* 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
* build: Rework CI and move all bundling into new build target.
* ci: Use "mingw" in msys2 release names for compatibility.
* ci: Use "osx" in macOS release names for compatibility.
* ci: Disable macOS upload.
Will be moved to a separate PR for canary merge.
* tests: add Sanity test for SplitFilename83
fix test
fix test
* disable `C4715:not all control paths return a value` for nihstro includes
nihstro: no warn
* Chore: Enable warnings as errors on msvc + fix warnings
fixes
some more warnings
clang-format
* more fixes
* Externals: Add target_compile_options `/W0` nihstro-headers and ...
Revert "disable `C4715:not all control paths return a value` for nihstro includes"
This reverts commit 606d79b55d3044b744fb835025b8eb0f4ea5b757.
* src\citra\config.cpp: ReadSetting: simplify type casting
* settings.cpp: Get*Name: remove superflous logs
* common: Add thread pool from yuzu
* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs
* core: Improve ImageInterface
* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version
* Add a dds version too which we will use in the next commit
* rasterizer_cache: Rewrite custom textures
* There's just too much to talk about here, look at the PR description for more details
* rasterizer_cache: Implement basic pack configuration file
* custom_tex_manager: Flip dumped textures
* custom_tex_manager: Optimize custom texture hashing
* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode
* custom_tex_manager: Implement asynchronous texture loading
* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts
* Address review comments
* custom_tex_manager: Introduce custom material support
* video_core: Move custom textures to separate directory
* Also split the files to make the code cleaner
* gl_texture_runtime: Generate mipmaps for material
* custom_tex_manager: Prevent memory overflow when preloading
* externals: Add dds-ktx as submodule
* string_util: Return vector from SplitString
* No code benefits from passing it as an argument
* custom_textures: Use json config file
* gl_rasterizer: Only bind material for unit 0
* Address review comments
* rasterizer_cache: Remove custom texture code
* It's a hacky buggy mess, will be reimplemented later when the cache is in a better state
* rasterizer_cache: Refactor surface upload/download
* Switch to the texture_codec header which was written as part of the vulkan backend by steveice and me
* Move most of the upload logic to the rasterizer cache and out of the surface object
* Scaled uploads/downloads have been disabled for now since they require more runtime infrastructure
* rasterizer_cache: Refactor runtime interface
* Remove aspect enum which is the same as SurfaceType
* Replace Subresource with specific structures for each operation (blit/copy/clear). This mimics moderns APIs vulkan much better
* Pass the surface to the runtime instead of the texture
* Implement CopyTextures with glCopyImageSubData which is available on 4.3 and gles.
This function also has an overload for cubes which will be removed later.
* rasterizer_cache: Move texture allocation to the runtime
* renderer_opengl: Remove TextureDownloaderES
* It's overly compilcated and unused at the moment. Will be replaced with a simple compute shader in a later commit
* rasterizer_cache: Split CachedSurface
* This commit splits CachedSurface into two classes, SurfaceBase which contains the backend agnostic functions and Surface which is the opengl specific part
* For now the cache uses the opengl surface directly and there are a few ugly casts with watchers, those will be taken care of when the template convertion and watcher removal are added respectively
* rasterizer_cache: Move reinterpreters to the runtime
* rasterizer_cache: Move some pixel format function to the cpp file
* rasterizer_cache: Common texture acceleration functions
* They don't contain any backend specific code so they shouldn't be duplicated
* rasterizer_cache: Remove BlitSurfaces
* It's better to prefer copy/blit in the caller anyway
* rasterizer_cache: Only allocate needed levels
* rasterizer_cache: Move texture runtime out of common dir
* Also shorten the util header filename
* surface_params: Cleanup code
* Add more comments, organize it a bit etc
* rasterizer_cache: Move texture filtering to the runtime
* rasterizer_cache: Move to VideoCore
* renderer_opengl: Reimplement scaled uploads/downloads
* Instead of looking up for temporary textures, each allocation now contains both a scaled and unscaled handle
This allows the scale operations to be done inside the surface object itself and improves performance in general
* In particular the scaled download code has been expanded to use ARB_get_texture_sub_image when possible
which is faster and more convenient than glReadPixels. The latter is still relevant for OpenGLES though.
* Finally allocations are now given a handy debug name that can be viewed from renderdoc.
* rasterizer_cache: Remove global state
* gl_rasterizer: Abstract common draw operations to Framebuffer
* This also allows to cache framebuffer objects instead of always swapping the textures, something that particularly benefits mali gpus
* rasterizer_cache: Implement multi-level surfaces
* With this commit the cache can now directly upload and use mipmaps
without needing to sync them with watchers. By using native mimaps
directly this also adds support for mipmap for cube
* Texture cubes have also been updated to drop the watcher requirement
* host_shaders: Add CMake integration for string shaders
* Improves build time shader generation making it much less prone to errors.
Also moves the presentation shaders here to avoid embedding them to the cpp file.
* Texture filter shaders now make explicit use of uniform bindings for better vulkan compatibility
* renderer_opengl: Emulate lod bias in the shader
* This way opengles can emulate it correctly
* gl_rasterizer: Respect GL_MAX_TEXTURE_BUFFER_SIZE
* Older Bifrost Mali GPUs only support up to 64kb texture buffers. Citra would try to allocate a much larger buffer the first 64kb of which would work fine but after that the driver starts misbehaving and showing various graphical glitches
* rasterizer_cache: Cleanup CopySurface
* renderer_opengl: Keep frames synchronized when using a GPU debugger
* rasterizer_cache: Rename Surface to SurfaceRef
* Makes it clear that surface is a shared_ptr and not an object
* rasterizer_cache: Cleanup
* Move constructor to the top of the file
* Move FindMatch to the top as well and remove the Invalid flag which was redudant;
all FindMatch calls used it expect from MatchFlags::Copy which ignores it anyway
* gl_texture_runtime: Make driver const
* gl_texture_runtime: Fix RGB8 format handling
* The texture_codec header, being written with vulkan in mind converts RGB8 to RGBA8. The backend wasn't adjusted to account for this though and treated the data as RGB8.
* Also remove D16 convertions, both opengl and vulkan are required to support this format so these are not needed
* gl_texture_runtime: Reduce state switches during FBO blits
* glBlitFramebuffer is only affected by the scissor rectangle so just disable scissor testing instead of resetting our entire state
* surface_params: Prevent texcopy that spans multiple levels
* It would have failed before as well, with multi-level surfaces it triggers the assert though
* renderer_opengl: Centralize texture filters
* A lot of code is shared between the filters thus is makes it sense to centralize them
* Also fix an issue with partial texture uploads
* Address review comments
* rasterizer_cache: Use leading return types
* rasterizer_cache: Cleanup null checks
* renderer_opengl: Add additional logging
* externals: Actually downgrade glad
* For some reason I missed adding the files to git
* surface_params: Do not check for levels in exact match
* Some games will try to use the base level of a multi level surface. Checking for levels forces another surface to be created and a copy to be made which is both unncessary and breaks custom textures
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Co-authored-by: bunnei <bunneidev@gmail.com>