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Also remove said variables from being globals.
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Also removes two unused volatile variables.
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Now it's done without a busy loop
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This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
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