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<title>yuzu/src/video_core/gpu_thread.cpp, branch main</title>
<subtitle>Nintendo Switch emulator</subtitle>
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<entry>
<title>Port changes from Early Access</title>
<updated>2024-12-20T15:24:40+00:00</updated>
<author>
<name>niansa</name>
<email>anton-sa@web.de</email>
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<published>2024-03-08T22:44:03+00:00</published>
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<entry>
<title>scope_exit: Make constexpr</title>
<updated>2024-02-19T15:00:46+00:00</updated>
<author>
<name>FearlessTobi</name>
<email>thm.frey@gmail.com</email>
</author>
<published>2024-02-19T15:00:46+00:00</published>
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Allows the use of the macro in constexpr-contexts.
Also avoids some potential problems when nesting braces inside it.
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Allows the use of the macro in constexpr-contexts.
Also avoids some potential problems when nesting braces inside it.
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<entry>
<title>nvnflinger/gpu: implement layer stack composition</title>
<updated>2024-01-31T16:27:21+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2024-01-22T17:40:50+00:00</published>
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<entry>
<title>SMMU: Initial adaptation to video_core.</title>
<updated>2024-01-19T02:12:30+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2023-12-25T06:32:16+00:00</published>
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<entry>
<title>Memory Tracking: Optimize tracking to only use atomic writes when contested with the host GPU</title>
<updated>2023-06-28T19:32:45+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2023-06-28T17:32:50+00:00</published>
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<entry>
<title>core: frontend: Refactor GraphicsContext to its own module.</title>
<updated>2023-06-03T07:05:31+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2023-02-19T07:31:39+00:00</published>
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<entry>
<title>bounded_threadsafe_queue: Deduplicate and add PushModes</title>
<updated>2023-03-21T23:20:21+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2023-03-19T18:24:18+00:00</published>
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Adds the PushModes Try and Wait to allow producers to specify how they want to push their data to the queue if the queue is full.
If the queue is full:
- Try will fail to push to the queue, returning false. Try only returns true if it successfully pushes to the queue. This may result in items not being pushed into the queue.
- Wait will wait until a slot is available to push to the queue, resulting in potential for deadlock if a consumer is not running.
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Adds the PushModes Try and Wait to allow producers to specify how they want to push their data to the queue if the queue is full.
If the queue is full:
- Try will fail to push to the queue, returning false. Try only returns true if it successfully pushes to the queue. This may result in items not being pushed into the queue.
- Wait will wait until a slot is available to push to the queue, resulting in potential for deadlock if a consumer is not running.
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<entry>
<title>bounded_threadsafe_queue: Use simplified impl of bounded queue</title>
<updated>2023-03-21T23:17:32+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2023-03-19T07:19:25+00:00</published>
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Provides a simplified SPSC, MPSC, and MPMC bounded queue implementation using mutexes.
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Provides a simplified SPSC, MPSC, and MPMC bounded queue implementation using mutexes.
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<entry>
<title>Merge pull request #9778 from behunin/my-box-chevy</title>
<updated>2023-03-18T05:14:29+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2023-03-18T05:14:29+00:00</published>
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gpu_thread: Use bounded queue</content>
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gpu_thread: Use bounded queue</pre>
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<entry>
<title>core: Promote CPU/GPU threads to time critical</title>
<updated>2023-03-08T02:17:46+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2023-03-06T03:27:03+00:00</published>
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And also demote Audren and CoreTiming to High thread priority.
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And also demote Audren and CoreTiming to High thread priority.
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