* Implement Area sampler for scaling the internal resolution
* Move resampling to before RmlUi instead of inside it
Allows non-Bilinear resampling to work regardless of RmlUi being init
* Set up dawn cache
Massively speeds up pipeline compilation on the second go around, especially for D3D12.
Currently, uses SQLite for the cache. SQLite is committed in as the "amalgam" blob, but I'm open for better ways to fetch it.
* Compress cache contents with zstd
More significantly for Vulkan, less so for D3D12.
* Store cache keys as XXH128 instead
This reduces the size of the D3D12 cache by a ridiculous amount
* Stop using exceptions for error handling
* FetchContent for sqlite; cleanup & make zstd optional
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Co-authored-by: Luke Street <luke@street.dev>
* Add functionality to lock GX framebuffer aspect ratio
This leaves the imgui (so including OS) framebuffer alone.
AuroraWindowSize now has new fields for the native framebuffer, the aspect ratio controls modify the existing fields.
* Fix from merge
* fix gx_test_stubs.cpp
- Removes special sampling logic from the GX shader in favor of performing conversions using separate draw calls and swizzling
- Simplifies texture bindings
- Much more accurate EFB copy handling (still incomplete but better)
- Handle copy clears appropriately (color, alpha, depth) + GXSetDstAlpha copies
- Re-enables code for buffered texture uploads
- Adds `lastTextureUploadSize` to AuroraStats
- Use RG8 + swizzle for IA4/IA8