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<title>yuzu/src/video_core/video_core.cpp, branch main</title>
<subtitle>Nintendo Switch emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/'/>
<entry>
<title>Removed telemetry and anonymized SCM (git) strings</title>
<updated>2024-12-20T15:24:57+00:00</updated>
<author>
<name>darktux</name>
<email>darktux@y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion</email>
</author>
<published>2024-04-04T23:58:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=8b6b7ab6479f716410d11e353d381205402c0736'/>
<id>8b6b7ab6479f716410d11e353d381205402c0736</id>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Macos moltenvk headers</title>
<updated>2024-12-20T15:24:57+00:00</updated>
<author>
<name>Nick Majkic</name>
<email>8842171-majkic65@users.noreply.gitlab.com</email>
</author>
<published>2024-03-18T02:45:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=75b68c9170db0b8c5772d9139fa79e9f8a2cfd53'/>
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<pre>
</pre>
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</content>
</entry>
<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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<pre>
</pre>
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</content>
</entry>
<entry>
<title>memory: rename global memory references to application memory</title>
<updated>2023-03-24T00:28:47+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2023-03-23T23:58:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=41d99aa89db7ee483112e49baa6c86e14adbd168'/>
<id>41d99aa89db7ee483112e49baa6c86e14adbd168</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>video_core: add null backend</title>
<updated>2022-11-29T00:49:09+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2022-11-28T01:37:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=89dd7dc1802cc53e828cb71c1f3e2bc0879459ce'/>
<id>89dd7dc1802cc53e828cb71c1f3e2bc0879459ce</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>chore: make yuzu REUSE compliant</title>
<updated>2022-07-27T10:53:49+00:00</updated>
<author>
<name>Andrea Pappacoda</name>
<email>andrea@pappacoda.it</email>
</author>
<published>2022-05-15T00:06:02+00:00</published>
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<id>cdb240f3d4d9c0d6d56e6660d8c45da4ab60ff59</id>
<content type='text'>
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.

Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.

The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.

Following REUSE has a few advantages over the current approach:

- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
  `.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
  files like binary assets / images is always accurate and up to date

To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.

[REUSE]: https://reuse.software

Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.

Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.

The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.

Following REUSE has a few advantages over the current approach:

- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
  `.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
  files like binary assets / images is always accurate and up to date

To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.

[REUSE]: https://reuse.software

Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
</pre>
</div>
</content>
</entry>
<entry>
<title>video_core: Cancel Scoped's exit call on GPU failure</title>
<updated>2022-03-07T23:21:56+00:00</updated>
<author>
<name>lat9nq</name>
<email>lat9nq@gmail.com</email>
</author>
<published>2022-03-07T08:37:54+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=b5e60ae1b0568d6c9e47134dd2bda70906a2dad9'/>
<id>b5e60ae1b0568d6c9e47134dd2bda70906a2dad9</id>
<content type='text'>
When CreateRenderer fails, the GraphicsContext that was std::move'd into
it is destroyed before the Scoped that was created to manage its
currency. In that case, the GraphicsContext::Scoped will still call its
destructor at the ending of the function. And because the context is
destroyed, the Scoped will cause a crash as it attempts to call a
destroyed object's DoneCurrent function.

Since we know when the call would be invalid, call the Scoped's Cancel
method. This prevents it from calling a method on a destroyed object.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
When CreateRenderer fails, the GraphicsContext that was std::move'd into
it is destroyed before the Scoped that was created to manage its
currency. In that case, the GraphicsContext::Scoped will still call its
destructor at the ending of the function. And because the context is
destroyed, the Scoped will cause a crash as it attempts to call a
destroyed object's DoneCurrent function.

Since we know when the call would be invalid, call the Scoped's Cancel
method. This prevents it from calling a method on a destroyed object.
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix screenshot dimensions when at 1x scale</title>
<updated>2021-11-20T22:50:24+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2021-11-20T22:48:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=fe1f06c856b768e9afcc9ba9ab8ef09b7152678c'/>
<id>fe1f06c856b768e9afcc9ba9ab8ef09b7152678c</id>
<content type='text'>
This was regressed by ART.
Prior to ART, the screenshots were saved at the title's framebuffer resolution. A misunderstanding of the existing logic led to screenshot dimensions becoming dependent on the host render window size.

This changes the behavior to match how it was prior to ART at 1x, with screenshots now always being the title's framebuffer dimensions scaled by the resolution scaling factor.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This was regressed by ART.
Prior to ART, the screenshots were saved at the title's framebuffer resolution. A misunderstanding of the existing logic led to screenshot dimensions becoming dependent on the host render window size.

This changes the behavior to match how it was prior to ART at 1x, with screenshots now always being the title's framebuffer dimensions scaled by the resolution scaling factor.
</pre>
</div>
</content>
</entry>
<entry>
<title>video_core,yuzu: Move UpdateRescalingInfo call to video_core</title>
<updated>2021-11-16T21:11:30+00:00</updated>
<author>
<name>lat9nq</name>
<email>22451773+lat9nq@users.noreply.github.com</email>
</author>
<published>2021-10-09T00:47:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=1c93476a803f8cb93de341a43a013d5cc302b05b'/>
<id>1c93476a803f8cb93de341a43a013d5cc302b05b</id>
<content type='text'>
This only needs to happen once per game boot, so we can just call it
during CreateGPU and be done with it, avoiding the need to call it in
the frontends.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This only needs to happen once per game boot, so we can just call it
during CreateGPU and be done with it, avoiding the need to call it in
the frontends.
</pre>
</div>
</content>
</entry>
<entry>
<title>Settings: eliminate rescaling_factor.</title>
<updated>2021-11-16T21:11:27+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2021-07-20T16:29:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=71ca84d8299f7eb6779e95e808b3ec7f8505354b'/>
<id>71ca84d8299f7eb6779e95e808b3ec7f8505354b</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
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