Connor McLaughlin

Results 27 issues of Connor McLaughlin

### Description of Changes Since `VK_KHR_dynamic_rendering_local_read` is a thing now, we can use dynamic rendering and still have our feedback loops. I'm mainly PRing this since it's a different approach...

GS
Dependencies
GS: Vulkan
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### Description of Changes Should cause linuxdeploy to pull in ffmpeg. ### Rationale behind Changes Increase distribution compatibility. Size will increase, but the appimage is already huge, so whatever. Packaging...

Build | Project System

### Description of Changes All games use mailbox/triple buffering. Except when you enable sync to host refresh, in which case FIFO/double buffering is used. This means vsync enabled will ever...

GS
GS: Direct3D 11
GS: OpenGL
GS: Vulkan
GUI/Qt
GS: Direct3D 12
GS: Metal
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### Description of Changes This PR brings back the mipmapping dropdown (oh noes), but it does not bring back basic (phew). It adds two new modes: #### All Levels Instead...

GS
GS: Hardware
GS: Texture Cache
GS: Direct3D 11
GS: OpenGL
GS: Vulkan
GUI/Qt
GS: Direct3D 12
GS: Metal
Hold Merge

I've created this as an issue instead of a discussion for visibility. Based on internal discussion, some of us think it's time to drop SSE4 support from PCSX2. Reasons being:...

Question / Discussion

### Description of Changes Seeing if we can purge this without a performance penalty. ### Rationale behind Changes Can potentially make clear/compiling faster then. ### Suggested Testing Steps See if...

### Description of Changes In theory, this means we have fewer shader permutations, which means less stutter on the GS thread. In practice, it probably won't make a _huge_ difference....

GS
Build | Project System
Dependencies
GS: Vulkan
Hold Merge