Commit Graph

1933 Commits

Author SHA1 Message Date
Billy Laws
f6e4328b5a Ensure blit src/dst textures are attached as execution cycle dependencies
Since they're not in the TIC pool they would otherwise be freed
2022-11-02 17:46:07 +00:00
Billy Laws
77a131df60 Support using in-app renderdoc API to capture individual executions 2022-11-02 17:46:07 +00:00
Billy Laws
576bc6f37e Add CommandExecutor slot count setting 2022-11-02 17:46:07 +00:00
Billy Laws
1a0819fb76 Use semaphores for presentation engine frame synchronisation
Avoids waits on the CPU which can be costly and confuse the scheduler, also reduces latency significantly.
2022-11-02 17:46:07 +00:00
Billy Laws
0670e0e0dc Support using Vulkan semaphores with fence cycles
In some cases like presentation, it may be possible to avoid waiting on the CPU by using a semaphore to indicate GPU completion. Due to the binary nature of Vulkan semaphores this requires a fair bit of code as we need to ensure semaphores are always unsignalled before they are waited on and signalled again. This is achieved with a special kind of chained cycle that can be added even after guest GPFIFO processing for a given cycle, the main cycle's semaphore can be waited and then the cycle for the wait attached to the main cycle and it will be waited on before signalling.
2022-11-02 17:46:07 +00:00
Billy Laws
5b72be88c3 Stub ldn:u service 2022-11-02 17:46:07 +00:00
Billy Laws
77d76ed05a Batch contiguous GMMU ranges into one 2022-11-02 17:46:07 +00:00
Billy Laws
e52dbf202f Pass more Maxwell3D registers into interconnect 2022-11-02 17:46:07 +00:00
Billy Laws
83c7ed314e Setup KThread pthread handle in StartThread
Avoids a race with starting the thread and the handle not being set yet
2022-11-02 17:46:07 +00:00
Billy Laws
9784ae23e9 Skip checking affinity before taking load-balance WaitScheduler path
The affinity mask may be set after the wait has began
2022-11-02 17:46:07 +00:00
Billy Laws
ad3195e06f Split out guest texture layer size calcs into a seperate func 2022-11-02 17:46:07 +00:00
Billy Laws
8fa83fdf13 Fix deswizzling non-pow2 block size formats
We need to use DivideCeil to avoid rounding off part of the texture.
Fixes texture in Nier Automata: Game of the YoRHa edition.
2022-11-02 17:46:07 +00:00
Billy Laws
27de42f8df Use surfaceClip as a hint for the underlying rendertarget size
TIC sizes may not be aligned to block linear dimensions whereas RT sizes are and then limited by the surface clip. By using this to determine surface size we are more likely to get a match in texture manager for any future usages.
2022-11-02 17:46:07 +00:00
Billy Laws
297597f697 Fix texture manager depth compat comparison 2022-11-02 17:46:07 +00:00
Billy Laws
500f817a28 Synchronize all non-matching textures back to host before recreation 2022-11-02 17:46:07 +00:00
Billy Laws
05581f2230 Remove now redundant buffer/texture/megabuffer manager locks
They have been superseeded by the global channel lock
2022-11-02 17:46:07 +00:00
Billy Laws
f5a141a621 Add dirty resource operator* 2022-11-02 17:46:07 +00:00
Billy Laws
b72720e8db Finish off transform feedback implementation 2022-11-02 17:46:07 +00:00
Billy Laws
36fd885b49 Pack all draw state into a struct to avoid std::function allocations 2022-11-02 17:46:07 +00:00
Billy Laws
b5d0060c3f Only use scissor for clear rect when enabled 2022-11-02 17:46:07 +00:00
Billy Laws
f93df35e6c Only set line width when wideLines feature is supported 2022-11-02 17:46:07 +00:00
Billy Laws
4cebdfc8d3 Pass texture and cbuf state into pipeline manager for hades callbacks 2022-11-02 17:46:07 +00:00
Billy Laws
9ce848d4e0 Implement descriptor update batching and push descriptors
Batching helps to avoid the need to attach so many objects to the fence cycle, which ends up taking a fair bit of time due to the allocation required.
2022-11-02 17:46:07 +00:00
Billy Laws
62a165b51e Reformat maxwell3d interconnect codebase 2022-11-02 17:46:07 +00:00
Billy Laws
3766be59e7 Zero out vertex attribute state when disabled to avoid creating redundant pipelines 2022-11-02 17:46:07 +00:00
Billy Laws
751e3356e1 Keep shader trap lock held for the duration of an execution
Avoids constant relocking on the GPFIFO thread (~0.5% of total time)
2022-11-02 17:46:07 +00:00
Billy Laws
314a9bccbc Allow megabuffering readonly SSBOs 2022-11-02 17:46:07 +00:00
Billy Laws
4c2db0ba01 Implement ReadCbufValue and ReadTextureType hades callbacks
Used for bindless and BRX instruction emulation.
2022-11-02 17:46:07 +00:00
Billy Laws
2163f8cde6 Implement alpha test pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
c86ad638c4 Keep track of transform feedback varyings pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
7ad2d94345 Zero out blend state when disabled to avoid creating redundant pipelines 2022-11-02 17:46:07 +00:00
Billy Laws
4052a93051 Force non-pushdescriptors for blit helper shader 2022-11-02 17:46:07 +00:00
Billy Laws
cb2a8c6d24 Enable wideLines Vulkan feature 2022-11-02 17:46:07 +00:00
Billy Laws
a3369637a9 Don't entirely wipe out per-index TIC cache efter each execution
Keep a copy of the old TIC entry and view even after purge caches and use the execution number to check validity instead, if that doesn't match then just memcmp can be used as opposed to a full hash and map lookup.
2022-11-02 17:46:07 +00:00
Billy Laws
98c0cc3e7f Impl preserve attached buffers/textures to avoid GPFIFO lock thrashing
When profiling SMO, it became obvious that the constant locking of textures and buffers in SyncDescriptors took up a large amount of CPU time (3-5%), a precious resource in intensive areas like Metro. This commit implements somewhat of a workaround to avoid constant relocking, if a buffer is frequently attached on the GPU and almost never used on the CPU we can keep the lock held between executions. Of course it's not that simple though, if the guest tries to lock a texture for the first time which has already been locked as preserve on the GPFIFO we need to avoid a deadlock. This is acheived through a combination of two things: first we periodically clear the locked attachments every 2*SlotCount submissions, preventing a complete deadlock on the CPU (just a long wait instead) and meaning that the next time the resource is attached on the GPU it will not be marked for preservation due to having been locked on the guest before; second, we always need to unlock everything when the GPU thread runs out of work, as the perioding clearing will not execute in this case which would otherwise leave the textures locked on the GPFIFO thread forever (if guest was waiting on a lock to submit work). It should be noted that we don't clear preserve attached resources in the latter scenario, only unlock them and then relock when more work is available.
2022-11-02 17:46:07 +00:00
Billy Laws
0e8ccf1e99 Use memory_order_release for new descriptor set allocations 2022-11-02 17:46:07 +00:00
Billy Laws
34db5097da Avoid using a shared_ptr reference to cycle for command buffer submission
Somehow without this we can sometimes get crashes during appending to circular queue
2022-11-02 17:46:07 +00:00
Billy Laws
0428e8c7da Support forcing regular descriptor sets in VK pipeline cache 2022-11-02 17:46:07 +00:00
Billy Laws
0f394d516b Lock FenceCycle inbetween waiting on chained cycles and checking signalled
Avoids one race where we would end up hogging all the locks of chained cycles and ourself when waiting for submission of previous cycles and prevent any forward progress due to another thread locking one of the chained cycles.
2022-11-02 17:46:07 +00:00
Billy Laws
a015fe753d Only write npad controllerInfo entry on the HID thread if it is valid 2022-11-02 17:46:07 +00:00
Billy Laws
b5446846f7 Stub IsSixAxisSensorAtRest 2022-11-02 17:46:07 +00:00
Billy Laws
6719572b3b Keep track of how often textures/buffers are locked on the CPU
For the upcoming preserve attachment optimisation, which will keep buffers/textures locked on the GPU between executions, we don't want to preserve any which are frequently locked on the CPU as that would result in lots of needless waiting for a resource to be unlocked by the GPU when it occasionally frees all preserve attachments when it could have been done much sooner.  By checking if a resource has ever been locked on the CPU and using that to choose whether we preserve it we can avoid such waiting.
2022-11-02 17:46:07 +00:00
Billy Laws
993ffb56f4 Avoid waiting on texture/buffer fence with trapMutex locked
This could cause deadlocks under certain circumstances by preventing the GPFIFO from making any progress while also waiting on it at the same time.
2022-11-02 17:46:07 +00:00
Billy Laws
3e8bd26978 Add a global gm20b channel lock
Allowing for parallel execution of channels never really benefitted many games and prevented optimisations such as keeping frequently used resources always locked to avoid the constant overhead of locking on the hot path.
2022-11-02 17:46:07 +00:00
Billy Laws
57a4699bd1 Add IOCTL trace events 2022-11-02 17:46:07 +00:00
Billy Laws
7861968c05 Fix memory::Buffer move constructor 2022-11-02 17:46:07 +00:00
Billy Laws
ef0ae30667 Implement Maxwell3D texture pool management and view creation
Ontop of the TIC cache from previous code a simple index based lookup has been added which vastly speeds things up by avoding the need to hash the TIC structure every time.
2022-11-02 17:46:07 +00:00
Billy Laws
5542459c75 Use a SpinLock for guest shader code cache trap mutex 2022-11-02 17:46:07 +00:00
Billy Laws
3e12cde4d5 Make active Vulkan pipeline public 2022-11-02 17:46:07 +00:00
Billy Laws
2556966ec5 Don't attach textures to the active cycle in AttachTexture 2022-11-02 17:46:07 +00:00