* vk_platform: Add `SetObjectName`
Creates a name-info struct and automatically deduces the object handle type using vulkan-hpp's handle trait data.
Supports `string_view` and `fmt` arguments.
* vk_texture_runtime: Use `SetObjectName` for surface handles
Names both the image handle and the image-view.
* vk_stream_buffer: Add debug object names
Names the buffer and its device memory based on its size and type.
* vk_swapchain: Set swapchain handle debug names
Identifies the swapchain images themselves as well as the semaphores
* vk_present_window: Set handle debug names
* vk_resource_pool: Set debug handle names
* vk_blit_helper: Set debug handle names
* vk_platform: Use `VulkanHandleType` concept
Use a new `concept`-type rather than `enable_if`-patterns to restrict
this function to Vulkan handle-types only.
* code: Prepare frontend for vulkan support
* citra_qt: Add vulkan options to the GUI
* vk_instance: Collect tooling info
* renderer_vulkan: Add vulkan backend
* qt: Fix fullscreen and resize issues on macOS. (#47)
* qt: Fix bugged macOS full screen transition.
* renderer/vulkan: Fix swapchain recreation destroying in-use semaphore.
* renderer/vulkan: Make gl_Position invariant. (#48)
This fixes an issue with black artifacts in Pokemon games on Apple GPUs.
If the vertex calculations differ slightly between render passes, it can
cause parts of model faces to fail depth test.
* vk_renderpass_cache: Bump pixel format count
* android: Custom driver code
* vk_instance: Set moltenvk configuration
* rasterizer_cache: Proper surface unregister
* citra_qt: Fix invalid characters
* vk_rasterizer: Correct special unbind
* android: Allow async presentation toggle
* vk_graphics_pipeline: Fix async shader compilation
* We were actually waiting for the pipelines regardless of the setting, oops
* vk_rasterizer: More robust attribute loading
* android: Move PollEvents to OpenGL window
* Vulkan does not need this and it causes problems
* vk_instance: Enable robust buffer access
* Improves stability on mali devices
* vk_renderpass_cache: Bring back renderpass flushing
* externals: Update vulkan-headers
* gl_rasterizer: Separable shaders for everyone
* vk_blit_helper: Corect depth to color convertion
* renderer_vulkan: Implement reinterpretation with copy
* Allows reinterpreteration with simply copy on AMD
* vk_graphics_pipeline: Only fast compile if no shaders are pending
* With this shaders weren't being compiled in parallel
* vk_swapchain: Ensure vsync doesn't lock framerate
* vk_present_window: Match guest swapchain size to vulkan image count
* Less latency and fixes crashes that were caused by images being deleted before free
* vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus
* Resolves crashes when async shader compilation is enabled
* vk_rasterizer: Bump async threshold to 6
* Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders
* android: More robust surface recreation
* renderer_vulkan: Fix dynamic state being lost
* vk_pipeline_cache: Skip cache save when no pipeline cache exists
* This is the cache when loading a save state
* sdl: Fix surface initialization on macOS. (#49)
* sdl: Fix surface initialization on macOS.
* sdl: Fix render window events not being handled under Vulkan.
* renderer/vulkan: Fix binding/unbinding of shadow rendering buffer.
* vk_stream_buffer: Respect non coherent access alignment
* Required by nvidia GPUs on MacOS
* renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51)
* renderer_vulkan: Port some recent shader fixes
* vk_pipeline_cache: Improve shadow detection
* vk_swapchain: Add missing check
* renderer_vulkan: Fix hybrid screen
* Revert "gl_rasterizer: Separable shaders for everyone"
Causes crashes on mali GPUs, will need separate PR
This reverts commit d22d556d30.
* renderer_vulkan: Fix flipped screenshot
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Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>