* Vulkan: Feedback loop improvements
This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways:
- Partial use of VK_EXT_attachment_feedback_loop_layout
- All renderable textures have AttachmentFeedbackLoopBitExt
- Compile pipelines with Color/DepthStencil feedback loop flags when present
- Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 )
TODO:
- AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops.
- Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project.
- How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...)
- Improve subpass dependencies to fix validation errors
* Mark field readonly
* Add feedback loop dynamic state
* fix: add MoltenVK resolver workaround
fix: add MoltenVK resolver workaround
* Formatting
* Fix more complaints
* RADV dcc workaround
* Use dynamic state properly, cleanup.
* Use aspects flags in more places
* chore: replace `ByteMemoryPool` usage with `MemoryOwner<byte>`
* refactor: `PixelConverter.ConvertR4G4ToR4G4B4A4()` - rename old `outputSpan` to `outputSpanUInt16`, reuse same output `Span<byte>` as newly-freed name `outputSpan`
* eliminate temporary buffer allocations
* chore, perf: use MemoryOwner<byte> instead of IMemoryOwner<byte>
Vulkan spec states that input topology should always be PatchList when a tessellation pipeline is present. The AMD GPU on windows crashes so hard it BSODs the machine if this isn't the case, so it's forced here just in case.
I'm not sure what providing a different topology here would even do, as you'd think it would always be a patch list input.
This barrier has always been missing, but it only became apparent when #7012 merged.
I also added some barriers in case the target buffer used here is used by other commands, though right now it isn't.
Fixes a regression where water would turn white on AMD GPUs with the proprietary driver. May fix other issues on this driver.
* More guarantees for buffer correct placement, defer guest requested buffers
* Split RP on indirect barrier rn
* Better handling for feedback loops.
* Qualcomm barriers suck too
* Fix condition
* Remove unused field
* Allow render pass barriers on turnip for now