Rendertarget attachments, texture and image changes (#358)
* Add multiple color outputs for fragment shaders * Add registers and gal enums * Use textures for framebuffers and split color and zeta framebuffers * Abstract texture and framebuffer targets as an image * Share images between framebuffers and textures * Unstub formats * Add some formats * Disable multiple attachments * Cache framebuffer attachments * Handle format types * Add some rendertarget formats * Code cleanup * Fixup half float types * Address feedback * Disable multiple attachments in shaders * Add A4B4G4R4 image format * Add reversed section for image enums
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@ -5,9 +5,11 @@ namespace Ryujinx.Graphics.Gal
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void LockCache();
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void UnlockCache();
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void Create(long Key, byte[] Data, GalTexture Texture);
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void Create(long Key, byte[] Data, GalImage Image);
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bool TryGetCachedTexture(long Key, long DataSize, out GalTexture Texture);
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void CreateFb(long Key, long Size, GalImage Image);
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bool TryGetCachedTexture(long Key, long DataSize, out GalImage Image);
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void Bind(long Key, int Index);
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