* shader_jit: Add conditional unit-tests
Tests all permutations of X, Y, AND, OR with each possible input value.
* video_core: Fix shader-interpreter conditional-code initialization
Rather than reserving the incoming state of the conditional codes, the
shader-interpreter was setting them both to false. In pretty much all
cases, the initial state of a shaderunit can be zero-initialized
statically. Just running the interpreter shouldn't necessarily reset the
conditional codes though. The JIT loads incoming conditional codes
while the shader-interpreter resets them to false. This makes the
interpreter match the behavior of the shader-jit.
* shader_jit_a64: Fix/optimize conditional evaluation
Fix some of the regressions introduced by the previous optimization.
EOR does not support a constant of `0` in its immediate. In these cases
the COND{0,1} registers can be utilized immediately.
* shader_jit_x64: Fix conditional evaluation extended-bit hazard
The unit test seems to have identified a bug in the x64 jit too. The x64
jit was doing 32-bit comparisons despite the condition flags being 8-bit
values and is sensitive to garbage being in the upper 24 bits of the
register. This is fixed by using the proper 8-bit register types rather
than the 32-bit ones(`eax,`ebx` -> `al`, `bl`).
* shader_jit_x64: Zero-extend conditional-code bytes
`mov` was doing a partial update of bits within the register, allowing
garbage to be introduced in the upper bits of the register.
* renderer_vulkan: Remove vulkan prefix in SetObjectName
* renderer_vulkan: Rename renderpass cache to render manager
* It is no longer just a cache
* renderer_vulkan: Rewrite descriptor management
* Switch to batched vkUpdateDescriptorSets from cached descriptor sets with templates
* vk_master_semaphore: Remove waitable atomic
* These are buggy on some platforms and regular condition_variables are faster most of the time
* vk_texture_runtime.cpp: remove outdated references
* vk_render_manager: Minor cleanups and rename to RenderManager
* It is no longer just a renderpass cache
* Revert variable name change from render_manager back to renderpass_cache
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Co-authored-by: GPUCode <geoster3d@gmail.com>
* geometry_pipeline: Remove unneeded assert
* Has been hw-tested that gs works correctly even when not in exclusive mode
* pica_core: Propagate output_mask to gs
* Has been hw-tested to occur under the same conditions that other uniforms are shared
* regs_shader: Intialize GPUREG_SH_INPUTBUFFER_CONFIG to default value
* Default value verified on hw. Tales of Abyss does not update the number of vertex attributes for the geometry unit and expects it to be 2
* texture_codec: Align buffer sizes to bpp
* Prevents out of bounds texture reads when launching TOA from the HOME menu
* pica_core: Make default value more clear
* do not move constant variables
* applet_manager: avoid possible use after move
* use constant references where pointed out by msvc
* extra_hid: initialize response
* ValidateSaveState: passing slot separately is not necessary
* common: mark HashCombine as nodiscard
* cityhash: remove use of using namespace std
* Prefix all size_t with std::
done automatically by executing regex replace `([^:0-9a-zA-Z_])size_t([^0-9a-zA-Z_])` -> `$1std::size_t$2`
based on 7d8f115
* shared_memory.cpp: fix log error format
* fix compiling with pch off