Commit Graph

1988 Commits

Author SHA1 Message Date
TheASVigilante 3e1db818cf Address review 2023-03-06 21:56:31 +00:00
TheASVigilante caf1abbe31 Fix 3D swizzled copies & a small bug with DMA clears 2023-03-06 21:56:31 +00:00
TheASVigilante 70ee36e85c Add support for 1D remapped buffer clears 2023-03-06 21:56:31 +00:00
TheASVigilante 4c3fed6cd0 Hookup various DMA engine features
The DMA engine now supports these additional functions: pitch (to pitch) copies, subrect copies, split copies.
2023-03-06 21:56:31 +00:00
TheASVigilante fd205ff0a9 Implement rest of I2M engine copies 2023-03-06 21:56:31 +00:00
TheASVigilante 72c2d94cbe Implement subrect copies 2023-03-06 21:56:31 +00:00
TheASVigilante df0fd88991 Implement pitch swizzled copies 2023-03-06 21:56:31 +00:00
TheASVigilante 5c4bb1c44e Fix incorrect remapping register layout 2023-03-06 21:56:31 +00:00
Billy Laws 55176c2a72
Update patreon names 2023-03-05 20:16:45 +00:00
Niccolò Betto 20130f1182
Update translations (#2235)
* Apply translations in zh-Hans
* Apply translations in zh-Hant
* Apply translations in pt_BR
* Apply translations in es_419
* Apply translations in pt

Co-authored-by: transifex-integration[bot] <43880903+transifex-integration[bot]@users.noreply.github.com>
2023-03-05 13:04:34 +01:00
lynxnb b724bc2309 Adjust default OSC opacity and color 2023-03-05 12:45:07 +01:00
KikiManjaro 1282362fce Add color selection to OSC
* Add bold text and antialiasing for osc buttons
* Fix osc dpad and button position (widder than taller)
* Set default OSC color to white background with black text
2023-03-05 12:45:07 +01:00
KikiManjaro 66d2965c63 Fix resetControls for opacity of OSC 2023-03-05 12:45:07 +01:00
Abandoned Cart 1f608da8e0 Drop local app path in preview summary 2023-03-05 11:48:46 +01:00
Abandoned Cart bcd38460be Align ChipGroup to center when space exists 2023-03-05 11:42:20 +01:00
Billy Laws 750dfb8f00 Disable extended dynamic state on <r42 mali drivers 2023-03-04 18:55:44 +00:00
Billy Laws acf118155d Submit an execution on invalidate{Sampler,TextureHeader}Cache accesses 2023-03-04 18:55:44 +00:00
Billy Laws 6ce5202b8e Add exceptions for some more unimplemented maxwell draw regs 2023-03-04 18:55:44 +00:00
Billy Laws 7150ce0d1d Allow disabling the freeing of texture guest memory
This helps to prevent issues that result from the overlapping of buffer and texture data, by only ever syncing back textures if they are actually used as RTs, which are much less likely to overlap buffers.
2023-03-04 18:55:44 +00:00
Billy Laws 5e8cdfda92 Don't populate colour targets with an empty write mask
Avoids breaking VK spec in BOTW, as it has the same colour attachment bound twice, but the former is masked out entirely.
2023-03-04 18:55:44 +00:00
Billy Laws 8baf06c9ab Never free memory for GPU dirty buffers
Fixes Persona 5 textures in some cases due to overlaps with textures.
2023-03-04 18:55:44 +00:00
Billy Laws 1dd13e90b0 Use channel sequence number for TIC cache validity tracking
Fixes some OpenGL games which update a TIC with I2M but never end up triggering an execution otherwise.
2023-03-04 18:55:44 +00:00
Billy Laws 34fddfccba Only clear requested aspect for depth/stencil clears
Fixes water in Skyrim (depth was being cleared when only stencil should have been)
2023-03-04 18:55:44 +00:00
Billy Laws 330f402398 Clear chained fence cycles on the waiter thread
This avoids some sporadic random crashes that happen during fence cycle destruction in BOTW/SMO.
2023-03-04 18:55:44 +00:00
lynxnb 787f2bde02 Enable localization for app strings
A setting has been added to override the system default language, should a user want a different language for the app.
2023-02-27 22:19:53 +01:00
transifex-integration[bot] 8e7455fb04 Initial translations sync with Transifex
* Apply translations in fr
* Apply translations in ru
* Apply translations in b+zh+Hans
* Apply translations in b+zh+Hant
* Apply translations in de
* Apply translations in el
* Apply translations in ja
* Apply translations in ar
* Apply translations in ta
* Apply translations in pl
* Apply translations in ko
* Apply translations in es
* Apply translations in pl
* Apply translations in in
* Apply translations in it
* Apply translations in b+es+419
* Apply translations in hu
2023-02-27 22:19:53 +01:00
lynxnb 3b849393c2 Fix capitalization in settings title strings 2023-02-27 19:56:53 +01:00
lynxnb aa1da257f8 Add an option to copy global settings to per-game ones 2023-02-27 19:56:53 +01:00
lynxnb 485bd2031c Only hide `validation_layer` setting on release instead of debug category 2023-02-27 19:56:53 +01:00
lynxnb b2228a93da Reorder settings pt.2 2023-02-27 19:56:53 +01:00
lynxnb ddfa9013a9 Use a proper tag for `AppItem` in intent extras and arguments 2023-02-27 19:56:53 +01:00
lynxnb 2f4778247c Use per-game settings during emulation 2023-02-27 19:56:53 +01:00
lynxnb 1a11aaa651 Add per-game settings configuration functionality 2023-02-27 19:56:53 +01:00
lynxnb 0467614dc0 Add per-game support to `EmulationSettings`
Implements support for retrieving per-game emulation settings
2023-02-27 19:56:53 +01:00
lynxnb cd426d9f18 Split `PreferenceSettings` into `AppSettings` and `EmulationSettings`
`PreferenceSettings` was removed in favor of:
* `AppSettings`: stores general purpose settings mostly used for UI configuration and state
* `EmulationSettings`: stores emulation-related settings, most of these are passed to native emulation code
2023-02-27 19:56:53 +01:00
lynxnb 854ea1a42d Make `NativeSettings` a serializable data class 2023-02-27 19:56:53 +01:00
lynxnb ee98aaaed1 Add a method to return format in `AppItem` 2023-02-27 19:56:53 +01:00
lynxnb d1fd44e32e Move preference fragment to a separate file for modularity 2023-02-27 19:56:53 +01:00
lynxnb a683978e8c Split preferences to multiple files for reusability 2023-02-27 19:56:53 +01:00
lynxnb e7c176a8e5 Reorder preferences and introduce new categories 2023-02-27 19:56:53 +01:00
lynxnb a1ca84f95e Move Kotlin settings to a dedicate package 2023-02-27 19:56:53 +01:00
lynxnb 180d1efd4d Revert "Toggle DisableFrameThrottling setting by clicking on FPS"
This commit reverts PR #2037. Passing `NativeSettings` to emulation code through a member reference, instead of a local variable, caused unpredictable crashes when using custom GPU drivers (v615+) on some Qualcomm SoCs.
The exact cause of the issue remains unknown, my best guess is that it was caused by an incorrect optimization performed on the Kotlin bytecode in release mode, which caused an issue when reading memory that had been forked, because of running emulation in a separate process.
Runtime settings modification will be reimplemented in the future via an alternative method.
2023-02-27 19:00:52 +01:00
PixelyIon 22f8cc5970 Stub indirect layer VI service functions
Indirect layers are used by the game to render layer on its own, the game allocates a buffer with the size from `GetIndirectLayerImageRequiredMemoryInfo` and uses `GetIndirectLayerImageMap` to draw the applet contents into the buffer. 

As we don't LLE applet implementations nor do our HLE implementations draw equivalent applets, we cannot submit this to the guest. As a result, these functions are stubbed with the framebuffer being cleared to red. 

Stubbing these functions allows titles such as Dark Souls to not crash while initializing indirect layers.
2023-02-22 23:23:08 +05:30
lynxnb dba191d2dc Fix deadlock on settings in `PresentationEngine` after callback
Accessing the settings class during the execution of the `OnChangedCallback` results in a deadlock, as accesses to values are protected by a mutex. Instead, we now keep a local copy of the relevant settings and update those with the new value.
2023-02-20 21:45:30 +00:00
lynxnb fc9b34846c Fix KtSettings JNI usage
* Use a global ref for NativeSettings JNI instance
* Always use the JNI env from the JNI call to ensure it's safe to use in the current thread
2023-02-20 21:45:30 +00:00
lynxnb 5b0a397165 Update native settings after toggling frame throttling 2023-02-20 21:45:30 +00:00
Matesic Darko f850271e2d toggle DisableFrameThrottling setting by clicking on FPS display
s/jSurface/vkSurface
2023-02-20 21:45:30 +00:00
TheASVigilante 3168e8efc0 Address review 2023-02-20 18:17:35 +00:00
TheASVigilante b780e2b755 Deallocate Unmapped memory pages
Reduces memory usage buildup over time, may affect performance.
2023-02-20 18:17:35 +00:00
Billy Laws 7296f8503d Enable always attempt to enable robustness 2023-02-20 18:01:49 +00:00
Billy Laws d45f9e4d26 Loosen some texture WaR sync when possible
By keeping track of the stages reading the image we can do more fine-grained WaR prevention, as opposed to waiting for all commands to complete.
2023-02-20 18:01:49 +00:00
Billy Laws 6ee8a919e5 Use pipeline barriers, as opposed to an ext dependency for RP barrier
Allows for waiting on compute shaders, which are not a graphics stage.
2023-02-20 18:01:49 +00:00
Billy Laws ee68facc5d Apply RP barrier masks for every draw, rather than the 1st in RP
I missed that addSubpass was only called once-per-subpass, meaning that if a new barrier req was discovered several draws into the RP it wouldn't be applied. Split out barriers into a seperate function to avoid this.
2023-02-20 18:01:49 +00:00
Billy Laws bb20b145a8 Hash subpass dependencies in RP cache 2023-02-20 18:01:49 +00:00
Billy Laws 99bf7dbb36 Implement usage based implicit renderpass barrier generation
Full pipeline barriers between every RP can be extremely expensive on HW, by analysing the inputs and outputs of a draw it's possible to construct a much more optimal barrier that only syncs what is neccessary.
2023-02-20 18:01:49 +00:00
Billy Laws 7a759326b3 Don't break RPs on view pointer changes
Sometimes view pointers may change despite the underlying Vulkan image view not actually changing, so use vk::ImageViews for tracking to keep RP breaks to a minimum.
2023-02-20 18:01:49 +00:00
Billy Laws a02e1a2536 R.I.P. Subpasses 2023-02-20 18:01:49 +00:00
Billy Laws a47f010653 Add an option to allow CPU writes when fast readback is used 2023-02-20 18:01:49 +00:00
Billy Laws 2d56ed053d Implement all remaining ASTC formats 2023-02-20 18:01:49 +00:00
Billy Laws d93c96de83 Fix sign error when decoding bc5s images
Using an unsigned loop counter caused an implicit conversion breaking the decoder logic.
2023-02-20 18:01:49 +00:00
Billy Laws 2d97b9fc2c Keep track of buffer dirtiness within an execution 2023-02-20 18:01:49 +00:00
Billy Laws 6ea1483c9a Fix a race with multiple threads pushing data into circular queue
If the 'end' changes when waiting for data to be consumed our 'waitNext' would be invalid leading to a deadlock.
2023-02-20 18:01:49 +00:00
Billy Laws f55b135243 Assert on geometry stream usage 2023-02-20 18:01:49 +00:00
Billy Laws 2e64199640 Add host shader replacement and dumping support
This is useful for debugging, but shouldn't generally be used as bindings in SPIR-V etc are unstable.
2023-02-20 18:01:49 +00:00
Billy Laws 02786839a5 Flush pipeline after texture uploads 2023-02-20 18:01:49 +00:00
Billy Laws ffdd50bdf3 Fix geometry and compute shaders on mali GPUs 2023-02-20 18:01:49 +00:00
mk73ds cb62e15748 Ignore new layer creations instead of replacing previous ones while waiting for proper multiple layers support. 2023-02-18 12:06:37 +00:00
Erwin Spitaler 2855d12f31 quick and dirty implementation for GetFreeSpaceSize 2023-02-18 12:06:18 +00:00
Abandoned Cart b20c6e9fc4 `onBackPressed` -> `onBackPressedDispatcher` 2023-02-16 14:50:02 +01:00
MrPurple666 bc3c49bc28 Add TIC format: 0x58D24946
Cult of the Lamb must be in-game and should fix some textures in Bayonetta 3

Co-authored-by: neogan-bot <neogan-bot@users.noreply.github.com>
2023-02-13 12:10:29 +00:00
PixelyIon 3407f5a6d1 Fix Depth RT layer stride
The layer stride provided by the depth register in Maxwell3D needs to be shifted by 2, this caused the stride to be 1/4th of what it needed to be resulting in OOB access.
2023-02-13 12:02:29 +00:00
PixelyIon df3b961d5d Fix mipmapped GOB dimensions calculation
When calculating mip-level dimensions in terms of GOBs, they need to be divided by 2 while rounding upwards rather than downwards. This fixes corrupted textures and OOB access on lower mip levels across a substantial amount of titles, reducing arbitrary crashes as a result.
2023-02-13 12:02:29 +00:00
Billy Laws bff232f326 Update edge names 2023-02-07 16:52:33 +00:00
Billy Laws 754a9dfd77 Avoid storing guest shader hash in generated spirv
This accidentally broke VK spec and could harm driver caching.
2023-02-07 16:50:46 +00:00
german77 9e1c9caa36 input: Fix motion orientation based on phone orientation 2023-02-07 16:16:41 +00:00
german77 56d43a70c0 Implement SixAxis sensor 2023-02-07 16:16:41 +00:00
lynxnb bac4ec2977 Update Kotlin + Android dependencies
* Update Kotlin to 1.7.21
* Migrate Hilt to Gradle Plugin DSL and use updated package name
* Update dependencies
* Misc cleanup of build scripts
2023-02-06 15:04:20 +01:00
lynxnb 85a711c420 Suppress warnings in `AndroidManifest` 2023-02-06 15:04:20 +01:00
lynxnb 42e0cc4290 Update build.gradle to remove deprecated properties 2023-02-06 15:04:20 +01:00
PixelyIon 2cdff40bcb Add debug log for SVC `CancelSynchronization`
This SVC was missing a log which makes it harder to trace issues to it, it has been added to assist with future debugging.
2023-02-05 18:07:11 +05:30
Billy Laws 7f1b6de1fe Update hades 2023-02-04 23:10:45 +00:00
Billy Laws 94ac457ce0 Ensure mappings are always aligned to big page size when deallocated and
mapped

Since we align up when allocating, not doing so when deallocating would result in a gradual buildup of boundary pages that eventually fill the whole address space.
2023-02-04 23:10:45 +00:00
Billy Laws d659b4f55e Swap min and max depth when negative scale is used
Fixes Super Mario 3D All Stars rendering.
2023-02-04 23:10:45 +00:00
Billy Laws 198e9e8e48 Avoid page faults when using the fallback shader size
These occured in some homebrew otherwise.
2023-02-04 23:10:45 +00:00
Billy Laws 10e7e6272a Pass in pipeline tessellation state to Vulkan 2023-02-04 23:10:45 +00:00
Billy Laws 12c88babd0 Fix address space allocator slow path to avoid OOB 2023-02-04 23:10:45 +00:00
Billy Laws 4a4f6df792 Stub GetBufferHistory transaction 2023-02-04 23:10:45 +00:00
Billy Laws 3795ecceff Stub IdleTickCount GetInfo result 2023-02-04 23:10:45 +00:00
Billy Laws 3ef84b27c3 Avoid pipeline cache warning 2023-02-04 23:10:45 +00:00
Billy Laws bb3baa888d Add a hack to disable shader subgroup shuffles
These are about 100x as expensive on adreno than nvidia due to the lack of a dedicated instruction, since some games work fine without them add a hack to disable them.
2023-02-04 23:10:45 +00:00
Billy Laws 568306195f Prevent Vulkan guest crashes by avoiding intermediate syncpt event signal state
The vulkan guest driver doesn't expect a 0xB return code from SyncptEventWait, even though this is valid when an event is being signalled. Just ignore the intermediate state instead as doing so avoids races without causing any more.
2023-02-04 23:10:45 +00:00
Billy Laws fcb8f2a229 Apply texture shader compiler generated descriptor shifts
These were missed on a hades version upgrade.
2023-02-04 23:10:45 +00:00
Billy Laws bbef006051 Simplify free descriptor set accounting and update ratios
Slightly reduces descriptor usage in Breath of The Wild
2023-02-04 23:10:45 +00:00
Billy Laws 5e862cf5f7 Bail out early if the new pipeline key matches that of the current one
Prevents the transition cache of some pipelines from getting full of copies of itself in cases where an update happens redundantly.
2023-02-04 23:10:45 +00:00
Billy Laws 3e971d4043 Wait for pipeline compilation to finish before loading the guest
The excessive blocking caused by initial compilation happening async to the guest caused issues in some cases, now we have a Vulkan pipeline cache to speed it up we can wait for a full compile before launch without too many issues.
2023-02-04 23:10:45 +00:00
Billy Laws be6f08cd97 Add debug pipeline statistics recording for finding redundant pipelines 2023-02-04 23:10:45 +00:00
Billy Laws 6333a92b53 Only include active RTs in pipeline state key
This was causing a buildup of many redundant pipelines in SMO as a depth-only shader was being called without previous RTs being unbound.
2023-02-04 23:10:45 +00:00
Billy Laws 9d3a9f63d5 Move graphics piplines away from storing hades shader info struct
By only using what we need, and mirroring the descriptor structs to allow for much tighter packing (while keeping the same member names) we can reduce pipeline memory to about 1/3 of what it was before.
2023-02-04 23:10:45 +00:00
Billy Laws dd92cb1536 Implement support for (de)serialising VkPipelineCaches to/from storage
Significantly improves launch times in games with many shader combinations, giving an 5x speedup in some cases.
2023-02-04 23:10:45 +00:00
Billy Laws db173083d7 Update edge credits 2023-02-04 23:10:45 +00:00
PabloG02 35617930d5 Fix rebase 2023-01-28 11:57:19 +00:00
PabloG02 8b9d6f79ab Add option to enable/disable shader cache 2023-01-28 11:57:19 +00:00
PixelyIon 8bfda0d84d Fix hole punching in mappings with SVC `UnmapPhysicalMemory`
Certain titles such as Super Smash Bros Ultimate can use SVC `UnmapPhysicalMemory` to punch holes into physical memory mappings, this wasn't handled correctly as we completely deleted the portion after the hole. It has now been fixed which results in these titles which depend on this behavior to work now.
2023-01-23 21:28:59 +00:00
hacobot.dev ff1e62df7a deleted unnecessary convertion 2023-01-23 21:28:49 +00:00
hacobot.dev 75f6f5e31c pull request requested changes 2023-01-23 21:28:49 +00:00
hacobot.dev 7cd13916a3 Main activity is now refreshing when the group checkbox is changed 2023-01-23 21:28:49 +00:00
hacobot.dev b67bfe3848 Added functionality to make optional to group games by format and sort 2023-01-23 21:28:49 +00:00
Billy Laws 6b9be2edd4 Add note about circular queue append contiguosity guarantees 2023-01-20 21:19:04 +00:00
PabloG02 535eafb57a Add Android 13 themed icon 2023-01-20 21:08:33 +00:00
PabloG02 d544ccf5ea Stub INotificationServicesForApplication 2023-01-20 21:08:12 +00:00
PabloG02 2fa5ea451e Stub IPrepoService::SaveReportWithUserOld2 2023-01-20 21:08:12 +00:00
PabloG02 7327cdbde9 Stub some functions in IDeliveryCacheStorageService 2023-01-20 21:08:12 +00:00
PabloG02 c53d99d393 Stub IDeliveryCacheFileService and IDeliveryCacheDirectoryService 2023-01-20 21:08:12 +00:00
PabloG02 299d11d86f Stub IApplicationFunctions::GetNotificationStorageChannelEvent 2023-01-20 21:08:12 +00:00
Billy Laws 7c623f8301 Use a spinlock for thread waiter mutex
Since the waitermutex is only ever locked for a short amount of time, spinning in contention-heavy scenarios ends up quite a bit more efficient than a kernel wait.
2023-01-20 21:07:59 +00:00
Billy Laws e2463b7619 Adjust gpfifo WFI to only do a pipeline barrier 2023-01-20 21:07:59 +00:00
Billy Laws 2b282ece1a Add more fine-grained buffer recreation locking 2023-01-20 21:07:59 +00:00
Billy Laws 85a23e73ba Implement a shared spinlock and use it for GPU VMM 2023-01-20 21:07:59 +00:00
Billy Laws fd5c141dbf Correct GetNpadIrCameraHandle return value 2023-01-20 21:07:59 +00:00
Billy Laws a8b32c3cef Cleanup helper pipeline cache code 2023-01-20 21:07:59 +00:00
Billy Laws 1f99d63a80 Incr transition cache size 2023-01-20 21:07:59 +00:00
Billy Laws 262f92900d Ensure unmapped VMM ranges return an invalid span 2023-01-20 21:07:59 +00:00
Billy Laws 0a608fb4b2 Update to latest hades 2023-01-20 21:07:59 +00:00
Billy Laws 44f6aada18 Always set blend state for all colour attachments 2023-01-20 21:07:59 +00:00
Billy Laws 177925be93 Avoid OOB memory acceses when trying to read OOB TICs
Some games pass in invalid texture handles (0xffff) when they don't need the texture so return the null texture in this case.
2023-01-20 21:07:59 +00:00
Billy Laws d8a4a2b08d Use a spinlock for GPU waiter thread 2023-01-20 21:07:59 +00:00
Billy Laws f1aed86177 Add a workaround for split-mapping shaders
Some games split shaders across multiple mappings and *also* miss the end header, so read a suitably large amount and hope that's enough for now.
2023-01-20 21:07:59 +00:00
Billy Laws 704660bbeb Store render nodes in a linearly allocated linked list
This is much faster in reldebug builds than boost::stable_vector while still providing iterator stability
2023-01-20 21:07:59 +00:00
Billy Laws 326c05a5de Add guest shader replacement and dumping support 2023-01-20 21:07:59 +00:00
Billy Laws 2f6d27e8d7 Rework circular queue locking
Should now be (hopefully) race-free, also switch to a spinlock to avoid any locking overhead.
2023-01-20 21:07:59 +00:00
lynxnb 5d527cb965 Add `CNTFRQ_EL0` workaround value for Exynos 1280 2023-01-15 10:16:01 +00:00
PabloG02 ea0217de47 Add TIC format: 0x78D24952 2023-01-13 18:05:22 +00:00
Abandoned Cart 88b3f371f4 Display a preview of the current profile picture
This removes the need to concatenate the variable multiple times, recycles the scaled bitmap after it has been stored, addresses the Android Studio complaint about that method name, and generates a preview of the current profile image as the preference icon.
2023-01-13 14:28:20 +01:00
lynxnb aa36c591c6 Exclude Home button from controller setup guide 2023-01-11 20:51:18 +00:00
Maccraft123 c3924e0f08 Stub out InlineKeyboard instead of throwing an error 2023-01-11 20:47:39 +00:00
lynxnb 2a421e7146 Run emulation in a separate process for release builds only 2023-01-11 23:38:57 +05:30
lynxnb 950438bf58 Enable `VK_KHR_image_format_list` during device init
`VK_KHR_image_format_list` is a requirement for `VK_KHR_imageless_framebuffer`, which we use.
2023-01-11 23:38:57 +05:30
PixelyIon d39112e9b9 Enable `IApplicationDisplayService::ConvertScalingMode` implementation
The implementation for this service function wasn't added to the service function table. Additionally, the type for the output `ScalingMode` was implicitly `int` as it was unspecified in the `enum class` which has now been corrected to `u64` as it should be.
2023-01-11 23:38:57 +05:30
PixelyIon 45d0558d00 Check for no Vulkan physical devices
Due to broken drivers, it's possible to find no Vulkan physical devices but this can lead to a cryptic segfault. This explicitly checks for it instead and throws an exception which will be emitted into logcat thus can be easily caught.
2023-01-11 23:38:57 +05:30
PixelyIon f882b613bc Fix `.hook` section being allocated without any hooked symbols
Due to the trampoline and save/load context functions, `GetHookSectionSize` returned a non-zero size for when there were no hooked symbols supplied to it. This is problematic as it isn't required and hooking is currently not stable so it can lead to crashes or freezes in certain titles.
2023-01-11 00:13:15 +05:30
PixelyIon 3fa314f6cb Always print thread IDs rather than handles for SVC logs
Handles are rather arbitrary and difficult to reference, as a result, we've moved to thread IDs across the board for logs.
2023-01-11 00:13:15 +05:30
PixelyIon e192d4e5c1 Warn when `RemoveThread` is called on a non-inserted thread 2023-01-11 00:13:15 +05:30
PixelyIon 3a6f205e6f Clear `insertThreadOnResume` in `RemoveThread`
A thread can be paused while it is in a synchronization primitive which will do `RemoveThread`, we need to update the state of `insertThreadOnResume` in this case by clearing it so it isn't incorrectly reinserted on resuming the thread.
2023-01-11 00:13:15 +05:30
PixelyIon 7fef849594 Make `UpdateCore`'s locking `coreMigrationMutex` requirement explicit
`Scheduler::UpdateCore` implicitly depended on `KThread::coreMigrationMutex` being locked during calls to it, this requirement has now been made explicit to avoid confusion.
2023-01-11 00:13:15 +05:30
PixelyIon c4b4532222 Check `waitThread` rather than `waitMutex` during condvar timeouts
When a timeout occurs in `ConditionVariableWait`, we used to check `waitMutex` which is cleared by `MutexUnlock` but when we hit the CAS case in `ConditionVariableSignal` then we don't clear `waitMutex`. It's far more reliable to check `waitThread` as an indication for if the thread has already been unlocked as it's cleared at the start of `ConditionVariableWait` and would implicitly stay cleared in the CAS case while being set in `MutexLock` and being unset in `MutexUnlock`.
2023-01-11 00:13:15 +05:30
PixelyIon 2525bafe06 Consolidate thread yielding in `Scheduler`
There's multiple locations where a thread is yielded in the scheduler and all of them repeat the code of checking for `pendingYield` and signalling with an optional optimization of checking if the thread being yielded is the calling thread.

All this functionality has now been consolidated into `Scheduler::YieldThread` which checks for `pendingYield` and does the calling thread yield optimization. This should lead to better readability and better performance in cases where `UpdatePriority` would signal the calling thread.
2023-01-11 00:13:15 +05:30
PixelyIon 8b973a3de3 Always set `forceYield` for running threads in `PauseThread`
`forceYield` was incorrectly not set when pausing running threads if the thread already had `pendingYield` set. This could lead to cases where `Rotate` would later throw an exception due to it being unset.
2023-01-11 00:13:15 +05:30
PixelyIon 6645692288 Don't block while inserting paused threads
Blocking while inserting a paused thread can lead to deadlocks where the inserting thread later resumes the paused thread.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2023-01-11 00:13:15 +05:30
Billy Laws 643f4cf864 Ensure thread doesn't migrate during `InsertThread`
As we didn't hold `coreMigrationMutex`, the thread could simply migrate during `InsertThread` which would lead to the thread potentially never waking up as it's been inserted on a non-resident core.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2023-01-11 00:13:15 +05:30
PixelyIon 7f7352ed59 Recalculate highest-priority waiters during cvar/address signaling
`SignalToAddress`/`ConditionVariableSignal` need to wake waiters in priority order, while threads are inserted in order this doesn't remain the case as priority updates don't reinsert the thread into `syncWaiters`. 

It was determined that reinsertion into `syncWaiters` would be fairly complex due to locking the `syncWaitersMutex` with the thread's mutexes. To avoid this, this commit instead sorts waiters by priority at signal time to always wake threads in the right order.
2023-01-11 00:13:15 +05:30
PixelyIon 626008d8e2 Fix `WaitForAddress` timeout mutex deadlock
Calling `WaitSchedule` inside the block where `syncWaiterMutex` is locked causes a race with other threads which lock the core mutex and `syncWaiterMutex` together. This commit moves the `WaitSchedule` outside the block while simply setting a flag to wait later similar to `ConditionVariableWait`'s timeout case.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2023-01-11 00:13:15 +05:30
PixelyIon 4df3c98225 Add double-insertion debug check to `InsertThread`
This is a cause for a large amount of scheduler bugs so we should generally check for this on debug builds as it is a fairly easy way to check for issues for some performance cost.
2023-01-11 00:13:15 +05:30
PixelyIon 5694c9b34b Rename `KThread::waitKey` to `KThread::waitMutex`
It was determined that `waitKey` is too ambiguous when waiter members are used for both mutexes and condition variables.
2023-01-11 00:13:15 +05:30
PixelyIon 91bb8d231a Rename `ConditionalVariable` -> `ConditionVariable`
"Conditional Variable" is a typo which was propagated through the codebase, it has been corrected to "Condition Variable".
2023-01-11 00:13:15 +05:30
PixelyIon f487d81769 Refactor Condition Variable Waiting/Signalling
The way we handled waking/timeouts of condition variables was fairly inaccurate to HOS as we moved locking of the mutex to the waker thread which could change the order of operations and would cause what were functionally spurious wakeups for all awoken threads.

This commit fixes it by doing all locks on the waker thread and only awakening the waiter thread once the condition variable was signalled and the mutex was unlocked. In addition, this fixes races between a timeout and a signal that could lead to double-insertion as a result of a refactor of how timeouts work in the new system.
2023-01-11 00:13:15 +05:30
PixelyIon 1eb4eec103 Allow locking external thread in `MutexLock`
We want the ability to lock mutexes on behalf of other threads to refactor condition variables to match HOS on waking behavior.
2023-01-11 00:13:15 +05:30
PixelyIon 6bbe9de881 Fix result returned by `MutexLock`
`MutexLock` incorrectly returned `InvalidCurrentMemory` for cases where the userspace value didn't match the expected value. It's been corrected to return no error in those cases while preserving the error code for usage in `ConditionalVariableWait`.
2023-01-11 00:13:15 +05:30
PixelyIon 08ef88b156 Add early-timeout path for `WaitForAddress` 2023-01-11 00:13:15 +05:30
PixelyIon d0c56235f4 Read `address` atomically in `WaitForAddress`
We didn't read the values for arbitration atomically in all cases as we should have, this consolidates the reading of the value and uses the value across all cases.
2023-01-11 00:13:15 +05:30
PixelyIon e8a1bd1aad Fix `WaitForAddress` timeout signal race
A race could occur from the timeout path in `WaitForAddress` taking place at the same time as `SignalToAddress` has been caused, this causes a deadlock due to double-insertion.
2023-01-11 00:13:15 +05:30
Billy Laws 0f1d97fe2c Update edge supporter names 2023-01-08 21:35:14 +00:00
Billy Laws 31fb6d30eb Fake maxwell occlusion query results 2023-01-08 19:30:52 +00:00
Billy Laws a92c26531e Keep holes in descriptors for unsupported bindings 2023-01-08 19:30:52 +00:00
Billy Laws 81d82008c7 Pre-signal suspend ticks event 2023-01-08 19:30:52 +00:00
Billy Laws 3e5992e366 Update hades 2023-01-08 19:30:52 +00:00
Billy Laws 45bbf3bb2a Fix indirect draws with direct buffers
We need to wait on the GPFIFO manually as we won't hit the traps when accesing the indirect params with direct as we usually would.
2023-01-08 19:30:52 +00:00
Billy Laws 68ad052cb1 Add geometry passthrough shader support for vertex layer writes 2023-01-08 19:30:52 +00:00
Billy Laws ec519a7d52 Return null texture on encountering unmapped textures 2023-01-08 19:30:52 +00:00
Billy Laws 97e127153b Make shader trap mutex recursive
There are cases there we hit a shader trap within the GPU, by making it recursive we avoid deadlocking on reads within the GPU.
2023-01-08 19:30:52 +00:00
Billy Laws 1a6165f74d Fix GetReadOnlyBackingSpan for non-direct buffers
This was missed in the initial implementation
2023-01-08 19:30:52 +00:00
Billy Laws 4e5141f879 Fix missed attempt increment in spinlock
Should hog CPU slightly less and correctly yield now
2023-01-08 19:30:52 +00:00
Billy Laws 35a46acbb1 Determine storage buffer alignment dynamically 2023-01-08 19:30:52 +00:00
Billy Laws 12d80fe6c2 Use a shared mutex for GPU VMM to avoid deadlocks
Two reads need to be able to occur simultanously or deadlocks ccan occur (e.g read traps to wait on GPU but GPU needs to read).
2023-01-08 19:30:52 +00:00
Billy Laws 28b2a7a8a1 Dynamically apply GPU turbo clocks only when GPU submissions are queued
Allows for the GPU to clock down in cases where it's idle for most of the time, while still forcing maximum clocks when we care.
2023-01-08 19:30:52 +00:00
Billy Laws 81f3ff348c Transition memory handling from memfd to anonymous shared mappings
Memfd mappings are incompatible with KGSL user memory importing on older kernels, transition to shared anon mappings to avoid this.
2023-01-08 19:30:52 +00:00
Billy Laws cc3c869b9f Attempt to signal the vsync event at present time if possible
Some games rely on the vsync event to schedule frames, by matching its timing with presentation we can reduce needless waiting as the game will immediely be able to queue the next frame after presentation.
2023-01-08 19:30:52 +00:00
Billy Laws 918a493a45 Implement wfi and setReference GPFIFO barriers 2023-01-08 19:30:52 +00:00
Billy Laws 7315ba04e6 Fixup optional flattenable binder obj structure 2023-01-08 19:30:52 +00:00
Billy Laws 90e21b0ca1 Split syncpoints into host-guest pairs
This allows for the presentation engine to grab the presentation image early when direct buffers are in use, since it'll handle sync on its own using semaphores it doesn't need to wait for GPU execution.
2023-01-08 19:30:52 +00:00
Billy Laws 966c31810a Return appropriate fences in surfaceflinger queue buffer 2023-01-08 19:30:52 +00:00
Billy Laws afef6c5123 Always populate all colour attachments
This better follow the Vulkan spec, which doesn't mention anything about writes to OOB attachments, only those marked as unused.
2023-01-08 19:30:52 +00:00
Billy Laws 3571737392 Reset maxwell3d quick bind state before adding subpasses to executor
If a submission happens during the call to addsubpass we could end up with invalid quick bind state, move this to to before to prevent that.
2023-01-08 19:30:52 +00:00
Billy Laws 3d31ade35f Implement an alternative buffer path using direct memory importing
By importing guest memory directly onto the host GPU we can avoid many of the complexities that occur with memory tracking as well as the heavy performance overhead in some situations. Since it's still desired to support the traditional buffer method, as it's faster in some cases and more widely supported, most of the exposed buffer methods have been split into two variants with just a small amount of shared code. While in most cases the code is simpler, one area with more complexity is handling CPU accesses that need to be sequenced, since we don't have any place we can easily apply writes to on the GPFIFO thread that wont also impact the buffer on the GPU, to solve this, when the GPU is actively using a buffer's contents, an interval list is used to keep track of any GPFIO-written regions on the CPU and any CPU reads to them will instead be directed to a shadow of the buffer with just those writes applied. Once the GPU has finished using buffer contents the shadow can then be removed as all writes will have been done by the GPU.

The main caveat of this is that it requires tying host sync to guest sync, this can reduce performance in games which double buffer command buffers as it prevents us from fully saturating the CPU with the GPFIFO thread.
2023-01-08 19:30:52 +00:00
Billy Laws b3f7e990cc Allow for tying guest GPU sync operations to host GPU sync
This is necessary for the upcoming direct buffer support, as in order to use guest buffers directly without trapping we need to recreate any guest GPU sync on the host GPU. This avoids the guest thinking work is done that isn't and overwriting in-use buffer contents.
2023-01-08 19:30:52 +00:00
Billy Laws 89c6fab1cb Implement a way to check if the command record thread is idle
Useful for debugging and testing
2023-01-08 19:30:52 +00:00
Billy Laws c67f27e914 Add a setting to control the maximum number of accumulated GPU cmds
This helps to keep the GPU fed when processing large command buffers which don't have any syncpoints to force a flush inbetween.
2023-01-08 19:30:52 +00:00
Billy Laws 77214a98dd Add a setting to force maximum GPU clocks on KGSL devices 2023-01-08 19:30:52 +00:00
Billy Laws 83ecc33a77 Update adrenotools 2023-01-08 19:30:52 +00:00
Billy Laws 3ecaedd71e Add adrenotools direct mapping support 2023-01-08 19:30:52 +00:00
Pablo 8846a85d3a Stub some IPurchaseEventManager functions 2022-12-31 10:45:18 +00:00
PabloG02 80c0f8f04d
Implement full profile picture support
Extends the profile picture stub into a full-fledged implementation with the ability for users to set their profile picture in settings while having the Skyline icon as the default profile picture.
2022-12-27 22:53:41 +05:30
PixelyIon 7a3d2e4a26 Start `KThread` TID from 1 rather than 0
HOS's TIDs are one-based rather than zero-based, certain titles such as Pokémon Arceus, Naruto Shippuden: Ultimate Ninja Storm 3, Splatoon 3, etc. use the TID being zero as a sentinel value but as we assigned this ID to our first thread prior it broke this logic which has now been fixed by this commit as it now matches HOS behavior.
2022-12-27 22:36:06 +05:30
Billy Laws bab659587f Use e1 sample count for blits 2022-12-22 18:05:45 +00:00
Billy Laws 516ece6b04 Calculate renderarea from attachment min size 2022-12-22 18:05:45 +00:00
Billy Laws 4a3cd69257 Populate graphics pipeline manager from cache at launch-time 2022-12-22 18:05:45 +00:00
Billy Laws e9bcdd06eb Introduce a pipeline cache manager for simple read/write cache accesses
All writes are done async into a staging file, which is then merged into the main pipeline cache file at the time of the next launch. Upon encountering file corruption the cache can be trimmed up to the last-known-good entry to avoid any excessive loss of data from just one error.
2022-12-22 18:05:45 +00:00
Billy Laws 06bf1b38af Introduce a pipeline state accessor that reads from a bundle 2022-12-22 18:05:45 +00:00
Billy Laws 7dd3a1db0f Avoid InterconnectContext use in graphics PipelineManager
We will soon move to a global pipeline manager instance, so it wont be possible to use InterconnectContext at pipeline-creation time anymore
2022-12-22 18:05:45 +00:00
Billy Laws ffe7263848 Add quirk for 615 drivers with broken multithreaded compilation 2022-12-22 18:05:45 +00:00
Billy Laws 755f7c75af Add pipeline (de)serialisation support to bundle
See comments in code for details on the on-disk format.
2022-12-22 18:05:45 +00:00