Dima
262ee28611
Stub some bsd functions
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Co-authored-by: Lunar-Pixel <83507264+Lunar-Pixel@users.noreply.github.com>
2022-11-15 16:24:33 +00:00
Dima
9afa8b881e
Stub nsd:u/nsd:a and sfdnsres services
2022-11-15 16:24:33 +00:00
Billy Laws
01e27bd2dd
Implement ldr:ro LoadModule
2022-11-15 16:23:40 +00:00
Billy Laws
e571066409
Stub ldr:ro IRoInterface
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Some games initialise this service on startup however don't actually use it. Add a simple stub to allow such games to boot.
2022-11-15 16:23:40 +00:00
Billy Laws
1fc2641746
Stub the web applet
2022-11-13 11:37:18 +00:00
Billy Laws
021f82ef08
Stub ListOpenContextStoredUsers
2022-11-13 11:35:40 +00:00
Billy Laws
e7bab27d85
Fixup nvdrv channel private memory allocation
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This was incorrectly allocated in words, rather than bytes, meaning that guest allocations could overwrite the private memory and break inline syncpt operations
2022-11-13 11:35:40 +00:00
Billy Laws
8b523fa1f0
Avoid inline syncpt increments sending OOB GpEntries
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In cases where no wfi is required, the space where the WFI commands would go needs to be zeroed out to avoid the GPU reading uninitialised memory.
2022-11-13 11:35:40 +00:00
Billy Laws
cd0b2636e5
Prevent truncation of big page start in GetVaRegions
2022-11-13 11:35:40 +00:00
Billy Laws
f650f32bf0
Avoid duplicating NvDrv buffer unmap code
2022-11-13 11:35:40 +00:00
Billy Laws
001064b7bf
Fix GraphicsBufferProducer recreation
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We need to use a shared_ptr to ensure that the present callback doesn't do any UAFs, also unlocks the GBP during presentation as if the queue is full a deadlock could a rise where the present callback wouldn't be able to run due to the (waiting) DequeueBuffer thread holding the lock.
2022-11-13 11:35:40 +00:00
Billy Laws
29e89a3950
Fix crashes when opening non-existent directories
2022-11-13 11:35:40 +00:00
Billy Laws
ec139b3027
Fixup CancelBuffer fence handling
2022-11-13 11:35:40 +00:00
Billy Laws
7f24c7b857
Store KMemory object ptrs in memory class to avoid linear-time unmap
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This is quite a horrible solution but fixing it properly would require a whole rewrite of how we handle memory.
2022-11-13 11:35:15 +00:00
Billy Laws
388245789f
Restructure ConditionalVariableSignal to avoid potential deadlock
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Since InsertThread can block for paused threads, we need to ensure we unlock syncWaiterMutex when calling it.
2022-11-09 23:02:26 +05:30
PixelyIon
f4a8328cef
Implement Symbol Hooking
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Symbol hooking is required for HLE implementations of certain features in the future such as `nvdec` and for more in-depth debugging of games as we can inspect them on a SDK function level which allows us to debug issues far more easily.
2022-11-07 23:56:22 +05:30
PixelyIon
8892eb08e6
Fix MoveRegister
to clear when value is 0
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The register wouldn't be cleared with a `MOVZ` when a value was zero due to the condition for writing an instruction requiring the `offsetValue` to be non-zero.
2022-11-07 23:56:22 +05:30
Billy Laws
f7ab3abb86
Allow load balancing when waiting on condvars
2022-11-06 20:47:26 +00:00
german77
b6e2fb894c
service: bcat: Stub CreateDeliveryCacheStorageService
2022-11-06 20:39:41 +00:00
Billy Laws
026bb04386
Impl some more texture formats
2022-11-02 17:46:07 +00:00
Billy Laws
133f08ed14
Stash new register value before executing deferred draws/updates
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Since the register writes technically happen after the draw, issues can occur if they happen before: e.g. skyrim updates ctSelect and disables all RTs after a draw, but this would happen before it previously and crash the driver.
2022-11-02 17:46:07 +00:00
Billy Laws
c50852e546
Implement the draw(...)BeginEnd Maxwell3D draw registers
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Used by guest Vulkan games and nouveau.
2022-11-02 17:46:07 +00:00
Billy Laws
270ef3e0d2
Implement GPFIFO semaphore acquire operations
2022-11-02 17:46:07 +00:00
Billy Laws
2ce146e28f
Don't crash on the Grp0SetSubDevMask TertOp
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Used by Vulkan games to set the SLI mask, not applicable to the switch.
2022-11-02 17:46:07 +00:00
Billy Laws
1d83dadefb
Drop size restruction bypass for frequently synced buffers
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In cases where large buffers are updated every draw this could seriously increase memory usage beyond 3GB in the megabuffer.
2022-11-02 17:46:07 +00:00
Billy Laws
1088ed514c
Introduce texture usage system to ensure RPs are split when necessary
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Vulkan doesn't allow sampling a texture and using it as an RT in the same RP, by tracking the texture usage status and splitting RPs when this occurs we can avoid such potential sync errors.
2022-11-02 17:46:07 +00:00
Billy Laws
2dd4698441
Adjust texture matching hacks
2022-11-02 17:46:07 +00:00
Billy Laws
4f5c9047ef
Add some additional texture formats used by Vulkan games
2022-11-02 17:46:07 +00:00
Billy Laws
6a830dfac5
Use shader-compiler side {S,U}Scaled format emulation
2022-11-02 17:46:07 +00:00
Billy Laws
579fd04117
Fixup ReadTextureType shader compiler callback
2022-11-02 17:46:07 +00:00
Billy Laws
b04d18eba5
Add support for split mappings to I2M uploads
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Used by Super Mario Sunshine and other Vulkan games.
2022-11-02 17:46:07 +00:00
Billy Laws
db5e208379
Clear images even when aspects mismatch
2022-11-02 17:46:07 +00:00
Billy Laws
3c8df327f1
Fixup subpass barriers and flags
2022-11-02 17:46:07 +00:00
Billy Laws
5ab80901c6
Drop some debug code
2022-11-02 17:46:07 +00:00
Billy Laws
4de89c8839
GPU NEW MARGEBAC
2022-11-02 17:46:07 +00:00
Billy Laws
7670c83405
Ensure textures are clean before paging them out
2022-11-02 17:46:07 +00:00
Billy Laws
1a2351386d
Add u64 iova ctor
2022-11-02 17:46:07 +00:00
Billy Laws
93d43e0115
Fully fill in swizzle component mappings
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Avoids the rest being default initialised to identity, which would break the intended effect of them.
2022-11-02 17:46:07 +00:00
Billy Laws
37ff0ab814
Add buffer manager support for accelerated copies
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These will be sequenced on the GPU/CPU depending on what's optimal and avoid any serialisation
2022-11-02 17:46:07 +00:00
Billy Laws
cac287d9fd
Implement accelerated uploads/copies through buffer manager
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Previously, both I2M uploads and DMA copies would force GPU serialisation if they happened to hit a trap or were used to copy GPU dirty buffers. By using the buffer manager to implement them on the host GPU we can avoid such slowdowns entiely.
2022-11-02 17:46:07 +00:00
Billy Laws
c5ec484d9a
Avoid redundantly passing executor in ctors when it's already in ChannelCtx
2022-11-02 17:46:07 +00:00
Billy Laws
463394ba72
Pass correct size for XFB buffers
2022-11-02 17:46:07 +00:00
Billy Laws
bd976676f4
Fix SNorm vertex formats
2022-11-02 17:46:07 +00:00
Billy Laws
b74098570f
Zero-out unused XFB varyings before passing to hades
2022-11-02 17:46:07 +00:00
Billy Laws
22f3ba6b93
Mark XFB buffers as GPU dirty
2022-11-02 17:46:07 +00:00
Billy Laws
26aeeaecf5
Add constant buffer GPU write pipeline barrier
2022-11-02 17:46:07 +00:00
Billy Laws
0b5d9308c4
Be more careful about potentially-unneeded GPU->CPU syncs
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These can be especially expensive so should be avoided as much as possible.
2022-11-02 17:46:07 +00:00
Billy Laws
e6530e2386
Delete graphics_context
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F
2022-11-02 17:46:07 +00:00
Billy Laws
b24a8465da
Don't require depthClamp
2022-11-02 17:46:07 +00:00
Billy Laws
9055c98e09
Only enable debug/verbose logs in (rel)debug builds
2022-11-02 17:46:07 +00:00