| Commit message (Collapse) | Author | Age | Files | Lines |
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The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.
This commit aims to address those issues.
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Migrates the video core code closer to enabling variable shadowing
warnings as errors.
This primarily sorts out shadowing occurrences within the Vulkan code.
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Sometimes for unknown reasons NVN games can bind a render target format
of 0. This may be a yuzu bug.
With the commits before this the formats were specified without being
"packed", assuming all formats and texceptions will be written like in
the color_attachments vector.
To address this issue, iterate all render targets and pack them as they
are valid. This way they will match color_attachments.
- Fixes validation errors and graphical issues on Breath of the Wild.
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The renderpass cache is used to avoid creating renderpasses on each
draw. The hashed structure is not currently optimized.
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