* Truncate vertex attribute format if it exceeds stride on MoltenVK
* Fix BGR format
* Move vertex attribute check to pipeline creation to avoid costs
* No need for this to be public
* Introduce ResourceLayout
* Part 1: Use new ResourceSegments array on UpdateAndBind
* Part 2: Use ResourceLayout to build PipelineLayout
* Delete old code
* XML docs
* Fix shader cache load NRE
* Fix typo
* Allow any shader SSBO constant buffer slot and offset
* Fix slot value passed to SetUsedStorageBuffer on fallback case
* Shader cache version
* Ensure that the storage buffer source constant buffer offset is word aligned
* Fix FirstBinding on GetUniformBufferDescriptors
* Refactor attribute handling on the shader generator
* Implement gl_ViewportMask[]
* Add back the Intel FrontFacing bug workaround
* Fix GLSL transform feedback outputs mistmatch with fragment stage
* Shader cache version bump
* Fix geometry shader recognition
* PR feedback
* Delete GetOperandDef and GetOperandUse
* Remove replacements that are no longer needed on GLSL compilation on Vulkan
* Fix incorrect load for per-patch outputs
* Fix build
* Use vector transform feedback outputs with fragment shaders
* Shader cache version bump
* Fix missing outputs when vector transform feedback outputs are used
* Use index fragment shader output when dual source blend is enabled
* Shader cache version bump
* Actually set DualSourceBlendEnabled to true
* Fix XML doc
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Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Add blend microcode registers
* Add advanced blend support using host extension
* Remove debug message
* Use pre-generated table for blend functions
* XML docs
* Rename AdvancedBlendMode to AdvancedBlendOp for consistency
* Remove redundant code
* Fix some advanced blend related issues on Vulkan
* Formatting
* Clear CPU side data on GPU buffer clears
* Implement tracked fill operation that can signal other resource types except buffer
* Fix tests, add missing XML doc
* PR feedback
* Handle mismatching texture size with copy dependencies
* Create copy and render textures with the minimum possible size
* Only align width for comparisons, assume that height is always exact
* Fix IsExactMatch size check
* Allow sampler and copy textures to match textures with larger width
* Delete texture ChangeSize related code
* Move AdjustSize to TextureInfo and give it a better name, adjust usages
* Fix GetMinimumWidthInGob when minimumWidth > width
* Only update render targets that are actually cleared for clear
Avoids creating textures with incorrect sizes
* Delete UpdateRenderTargetState method that is not needed anymore
Clears now only ever sets the render targets that will be cleared rather than all of them
* Support safe blit on non-2D textures (except multisample)
* Change safe blit with different levels and layers to match CmdBlitImage path
* Remove now unused variables
* Multisample safe blit support
* Initial Apple Hypervisor based CPU emulation implementation
* Add UseHypervisor Setting
* Add basic MacOS support to Avalonia
* Fix initialization
* Fix GTK build
* Fix/silence warnings
* Change exceptions to asserts on HvAddressSpaceRange
* Replace DllImport with LibraryImport
* Fix LibraryImport
* Remove unneeded usings
* Revert outdated change
* Set DiskCacheLoadState when using hypervisor too
* Fix HvExecutionContext PC value
* Address PR feedback
* Use existing entitlements.xml file on distribution folder
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Co-authored-by: riperiperi <rhy3756547@hotmail.com>
* Relax Vulkan requirements
* Fix MaxColorAttachmentIndex
* Fix ColorBlendAttachmentStateCount value mismatch for background pipelines
* Change query capability check to check for pipeline statistics query rather than geometry shader support
* Implement support for page sizes > 4KB
* Check and work around more alignment issues
* Was not meant to change this
* Use MemoryBlock.GetPageSize() value for signal handler code
* Do not take the path for private allocations if host supports 4KB pages
* Add Flags attribute on MemoryMapFlags
* Fix dirty region size with 16kb pages
Would accidentally report a size that was too high (generally 16k instead of 4k, uploading 4x as much data)
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
* Implement JIT Arm64 backend
* PPTC version bump
* Address some feedback from Arm64 JIT PR
* Address even more PR feedback
* Remove unused IsPageAligned function
* Sync Qc flag before calls
* Fix comment and remove unused enum
* Address riperiperi PR feedback
* Delete Breakpoint IR instruction that was only implemented for Arm64
* IPC refactor part 3 + 4: New server HIPC message processor with source generator based serialization
* Make types match on calls to AlignUp/AlignDown
* Formatting
* Address some PR feedback
* Move BitfieldExtensions to Ryujinx.Common.Utilities and consolidate implementations
* Rename Reader/Writer to SpanReader/SpanWriter and move to Ryujinx.Common.Memory
* Implement EventType
* Address more PR feedback
* Log request processing errors since they are not normal
* Rename waitable to multiwait and add missing lock
* PR feedback
* Ac_K PR feedback
* Change AggregateType to include vector type counts
* Replace VariableType uses with AggregateType and delete VariableType
* Support new local vector types on SPIR-V and GLSL
* Start using vector outputs for texture operations
* Use vectors on more texture operations
* Use vector output for ImageLoad operations
* Replace all uses of single destination texture constructors with multi destination ones
* Update textureGatherOffsets replacement to split vector operations
* Shader cache version bump
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Ensure that vertex attribute buffer index is valid on GPU
* Remove vertex buffer validation code from OpenGL
* Remove some fields that are no longer necessary
* Implement HLE macro for DrawElementsIndirect
* Shader cache version bump
* Use GL_ARB_shader_draw_parameters extension on OpenGL
* Fix DrawIndexedIndirectCount on Vulkan when extension is not supported
* Implement DrawIndex
* Alignment
* Fix some validation errors
* Rename BaseIds to DrawParameters
* Fix incorrect index buffer and vertex buffer size in some cases
* Add HLE macros for DrawArraysInstanced and DrawElementsInstanced
* Perform a regular draw when indirect data is not modified
* Use non-indirect draw methods if indirect buffer was not GPU modified
* Only check if draw parameters match if the shader actually uses them
* Expose Macro HLE setting on GUI
* Reset FirstVertex and FirstInstance after draw
* Update shader cache version again since some people already tested this
* PR feedback
Co-authored-by: riperiperi <rhy3756547@hotmail.com>