* Add MVK basics.
* Use appropriate output attribute types
* 4kb vertex alignment, bunch of fixes
* Add reduced shader precision mode for mvk.
* Disable ASTC on MVK for now
* Only request robustnes2 when it is available.
* It's just the one feature actually
* Add triangle fan conversion
* Allow NullDescriptor on MVK for some reason.
* Force safe blit on MoltenVK
* Use ASTC only when formats are all available.
* Disable multilevel 3d texture views
* Filter duplicate render targets (on backend)
* Add Automatic MoltenVK Configuration
* Do not create color attachment views with formats that are not RT compatible
* Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats
* FIx rebase for Vertex Attrib State
* Fix 4b alignment for vertex
* Use asynchronous queue submits for MVK
* Ensure color clear shader has correct output type
* Update MoltenVK config
* Always use MoltenVK workarounds on MacOS
* Make MVK supersede all vendors
* Fix rebase
* Various fixes on rebase
* Get portability flags from extension
* Fix some minor rebasing issues
* Style change
* Use LibraryImport for MVKConfiguration
* Rename MoltenVK vendor to Apple
Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B.
* Fix features2 rebase conflict
* Rename fragment output type
* Add missing check for fragment output types
Might have caused the crash in MK8
* Only do fragment output specialization on MoltenVK
* Avoid copy when passing capabilities
* Self feedback
* Address feedback
Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: nastys <nastys@users.noreply.github.com>
* Prune ForceDirty and CheckModified caches on unmap
Since we're now using this for modified checks on the HLE indirect draw method, I'm worried that leaving these to forever gather cache entries isn't the best idea for performance in the long term, and it could keep old buffer objects alive for longer than they should be.
This PR adds the ability to prune invalid entries before checking these caches, and queues it whenever gpu memory is unmapped. It also aligns modified checks to the page size, as I figured it would be possible for a huge number of overlapping over a game's runtime.
This prevents Super Mario Odyssey from having 10s of thousands of entries in the modified cache in Metro Kingdom, and them duplicating when entering and leaving a building (should be cleared, as they were unmapped).
* Address Feedback
* Add a sampler pool cache and improve texture pool cache
* Increase disposal timestamp delta more to be on the safe side
* Nits
* Use abstract class for PoolCache, remove factory callback
* 3D engine now uses DeviceState too, plus new state modification tracking
* Remove old methods code
* Remove GpuState and friends
* Optimize DeviceState, force inline some functions
* This change was not supposed to go in
* Proper channel initialization
* Optimize state read/write methods even more
* Fix debug build
* Do not dirty state if the write is redundant
* The YControl register should dirty either the viewport or front face state too, to update the host origin
* Avoid redundant vertex buffer updates
* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace
* Comments and nits
* Fix rebase
* PR feedback
* Move changed = false to improve codegen
* PR feedback
* Carry RyuJIT a bit more
* Make GPU memory manager a member of GPU channel
* Move physical memory instance to the memory manager, and the caches to the physical memory
* PR feedback
* Ground work for separate GPU channels
* Rename TextureManager to TextureCache
* Decouple texture bindings management from the texture cache
* Rename BufferManager to BufferCache
* Decouple buffer bindings management from the buffer cache
* More comments and proper disposal
* PR feedback
* Force host state update on channel switch
* Typo
* PR feedback
* Missing using