* 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
---------
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
---------
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>
* Vulkan: Implement multisample <-> non-multisample copies and depth-stencil resolve
* FramebufferParams is no longer required there
* Implement Specialization Constants and merge CopyMS Shaders (#15)
* Vulkan: Initial Specialization Constants
* Replace with specialized helper shader
* Reimplement everything
Fix nonexistant interaction with Ryu pipeline caching
Decouple specialization info from data and relocate them
Generalize mapping and add type enum to better match spv types
Use local fixed scopes instead of global unmanaged allocs
* Fix misses in initial implementation
Use correct info variable in Create2DLayerView
Add ShaderStorageImageMultisample to required feature set
* Use texture for source image
* No point in using ReadOnlyMemory
* Apply formatting feedback
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Apply formatting suggestions on shader source
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Support conversion with samples count that does not match the requested count, other minor changes
Co-authored-by: mageven <62494521+mageven@users.noreply.github.com>