* Move MaxUboSize definition
This fix a crash on Ryujinx.ShaderTools caused by the absence of an
OpenGL context.
* Use a constant for the value in ShaderTools
* Address comments
* Add support for bigger UBOs, fix sRGB regression, small improvement to the 2D copy engine
* Break into multiple lines
* Read fractions for source/step values on the 2d copy engine aswell
* Use fixed point math for more speed
* Fix reinterpret when texture sizes are different
* Initial implementation of KProcess
* Some improvements to the memory manager, implement back guest stack trace printing
* Better GetInfo implementation, improve checking in some places with information from process capabilities
* Allow the cpu to read/write from the correct memory locations for accesses crossing a page boundary
* Change long -> ulong for address/size on memory related methods to avoid unnecessary casts
* Attempt at implementing ldr:ro with new KProcess
* Allow BSS with size 0 on ldr:ro
* Add checking for memory block slab heap usage, return errors if full, exit gracefully
* Use KMemoryBlockSize const from KMemoryManager
* Allow all methods to read from non-contiguous locations
* Fix for TransactParcelAuto
* Address PR feedback, additionally fix some small issues related to the KIP loader and implement SVCs GetProcessId, GetProcessList, GetSystemInfo, CreatePort and ManageNamedPort
* Fix wrong check for source pages count from page list on MapPhysicalMemory
* Fix some issues with UnloadNro on ldr:ro
* Better implementation of the DMA pusher, misc fixes
* Remove some debug code
* Correct RGBX8 format
* Add support for linked Texture Sampler Control
* Attempt to fix upside down screen issue
* Timing: Optimize Timestamp Aquisition
Currently, we make use of Environment.TickCount in a number of places. This has some downsides, mainly being that the TickCount is a signed 32-bit integer, and has an effective limit of ~25 days before overflowing and wrapping around. Due to the signed-ness of the value, this also caused issues with negative numbers. This resolves these issues by using a 64-bit tick count obtained from Performance Counters (via the Stopwatch class). This has a beneficial side effect of being significantly more accurate than the TickCount.
* Timing: Rename ElapsedTicks to ElapsedMilliseconds and expose TicksPerX
* Timing: Some style changes
* Timing: Align static variable initialization
* Fix color mask common, set default value on first color mask register
* Missing check
* Better exception messages
* Address PR feedback
* Add fixme as per review feedback
* Quads, QuadStrip and const attributes support
* Add support for half float attributes and fix texture pitch alignment
* Throw when an unsupported float type is used as const attribute aswell
* Simplify render target bindings
* Implement multiple viewports
* Pack glViewportIndexed calls into a single glViewportArray
* Use ARB_viewport_array when available
* Cache framebuffer attachments
* Use get accessors in OGLExtension
* Address feedback
* (Re)Implement format reinterpretation, other changes
* Implement writeback to guest memory, some refactoring
* More refactoring, implement reinterpretation the old way again
* Clean up
* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes
* nit: Formatting
* Address PR feedback
* Move GPU LLE emulation from HLE to Graphics
* Graphics: Move Gal/Texture to Texture
* Remove Engines/ directory and namespace
* Use tables for image formats
* Abstract OpCode decoding
* Simplify image table
* Do not leak Read* symbols in TextureReader
* Fixups
* Rename IGalFrameBuffer -> IGalRenderTarget
* Remove MaxBpp hardcoded value
* Change yet again texture data and add G8R8 flipping
* Rename GalFrameBufferFormat to GalSurfaceFormat
* Unident EnsureSetup in ImageHandler
* Add IsCompressed
* Address some feedback
* 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
* Some style fixes and nits on ITimeZoneService
* Remove some unneeded usings
* Remove the Ryujinx.HLE.OsHle.Handles namespace
* Remove hbmenu automatic load on process exit
* Rename Ns to Device, rename Os to System, rename SystemState to State
* Move Exceptions and Utilities out of OsHle
* Rename OsHle to HOS
* Rename OsHle folder to HOS
* IManagerDisplayService and ISystemDisplayService style fixes
* BsdError shouldn't be public
* Add a empty new line before using static
* Remove unused file
* Some style fixes on NPDM
* Exit gracefully when the application is closed
* Code style fixes on IGeneralService
* Add 0x prefix on values printed as hex
* Small improvements on finalization code
* Move ProcessId and ThreadId out of AThreadState
* Rename VFs to FileSystem
* FsAccessHeader shouldn't be public. Also fix file names casing
* More case changes on NPDM
* Remove unused files
* Move using to the correct place on NPDM
* Use properties on KernelAccessControlMmio
* Address PR feedback
* Keep track mapped buffers with fixed offsets
* Started rewriting the memory manager
* Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks
* MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks
* Rebased
* Optimize the map/unmap physical memory svcs
* Integrate shared font support
* Fix address space reserve alignment
* Some fixes related to gpu memory mapping
* Some cleanup
* Only try uploading const buffers that are really used
* Check if memory region is contiguous
* Rebased
* Add missing count increment on IsRegionModified
* Check for reads/writes outside of the address space, optimize translation with a tail call