* Truncate vertex attribute format if it exceeds stride on MoltenVK
* Fix BGR format
* Move vertex attribute check to pipeline creation to avoid costs
* No need for this to be public
* fix crash when Vulkan isn't available
* add VulkanRenderer.GetPhysicalDevices() overload that provides its own Vk API object and logs on failure
* adjustments per AcK77
* Introduce ResourceLayout
* Part 1: Use new ResourceSegments array on UpdateAndBind
* Part 2: Use ResourceLayout to build PipelineLayout
* Delete old code
* XML docs
* Fix shader cache load NRE
* Fix typo
Command buffer errors currently trigger an exception "DeviceLost" crashing the process.
Looking at [MKV's code](53a4eb26f2/MoltenVK/MoltenVK/GPUObjects/MVKQueue.mm (L392-L408)) we observe that:
- It hard fails if error is:
```
MTLCommandBufferErrorBlacklisted || MTLCommandBufferErrorNotPermitted || MTLCommandBufferErrorDeviceRemoved
```
- Otherwise fails conditionally if `config.resumeLostDevice == false` (current default)
For Ryujinx's use-case it's more graceful to resume on those errors rather than crashing the app, the error isn't totally silenced since `mvk` still logs it
Fixes#4704, #4575
* Vulkan: Batch vertex buffer updates
Some games can bind a large number of vertex buffers for draws. This PR allows for vertex buffers to be updated with one call rather than one per buffer.
This mostly affects the AMD Mesa driver, the testing platform was Steam Deck with Super Mario Odyssey. It was taking about 12% before, should be greatly reduced now.
A small optimization has been added to avoid looking up the same buffer multiple times, as a common pattern is for the same buffer to be bound many times in a row with different ranges.
* Only rebind vertex buffers if they have changed
* Address feedback
Our Vulkan backend inserts image barriers when a texture is sampled after it is rendered. This is done via a "modification flag" which is set when a render target is unbound (presuming that a texture has finished drawing to it).
Imagine the following scenario:
- Game sets render target to texture A
- Game renders to texture A
- (render pass ends)
- Game binds texture A to a sampler
- Game sets render target to texture B
- Renders to texture B using texture A (barrier required)
Because of the previous behaviour, the check to add a barrier for sampling a texture actually happens before it is registered as modified, meaning no barrier was added at all. This isn't always the case, but it was definitely causing issues in Xenoblade 2.
This doesn't fix any more complicated issues where a texture is repeatedly sampled while it is currently being rendered.
Fixes visual glitches at lower resolutions in Xenoblade 2. May fix other cases.
* WIP texture pre-flush
Improve performance of TextureView GetData to buffer
Fix copy/sync ordering
Fix minor bug
Make this actually work
WIP host mapping stuff
* Fix usage flags
* message
* Cleanup 1
* Fix rebase
* Fix
* Improve pre-flush rules
* Fix pre-flush
* A lot of cleanup
* Use the host memory bits
* Select the correct memory type
* Cleanup TextureGroupHandle
* Missing comment
* Remove debugging logs
* Revert BufferHandle _value access modifier
* One interrupt action at a time.
* Support D32S8 to D24S8 conversion, safeguards
* Interrupt cannot happen in sync handle's lock
Waitable needs to be checked twice now, but this should stop it from deadlocking.
* Remove unused using
* Address some feedback
* Address feedback
* Address more feedback
* Address more feedback
* Improve sync rules
Should allow for faster sync in some cases.