* video_core: Abstract shader generators.
* shader: Extract common generator structures and move generators to specific namespaces.
* shader: Minor fixes and clean-up.
* code: Prepare frontend for vulkan support
* citra_qt: Add vulkan options to the GUI
* vk_instance: Collect tooling info
* renderer_vulkan: Add vulkan backend
* qt: Fix fullscreen and resize issues on macOS. (#47)
* qt: Fix bugged macOS full screen transition.
* renderer/vulkan: Fix swapchain recreation destroying in-use semaphore.
* renderer/vulkan: Make gl_Position invariant. (#48)
This fixes an issue with black artifacts in Pokemon games on Apple GPUs.
If the vertex calculations differ slightly between render passes, it can
cause parts of model faces to fail depth test.
* vk_renderpass_cache: Bump pixel format count
* android: Custom driver code
* vk_instance: Set moltenvk configuration
* rasterizer_cache: Proper surface unregister
* citra_qt: Fix invalid characters
* vk_rasterizer: Correct special unbind
* android: Allow async presentation toggle
* vk_graphics_pipeline: Fix async shader compilation
* We were actually waiting for the pipelines regardless of the setting, oops
* vk_rasterizer: More robust attribute loading
* android: Move PollEvents to OpenGL window
* Vulkan does not need this and it causes problems
* vk_instance: Enable robust buffer access
* Improves stability on mali devices
* vk_renderpass_cache: Bring back renderpass flushing
* externals: Update vulkan-headers
* gl_rasterizer: Separable shaders for everyone
* vk_blit_helper: Corect depth to color convertion
* renderer_vulkan: Implement reinterpretation with copy
* Allows reinterpreteration with simply copy on AMD
* vk_graphics_pipeline: Only fast compile if no shaders are pending
* With this shaders weren't being compiled in parallel
* vk_swapchain: Ensure vsync doesn't lock framerate
* vk_present_window: Match guest swapchain size to vulkan image count
* Less latency and fixes crashes that were caused by images being deleted before free
* vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus
* Resolves crashes when async shader compilation is enabled
* vk_rasterizer: Bump async threshold to 6
* Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders
* android: More robust surface recreation
* renderer_vulkan: Fix dynamic state being lost
* vk_pipeline_cache: Skip cache save when no pipeline cache exists
* This is the cache when loading a save state
* sdl: Fix surface initialization on macOS. (#49)
* sdl: Fix surface initialization on macOS.
* sdl: Fix render window events not being handled under Vulkan.
* renderer/vulkan: Fix binding/unbinding of shadow rendering buffer.
* vk_stream_buffer: Respect non coherent access alignment
* Required by nvidia GPUs on MacOS
* renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51)
* renderer_vulkan: Port some recent shader fixes
* vk_pipeline_cache: Improve shadow detection
* vk_swapchain: Add missing check
* renderer_vulkan: Fix hybrid screen
* Revert "gl_rasterizer: Separable shaders for everyone"
Causes crashes on mali GPUs, will need separate PR
This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061.
* renderer_vulkan: Fix flipped screenshot
---------
Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
* sw_framebuffer: Take factors into account for min/max blending
* renderer_gl: Take factors into account for min/max blending
* Address review comments
* gl_shader_gen: Fix frambuffer fetch on qcom and mali
* renderer_opengl: Add fallback path for mesa
* gl_shader_gen: Avoid emitting blend emulation if minmax_factor is present
* renderer_software: Multi-thread processing
* Doubles the performance in most cases
* renderer_software: Move memory access out of the raster loop
* Profiling shows this has a significant impact
* rasterizer_cache: Dont consider res_scale during recycle
* rasterizer_cache: Switch to plain erase loop
* rasterizer_cache: Fix crash due to memory corruption
* renderer_gl: Make rasterizer normal class member
* It doesn't need to be heap allocated anymore
* gl_rasterizer: Remove default_texture
* It's unused
* gl_rasterizer: General cleanup
* gl_rasterizer: Lower case lambdas
* Match style with review comments from vulkan backend
* rasterizer_cache: Prevent memory leak
* Since the switch from shared_ptr these surfaces were no longer being destroyed properly. Use our garbage collector for that purpose to destroy it safely for both backends
* rasterizer_cache: Make temp copy of old surface
* The custom surface would override the memory region of the old region resulting in garbage data, this ensures the custom surface is constructed correctly
* citra_qt: Manually create dialog tabs
* Allows for custom constructors which is very useful. While at it, global state is now eliminated from configuration
* citra_qt: Eliminate global system usage
* core: Remove global system usage in memory and HIO
* citra_qt: Use qOverload
* tests: Run clang format
* gl_texture_runtime: Fix surface scaling
* rasterizer_cache: Sentence surfaces
* gl_texture_runtime: Remove runtime side allocation cache
* rasterizer_cache: Adjust surface scale during reinterpreration
* Fixes pixelated outlines. Also allows to remove the d24s8 specific hack and is more generic in general
* rasterizer_cache: Remove Expand flag
* Begone!
* rasterizer_cache: Cache framebuffers with surface id
* rasterizer_cache: Sentence texture cubes
* renderer_opengl: Move texture mailbox to separate file
* Makes renderer_opengl cleaner overall and allows to report removal threshold from runtime instead of hardcoding. Vulkan requires this
* rasterizer_cache: Dont flush cache on layout change
* rasterizer_cache: Overhaul framebuffer management
* video_core: Remove duplicate
* rasterizer_cache: Sentence custom surfaces
* Vulkan cannot destroy images immediately so this ensures we use our garbage collector for that purpose
Xbyak has a complete utility-class for determining the host-processor's
ISA-features such as SSE4.1, AVX, AVX2, AVX512{F,VL,DQ,VBMI,etc}, and so
on for further potential optimizations.