Commit Graph

778 Commits

Author SHA1 Message Date
Billy Laws
175ba11f07 Integrate BCeNabler support into QuirkManager
Allows using BCn format textures on devices where they are unsupported by the driver.
2022-04-14 14:14:52 +05:30
Billy Laws
47d920d91e Make GPU private static functions file-local 2022-04-14 14:14:52 +05:30
PixelyIon
edd51c3dfa Fix Color RT Disabling Bug
Color RTs are disabled by setting their format as `None`, it was removed while transitioning to macros and resulted in a missing format exception. It has been readded as several applications depend on this behavior.
2022-04-14 14:14:52 +05:30
PixelyIon
a2285669b3 Use static vector for shader bytecode to prevent constant reallocation
Using `std::vector` for shader bytecode led to a lot of reallocation due to constant resizing, switching over the static vector allows for a single static allocation of the maximum possible guest shader size (1 MiB) to be done for every stage resulting in a 6 MiB preallocation which is unnoticeable given the total memory overhead of running a Switch application.
2022-04-14 14:14:52 +05:30
PixelyIon
21a6866def Fix Maxwell3D Blend Enum Conversion Bugs
The `OneMinusSourceAlpha` blending factor was converted to `eOneMinusSrcColor` rather than `eOneMinusSrcAlpha` leading to incorrect blending behavior in certain titles. A similar issue with the order of `MinimumGL`/`MaximumGL` and `SubtractGL`/`ReverseSubtractGL` being the opposite of what it should've been, both of these issues have been fixed.
2022-04-14 14:14:52 +05:30
PixelyIon
0a506088f4 Fix NextSubpassNode Subpass Index Bug
`NextSubpassNode` didn't increment `subpassIndex` which runs commands with the wrong subpass index resulting in them accessing invalid attachments or other bugs that may arise from using the wrong subpass.
2022-04-14 14:14:52 +05:30
PixelyIon
defbfe8f78 Serialize Maxwell3D Draw State for Subpass
All Maxwell3D state was passed by reference to the draw command lambda, this would break if there was more than one pass or the state was changed in any way before execution. All state has now been serialized by value into the draw command lambda capture, retaining state regardless of mutations of the class state.
2022-04-14 14:14:52 +05:30
PixelyIon
934130b3e6 Remove Implicit Command Executor Resource Attachment
Any usage of a resource in a command now requires attaching that resource externally and will not be implicitly attached on usage, this makes attaching of resources consistent and allows for more lax locking requirements on resources as they can be locked while attaching and don't need to be for any commands, it also avoids redundantly attaching a resource in certain cases.
2022-04-14 14:14:52 +05:30
PixelyIon
f0e9c42097 Fix Fence Cycle Double Insertion Lifetime Bug
If an object is attached to a `FenceCycle` twice then it would cause `FenceCycleDependency::next` to be overwritten and lead to destruction of dependencies prior to the fence being signaled causing usage of deleted resources. This commit fixes this by tracking what fence cycle a dependency is currently attached to and doesn't reattach if it's already attached to the current fence cycle.
2022-04-14 14:14:52 +05:30
PixelyIon
6a831f6ed7 Add VK_EXT_shader_demote_to_helper_invocation Quirk
An assumption was hardcoded into `Shader::Profile` regarding devices supporting demotion of shader invocations to helpers. This assumption wasn't backed by enabling the `VK_EXT_shader_demote_to_helper_invocation` extension via a quirk leading to assertions when it was used by the shader compiler, a quirk has now been added for the extension and is supplied to the shader compiler accordingly.
2022-04-14 14:14:52 +05:30
lynxnb
58c871ed9a Correctly hide system bars in EmulationActivity on Android >= 11 2022-04-14 14:14:52 +05:30
Billy Laws
3ff8075151 Move vertex and RT format conv to macros and fill them fully in
Makes the format conversions easier to read and shorter, and adds in
some new formats needed to complete the RT table properly.
2022-04-14 14:14:52 +05:30
PixelyIon
8f0db18624 Fix ControllerActivity Controller Type Change Crash
If the controller type was changed from a type with a larger amount of buttons/axes to one with a fewer amount, a crash would occur due to the transition animation retaining those elements as children yet returning `NO_POSITION` from `getChildAdapterPosition` in `DividerItemDecoration` which was an unhandled case and led to an OOB array access.
2022-04-14 14:14:52 +05:30
PixelyIon
2c46709064 Fix ControllerPreference's index not being passed to Activity
A bug caused by not passing the index argument to `ControllerActivity` led to all preferences opening the activity that pertained to Controller #1. This was fixed by passing the `index` argument in the activity launch intent.
2022-04-14 14:14:52 +05:30
PixelyIon
270ee4a7a6 Update Gradle + AGP + Kotlin Dependencies
Gradle was updated to `7.3.3` and AGP to `7.1.0-rc01` from `beta04` with all other dependencies being updated to the latest available versions.
2022-04-14 14:14:52 +05:30
PixelyIon
98b366c1f5 Fix Texture Synchronization Bug
Fixes texture corruption due to incorrect synchronization, the barrier would not enforce waiting till the texture was entirely rendered causing an incomplete texture to be downloaded which lead to rendering bugs for certain GPUs including ARM's Mali GPUs.
2022-04-14 14:14:52 +05:30
PixelyIon
aea40e6496 Fix enabledFeature2 Unlinking Assertion Bug
A bug caused an assertion if both `VK_EXT_custom_border_color` and `VK_EXT_vertex_attribute_divisor` due to mistakenly unlinking `PhysicalDeviceVertexAttributeDivisorFeaturesEXT` instead of `PhysicalDeviceCustomBorderColorFeaturesEXT` when `VK_EXT_custom_border_color` isn't supported which would potentially lead to unlinking the same structure twice and cause the assertion.
2022-04-14 14:14:52 +05:30
Billy Laws
68f31c3688 Use macros for defining texture formats and their conversions
Avoids the need to repeat all the possible component types for each texture format while also making them simpler to add and easier to read.
2022-04-14 14:14:52 +05:30
lynxnb
a9d4e6bb1a Add screen orientation setting 2022-04-14 14:14:52 +05:30
PixelyIon
bc29b23972 Implement CPU-only Maxwell3D Inline Constant Buffer Updates
Implements inline constant buffer updates that are written to the CPU copy of the buffer rather than generating an actual inline buffer write, this works for TIC/TSC index updates but won't work when the buffer is expected to actually be updated inline with regard to sequence rather than just as a buffer upload prior to rendering. 

GPU-sided constant buffer updates will be implemented later with optimizations for updating an entire range by handling GPFIFO `Inc`/`NonInc`directly and submitting it as a host inline buffer update.
2022-04-14 14:14:52 +05:30
PixelyIon
08f29f7da4 Make ActiveDescriptorSet movable and non-copyable
There should only ever be a single instance of a `ActiveDescriptorSet` that tracks the lifetime of a descriptor set as the destructor is responsible for freeing the descriptor set.

There are cases where a new object inheriting the descriptor set needs to be created in these cases we need to have move semantics and make the destructor of the prior object inert, this allows for moving to the new object without any side effects. If the copy constructor was used in these cases the older object would free the set on its destruction which would lead to the set being invalid on existing instances which is incorrect behavior and would likely lead to driver crashes.
2022-04-14 14:14:52 +05:30
PixelyIon
bb14af4f7a Implement Maxwell3D Sampled Textures
The descriptor sets should now contain a combined image and sampler handle for any sampled textures in the guest shader from the supplied offset into the texture constant buffer.

Note: Games tend to rely on inline constant buffer updates for writing the texture constant buffer and due to it not being implemented, the value will be read as 0 which is incorrect.
2022-04-14 14:14:52 +05:30
PixelyIon
d9a9e52350 Use ConstantBuffer instead of BufferView for Shader Constant Buffers
We want read semantics inside the constant buffer object via the mappings to avoid a pointless GPU VMM mapping lookup. It is a fairly frequent operation so this is necessary, the ability to write directly will be added in the future as well.
2022-04-14 14:14:52 +05:30
PixelyIon
adb0a16873 Implement Maxwell 3D Textures
Implements parsing for the Maxwell 3D TIC pool and conversion of a TIC into a `GuestTexture`, support is limited to pitch-linear RGB565/A8R8G8B8 textures at the moment but will be extended as games utilize more formats and layouts. Support for 1D buffers is also omitted at the moment since they need special handling with them effectively being treated as buffers in Vulkan rather than images.
2022-04-14 14:14:52 +05:30
PixelyIon
a7b90e7825 Change Texture Pitch Unit to Bytes from Pixels
The pitch of the texture should always be supplied in terms of bytes as it denotes alignment on a byte boundary rather than a pixel one, it is also always utilized in terms of bytes rather than pixels so this avoids an unnecessary conversion.

Note: GBP stride unit was assumed to be pixels earlier but is likely bytes which is why there are no changes to the supplied value there, if this is not the case it'll be fixed in the future
2022-04-14 14:14:52 +05:30
PixelyIon
a9aa16798f Add -fsigned-bitfields for defined bitfield int behavior
We want consistent behavior between signed `int`s in bitfields and outside of bitfields, the `-fsigned-bitfields` flag enforces this behavior.
2022-04-14 14:14:52 +05:30
PixelyIon
87c8dc94d2 Implement Maxwell3D Samplers
Maxwell3D `TextureSamplerControl` (TSC) are fully converted into Vulkan samplers with extension backing for all aspects that require them (border color/reduction mode) and approximations where Vulkan doesn't support certain functionality (sampler address mode) alongside cases where extensions may not be present (border color).
2022-04-14 14:14:52 +05:30
PixelyIon
e48a7d7009 Fix Mapping Caching For Maxwell 3D Buffers
Code involving caching of mappings was copied from `RenderTarget` without much consideration for applicability in buffers, the reason for caching mappings in RTs was that the view may be invalidated by more than the IOVA/Size being changed but this doesn't hold true for buffers generally so invalidation can only be on the view level with the mappings being looked up every time since the invalidation would likely change them.
2022-04-14 14:14:52 +05:30
PixelyIon
ff27dce24c Implement ObjectHash for hashing trivial objects in maps
`std::hash` doesn't have a generic template where it can be utilized for arbitrary trivial objects and implementing this might result in conflicts with other types. To fix this a generic templated hash is now provided as a utility structure, that can be utilized directly in hash-based containers such as `unordered_map`.
2022-04-14 14:14:52 +05:30
PixelyIon
97cfcba0da Add Nullability for Optional Semantics to span
Nullability allow for optional semantics where a span may be explicitly invalidated with `nullptr` being used as a sentinel value for it and a boolean operator that allows trivial checking for if the span is valid or not.
2022-04-14 14:14:52 +05:30
PixelyIon
c11962e8e4 Implement Maxwell3D Bindless Texture Constant Buffer Index
The index of the constant buffer with bindless texture descriptors is now retrieved from Maxwell3D register state and passed to the shader compiler.
2022-04-14 14:14:52 +05:30
PixelyIon
1c3f62b7b4 Implement Maxwell3D Indexed Drawing 2022-04-14 14:14:52 +05:30
PixelyIon
23cdfe2139 Implement Maxwell3D Index Buffers
Adds support for index buffers including U8 index buffers via the `VK_EXT_index_type_uint8` extension which has been added as an optional quirk but an exception will be thrown if the guest utilizes it but the host doesn't support it.
2022-04-14 14:14:52 +05:30
PixelyIon
a4041364e1 Address CR comments
Note: CR comments regarding `ShaderSet` and `PipelineStages` will be addressed at a later date with a common class for associative enum arrays.
2022-04-14 14:14:52 +05:30
PixelyIon
e1e14e781f Support Dual Vertex Shader Programs
Add support for parsing and combining `VertexA` and `VertexB` programs into a single vertex pipeline program prior to compilation, atomic reparsing and combining is supported to only reparse the stage that was modified and recombine once at most within a single pipeline compilation.
2022-04-14 14:14:52 +05:30
PixelyIon
974cf03c18 Add Atomic Pipeline Stage Invalidation
Atomically invalidate pipeline stages as runtime information that pertains to them changes rather than never recompiling pipelines on runtime information being updated resulting in out of date pipelines or recompiling all pipelines on any runtime information updates.
2022-04-14 14:14:52 +05:30
PixelyIon
5414db8411 Rework Maxwell3D Shader/Pipeline Stages Compilation with UBO support
Shader compilation is now broken into shader program parsing and pipeline shader compilation which will allow for supporting dual vertex shaders and more atomic invalidation depending on runtime state limiting the amount of work that is redone. 

Bindings are now properly handled allowing for bound UBOs to be converted to the appropriate host UBO as designated by the shader compiler by creating Vulkan Descriptor Sets that match it.
2022-04-14 14:14:52 +05:30
PixelyIon
055d315048 Seperate Maxwell3D Stages into Shader/Pipeline
We need this to make the distinction between a shader and pipeline stage in as shader programs are bound at a different rate than that of pipeline stage resources such as UBO.
2022-04-14 14:14:52 +05:30
PixelyIon
492dd47218 Implement Vulkan Descriptor Set Allocator
A fixed descriptor set allocator which manages the size of the pool with automatic reallocations when any allocations run out of descriptors.
2022-04-14 14:14:52 +05:30
PixelyIon
9af9f1d41a Implement Maxwell3D Constant Buffer Selector
The Constant Buffer Selector is used to point to a constant buffer that will be bound to a shader stage or updated with inline data.
2022-04-14 14:14:52 +05:30
PixelyIon
afa34e320a Retain Shader Binding State Across Stages
An instance of `Shader::Backend::Bindings` must be retained across all stages for correct emission of bindings, which is now done inside `GraphicsContext::GetShaderStages`.
2022-04-14 14:14:52 +05:30
PixelyIon
550d12b7fa Set Shader Runtime Generic Vertex Attribute Types Correctly
The vertex attribute types supplied prior were just the default which is `Float`, this works for some cases but will entirely break if the attribute type isn't a float. The attribute types are now set correctly.
2022-04-14 14:14:52 +05:30
PixelyIon
a2de6b9255 Fix Maxwell3D vertexEndGl Register Offset
The offset was set to 0x586 which is the location of `vertexBeginGl`, it's been corrected now and set to 0x585.
2022-04-14 14:14:52 +05:30
Billy Laws
5815cda7a7 Update Vulkan-Hpp to v1.2.202 2022-04-14 14:14:52 +05:30
PixelyIon
bd6cd0056c Support Multi-Aspect Copy in Texture::CopyIntoStagingBuffer
Only copying a single aspect was supported by `CopyIntoStagingBuffer` earlier due to not supplying a `VkBufferImageCopy` for each aspect separately, this has now been done with Color/Depth/Stencil aspects having their own `VkBufferImageCopy` for the `VkCmdCopyImageToBuffer` command.
2022-04-14 14:14:52 +05:30
PixelyIon
daff17c776 Order TextureView Definition Correctly
The definition of the `TextureView` class was spread across `texture.cpp` and has now been moved to the top of the file above the other half of the definition.
2022-04-14 14:14:52 +05:30
PixelyIon
189b9533f2 Disable Vertex Buffers With 0 as IOVAs
A buffer with 0 as the start/end IOVA should be invalid as there shouldn't be any mappings at 0 in GPU VA, titles such as Puyo Puyo Tetris configure the Vertex Buffer with 0 IOVAs which leads to a segmentation fault without this exception.
2022-04-14 14:14:52 +05:30
PixelyIon
cfeb8098db Attach TextureView/BufferView Lifetime to FenceCycle
The lifetime of a texture and buffer view is now bound by the `FenceCycle` in `CommandExecutor`, this ensures that a `VkImageView` isn't destroyed prior to usage leading to UB.
2022-04-14 14:14:52 +05:30
PixelyIon
34fc1e32b8 Remove Textures from RenderPassNode::Storage
The lifetime of all textures bound to a RenderPass alongside syncing of textures is already handled by `CommandExecutor` and doesn't need to be redundantly handled by `RenderPassNode`. It's been removed as a result of this.
2022-04-14 14:14:52 +05:30
PixelyIon
45c7a89fc3 Cleanup BufferView/TextureView Locking Code
Renames the variable to be neater and less confusing alongside adding comments for `try_lock()` to make the goal of the function more apparent.
2022-04-14 14:14:52 +05:30