Basically copied over some of the paradigms over from Vulkan. Covers most rendering uses-cases except for conversions such as `ConvertDS24S8ToRGBA8` and `ConvertRGBA4ToRGB5A1`
Migrate `ResolveTexture` to `BlitHelper`.
If the conversion was multi-sample, do a final resolve at the end of the conversion to ensure the non-multisample textures are updated as well.
Fixes Pokemon!
Ensure that the multisample framebuffer is used rather than the usual one when using a render pass to clear the textures.
That way, a MSAA-render AND resolve is used to clear the textures at the same time.
Ensure that the Multi-Sample texture is used for the destination color image as well. Should the dest image be MSAA too? Or should all the values be resolved into a minimum depth and some combination of stencil-values here?
This should be checking the _new_ value to possibly cull upscaled texture creation rather than the current value of the surface. Fixes broken up render passes when drawing UI in some games.
Try to optimally create the new image handles when a change in res scale or sample-count has actually occured. MSAA images need to be updated too in the case that the resolution scale has changed
Full multi-sample support is when renderpass-2 and depth-stencil-resolve extensions are available and when sample-rate-shading and msaa-storage-images are supported.
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Rather than emitting these subroutine functions for _every_ shader, only emit
the subroutines when the `LG2` and `EX2` instructions are actually used.
This saves a good chunk of memory across all shaders.
Inspired by Tanuki3DS.
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Ensure the scheduler worker thread has finished processing all dispatched command chunks before the rasterizer cache's garbage collector destroys sentenced surfaces.
The `SETEMIT`/`SETE` instruction only actually encodes 4 bits of possible state,
but this is currently expanded into three separate bytes of
data(four with padding) and requires three separate byte-writes for the x64 and
a64 JITs to write into. These 4 bits from the instruction can instead be
compacted into a singular 1-byte write from the JIT by encoding these 4 bits of
state into a singular byte at JIT-time, and unpacking this data is instead done
by `GeometryEmitter::Emit`. This also allows the serializer to use a singular
byte for all 3 fields now as well.
* libretro core
* Bringing citra libretro implementation over
* libretro: hook up vulkan renderer
* libretro: github actions
* libretro: gyro
* libretro: core options v2
* libretro: on ios turn off shader jit if unavailable
* moltenvk 1.3.0 introduces 8-bit indexes but allocates 16-bit for metal; this ends up allocating stream buffer * 2 = 132MiB. Instead, just use 16-bit indexes. (This will be necessary for standalone when bumping moltenvk version.)
* libretro core: address review feedback
* libretro: microphone support
* cmake: Add ENABLE_ROOM_STANDALONE to list of incompatible libretro flags
* libretro: proper initial geometry
* libretro: fix software renderer
* libretro: address review feedback
* .github/libretro.yml: Pin macOS runners at macOS 26
* ci: Remove explicit selection of Xcode 16.0
* .github/libretro.yml: remove unnecessary windows builder apt commands
* .github/libretro.yml: bump min macos version to 11.0
* ci: Re-enable CI jobs for all libretro cores
This is under the condition that we don't introduce build cache for these builds
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Co-authored-by: OpenSauce04 <opensauce04@gmail.com>
Co-authored-by: PabloMK7 <hackyglitch2@gmail.com>