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<title>yuzu/src/video_core/gpu_thread.h, branch main</title>
<subtitle>Nintendo Switch emulator</subtitle>
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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>
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<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>
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<published>2023-12-25T06:32:16+00:00</published>
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<entry>
<title>gpu_thread: Use bounded queue</title>
<updated>2023-03-04T01:20:56+00:00</updated>
<author>
<name>Behunin</name>
<email>l3ehunin@gmail.com</email>
</author>
<published>2023-02-11T16:28:07+00:00</published>
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<entry>
<title>Remove OnCommandListEndCommand</title>
<updated>2023-02-08T00:21:17+00:00</updated>
<author>
<name>Behunin</name>
<email>l3ehunin@gmail.com</email>
</author>
<published>2023-02-08T00:21:17+00:00</published>
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<id>8551ac60080451f2defd3fead38abf331a48f964</id>
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Call rasterizer-&gt;ReleaseFences() directly
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Call rasterizer-&gt;ReleaseFences() directly
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<entry>
<title>general: fix compile for Apple Clang</title>
<updated>2022-11-23T03:22:28+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2022-11-21T16:31:18+00:00</published>
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<entry>
<title>VideoCore: Refactor syncing.</title>
<updated>2022-10-06T19:00:52+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2022-01-30T09:31:13+00:00</published>
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<entry>
<title>VideoCore: implement channels on gpu caches.</title>
<updated>2022-10-06T19:00:51+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2021-11-05T14:52:31+00:00</published>
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<entry>
<title>gpu_thread: Use the previous MPSCQueue implementation</title>
<updated>2022-07-06T05:33:17+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2022-07-06T05:33:17+00:00</published>
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The bounded MPSCQueue implementation causes crashes in Fire Emblem Three Houses, use the previous implementation for now.
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The bounded MPSCQueue implementation causes crashes in Fire Emblem Three Houses, use the previous implementation for now.
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<entry>
<title>bounded_threadsafe_queue: Use constexpr capacity and mask</title>
<updated>2022-06-15T20:59:13+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2022-06-14T12:57:19+00:00</published>
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While this is the primary change, we also:
- Remove the mpsc namespace and rename Queue to MPSCQueue
- Make Slot a private struct within MPSCQueue
- Remove the AlignedAllocator template argument, as we use std::allocator
- Replace instances of mask + 1 with capacity, and mask + 2 with capacity + 1
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While this is the primary change, we also:
- Remove the mpsc namespace and rename Queue to MPSCQueue
- Make Slot a private struct within MPSCQueue
- Remove the AlignedAllocator template argument, as we use std::allocator
- Replace instances of mask + 1 with capacity, and mask + 2 with capacity + 1
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</entry>
<entry>
<title>gpu_thread: Move to bounded queue</title>
<updated>2022-06-03T01:37:46+00:00</updated>
<author>
<name>Levi Behunin</name>
<email>l3ehunin@gmail.com</email>
</author>
<published>2022-06-02T07:08:18+00:00</published>
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