* Implement shader resource tables
* fix after rebase + squash
* address some review comments
* fix pipeline_common
* cleanup debug stuff
* switch to using single codegenerator
* shader_recompiler: Move sampling parameter resolution to tracking pass and support more derivative types.
* shader_recompiler: Only track sampler sharp on sample instructions.
* shader_recompiler: Fix Inst args size.
* video_core: texture: image subresources state tracking
* shader_recompiler: use one binding if the same image is read and written
* video_core: added rebinding of changed textures after overlap resolve
* don't use pointers; slight `FindTexture` refactoring
* video_core: buffer_cache: don't copy over the image size
* redundant barriers removed; fixes
* regression fixes
* texture_cache: 3d texture layers count fixup
* shader_recompiler: support for partially bound cubemaps
* added support for cubemap arrays
* don't bind unused color buffers
* fixed depth promotion to do not use stencil
* doors
* bonfire lit
* cubemap array index calculation
* final touches
* shader_recompiler: Add more format swap modes
* texture_cache: Handle stencil texture reads
* emulator: Support loading font library
* readme: Add thanks section
* shader_recompiler: Constant buffers as integers
* shader_recompiler: Typed buffers as integers
* shader_recompiler: Separate thread bit scalars
* We can assume guest shader never mixes them with normal sgprs. This helps avoid errors where ssa could view an sgpr write dominating a thread bit read, due to how control flow is structurized, even though its not possible in actual control flow
* shader_recompiler: Implement data append/consume operations
* clang format
* buffer_cache: Simplify invalidation scheme
* video_core: Remove some invalidation remnants
* adjust
* shader_recompiler: Use null image when shader is compiled with unbound sharp
* video_core: Refactor and render target swizzles
* liverpool_to_vk: Add missing swap format from RDR
* video_core: Refactor shader recompiler interface
* Makes it much easier to pass runtime information to the recompiler and have it treated as part of the shader key. Also pulls out most runtime state from Info struct
* shader_recompiler: Avoid some asserts
* video_core: Compile shader permutations
* spirv: Only specific storage image format for atomics
* ir: Avoid cube coord patching for storage image
* spirv: Fix default attributes
* data_share: Add more instructions
* video_core: Query storage flag with runtime state
* kernel: Use std::list for semaphore
* video_core: Use texture buffers for untyped format load/store
* buffer_cache: Limit view usage
* vk_pipeline_cache: Fix invalid iterator
* image_view: Reduce log spam when alpha=1 in storage swizzle
* video_core: More features and proper spirv feature detection
* video_core: Attempt no2 for specialization
* spirv: Remove conflict
* vk_shader_cache: Small cleanup
* shader_recompiler: fix for float convert and debug asserts
* libraries: kernel: correct return code on invalid semaphore
* amdgpu: additional case for cb extents retrieval heuristic
* removed redundant check in assert
* amdgpu: fix for linear tiling mode detection fin color buffers
* texture_cache: fix for unexpected scheduler flushes by detiler
* renderer_vulkan: missing depth barrier
* texture_cache: missed slices in rt view; + detiler format
* translator: Implemtn f32 to f16 convert
* shader_recompiler: Add bit instructions
* shader_recompiler: More data share instructions
* shader_recompiler: Remove exec contexts, fix S_MOV_B64
* shader_recompiler: Split instruction parsing into categories
* shader_recompiler: Better BFS search
* shader_recompiler: Constant propagation pass for cmp_class_f32
* shader_recompiler: Partial readfirstlane implementation
* shader_recompiler: Stub readlane/writelane only for non-compute
* hack: Fix swizzle on RDR
* Will properly fix this when merging this
* clang format
* address_space: Bump user area size to full
* shader_recompiler: V_INTERP_MOV_F32
* Should work the same as spirv will emit flat decoration on demand
* kernel: Add MAP_OP_MAP_FLEXIBLE
* image_view: Attempt to apply storage swizzle on format
* vk_scheduler: Barrier attachments on renderpass end
* clang format
* liverpool: cs state backup
* shader_recompiler: More instructions and formats
* vector_alu: Proper V_MBCNT_U32_B32
* shader_recompiler: Port some dark souls things
* file_system: Implement sceKernelRename
* more formats
* clang format
* resource_tracking_pass: Back to assert
* translate: Tracedata
* kernel: Remove tracy lock
* Solves random crashes in Dark Souls
* code: Review comments
* vk_instance: Better feature check
* shader_recompiler: Make most features optional
* vk_instance: Bump extension vector size
* resource_tracking_pass: Perform BFS for sharp tracking
* The Witness triggered this
* vk_rasterizer: Clear depth buffer when DB_RENDER_CONTROL says so
* video_core: Preliminary storage image support, more opcodes
* renderer_vulkan: a fix for vertex buffers merging
* renderer_vulkan: a heuristic for blend override when alpha out is masked
---------
Co-authored-by: psucien <bad_cast@protonmail.com>
* memory: Avoid crash when alignment is zero
* Also remove unused file
* shader_recompiler: Add more instructions
* Also fix some minor issues with a few existing instructions
* control_flow: Don't emit discard for null exports
* renderer_vulkan: Add depth buffer support
* liverpool: Fix wrong color buffer number type and viewport zscale
* Also add some more formats
* video_core: Remove hack in rasterizer
* The hack was to skip the first draw as the display buffer had not been created yet and the texture cache couldn't create one itself. With this patch it now can, using the color buffer parameters from registers
* shader_recompiler: Implement attribute loads/stores
* video_core: Add basic vertex, index buffer handling and pipeline caching
* externals: Make xxhash lowercase