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Apply suggestions from code review pt3
Co-authored-by: Schplee <24275329+Schplee@users.noreply.github.com>
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@ -26,7 +26,7 @@ Booting a title in Linux with the Vulkan API using the Intel Mesa driver resulte
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The problem was in the synchronization between the rendering and subsequent presentation of frames.
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Previously, yuzu would issue the Vulkan `Present` command, then wait for the frame to be rendered before continuing with the process.
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While this was fine for other drivers and vendors, ANV (Intel’s Vulkan driver) expected to have the frame already rendered before this command, which caused this error.
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While this was fine for other drivers and vendors, ANV (Intel’s Vulkan driver) expected to have the frame already rendered before this command, causing this error.
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epicboy fixed the synchronization behaviour so that
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[yuzu now waits until the frame is fully rendered and ready before presenting it](https://github.com/yuzu-emu/yuzu/pull/6953).
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@ -86,7 +86,7 @@ texture, and a Z axis used to determine which texture of the array is in use.
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TL;DR, one is a sphere and the other is a list.
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Vulkan allows for marking textures to be converted into cube maps later if needed, but the sampling (reading) is determined by the texture type specified by the game’s shader
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Vulkan allows for textures to be marked for conversion into cube maps if later needed, but the sampling (reading) is determined by the texture type specified by the game’s shader
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instructions. This type is then passed to the graphics API.
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We do just this and the game decides to keep its textures as arrays, which is its own decision.
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However, the AMD driver decides that the textures should be sampled as cube maps, ignoring what the texture view determined just before.
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@ -223,7 +223,7 @@ View the results below:
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## General bugfixes
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epicboy noticed a memory leak that would grow progressively after stopping and restarting the emulation, which was caused by yuzu’s `main_process` not being cleaned up.
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[By destroying this process when stopping emulation ](https://github.com/yuzu-emu/yuzu/pull/7009), the resources are properly freed now, fixing the leak.
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[By destroying this process when stopping emulation](https://github.com/yuzu-emu/yuzu/pull/7009), the resources are properly freed now, fixing the leak.
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Additionally, epicboy also mitigated the crashes that happened when emulation was stopped by
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[using std::jthread for worker threads](https://github.com/yuzu-emu/yuzu/pull/7019).
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@ -261,7 +261,7 @@ Moving on to a quality-of-life change, some games pop-up a confirmation window w
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"./exit.png| Like this, End emulation confirmation window"
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>}}
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This kind of redundant question is made by the game itself and while we always had a toggle to skip it, it wasn’t working properly. epicboy comes to the rescue,
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This kind of redundant question is generated by the game itself and while we always had a toggle to skip it, it wasn’t working properly. epicboy comes to the rescue,
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[fixing the toggle](https://github.com/yuzu-emu/yuzu/pull/6997) for good and saving us precious seconds in quitting our games.
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If you wish to change this behaviour, the option is in `Emulation > Configure… > General > Confirm exit while emulation is running`.
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