<feed xmlns='http://www.w3.org/2005/Atom'>
<title>yuzu/src/video_core/engines/kepler_memory.cpp, branch main</title>
<subtitle>Nintendo Switch emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/'/>
<entry>
<title>DMAPusher: Improve collection of non executing methods</title>
<updated>2023-01-01T21:43:57+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2022-11-26T23:58:06+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=cb1497d0d7711a1c0e527aaa3e1dc3f95e5a6644'/>
<id>cb1497d0d7711a1c0e527aaa3e1dc3f95e5a6644</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>engines: Remove unnecessary casts</title>
<updated>2022-11-29T13:38:46+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2022-11-29T13:04:40+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=d7ec031419f7eef3f85210659cf7f6dc8c50d791'/>
<id>d7ec031419f7eef3f85210659cf7f6dc8c50d791</id>
<content type='text'>
In a few cases we have some casts that can be trivially removed.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
In a few cases we have some casts that can be trivially removed.
</pre>
</div>
</content>
</entry>
<entry>
<title>DMA &amp; InlineToMemory Engines Rework.</title>
<updated>2022-10-06T19:00:53+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2022-08-14T09:36:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=f5fd6b5c8674fcf64a3e70809ee0a34d3a95beb6'/>
<id>f5fd6b5c8674fcf64a3e70809ee0a34d3a95beb6</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>general: Convert source file copyright comments over to SPDX</title>
<updated>2022-04-23T09:55:32+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2022-04-23T08:59:50+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=99ceb03a1cfcf35968cab589ea188a8c406cda52'/>
<id>99ceb03a1cfcf35968cab589ea188a8c406cda52</id>
<content type='text'>
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
</pre>
</div>
</content>
</entry>
<entry>
<title>video_core: Reduce unused includes</title>
<updated>2022-03-19T19:01:31+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2022-03-19T04:06:57+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=1bc7d61b5749ed29108cbbbf0a78a41b79504eff'/>
<id>1bc7d61b5749ed29108cbbbf0a78a41b79504eff</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Rasterizer: Implement Inline2Memory Acceleration.</title>
<updated>2022-01-29T21:53:27+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2022-01-29T21:00:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=4258d515e69d5f2d40301a1d1592304c12fd8126'/>
<id>4258d515e69d5f2d40301a1d1592304c12fd8126</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>video_core: Reimplement the buffer cache</title>
<updated>2021-02-13T05:17:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-01-16T23:48:58+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=82c2601555b59a94d7160f2fd686cb63d32dd423'/>
<id>82c2601555b59a94d7160f2fd686cb63d32dd423</id>
<content type='text'>
Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.

- Bindings are cached, allowing to skip work when the game changes few
  bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
  from the GPU to emulate constant buffers, instead GL_EXT_memory_object
  is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
  glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
  theory this should save one hash table resolve inside the driver
  compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
  that are not Nvidia's proprietary, due to their low performance on
  partial glBufferSubData calls synchronized with 3D rendering (that
  some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
  cache more bindings than before, skipping unnecesarry work.

This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.

- Bindings are cached, allowing to skip work when the game changes few
  bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
  from the GPU to emulate constant buffers, instead GL_EXT_memory_object
  is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
  glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
  theory this should save one hash table resolve inside the driver
  compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
  that are not Nvidia's proprietary, due to their low performance on
  partial glBufferSubData calls synchronized with 3D rendering (that
  some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
  cache more bindings than before, skipping unnecesarry work.

This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
</pre>
</div>
</content>
</entry>
<entry>
<title>video_core: Resolve more variable shadowing scenarios</title>
<updated>2020-12-04T21:19:09+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-04T19:39:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=677a8b208d47d0d2397197ce74c7039a8ea79d20'/>
<id>677a8b208d47d0d2397197ce74c7039a8ea79d20</id>
<content type='text'>
Resolves variable shadowing scenarios up to the end of the OpenGL code
to make it nicer to review. The rest will be resolved in a following
commit.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Resolves variable shadowing scenarios up to the end of the OpenGL code
to make it nicer to review. The rest will be resolved in a following
commit.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCore/Engines: Refactor Engines CallMethod.</title>
<updated>2020-04-28T01:47:58+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2020-04-28T01:47:58+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=90e5694230c0b5a946f7cec6f8083476016a42be'/>
<id>90e5694230c0b5a946f7cec6f8083476016a42be</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Clang Format.</title>
<updated>2020-04-23T12:52:58+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2020-04-20T17:42:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=5c9feaebb6bfa34bb275ffa59ca823003de20422'/>
<id>5c9feaebb6bfa34bb275ffa59ca823003de20422</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
</feed>
