Commit Graph

644 Commits

Author SHA1 Message Date
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
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
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
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
PixelyIon
7776ef2cd0 Support Depth/Stencil RT in Draw
Adds the depth/stencil RT as an attachment for the draw but with `VkPipelineDepthStencilStateCreateInfo` stubbed out, it'll not function correctly and the contents will not be what the guest expects them to be.
2022-04-14 14:14:52 +05:30
PixelyIon
525850ae09 Stub VkPipelineDepthStencilStateCreateInfo
Maxwell3D Depth State is composed of several registers and will be implemented at a later date, for the time being it's been stubbed.
2022-04-14 14:14:52 +05:30
PixelyIon
9e63ecf05d Implement Maxwell3D Depth/Stencil Clears
Support for clearing the depth/stencil RT has been added as its own function via either optimized `VkAttachmentLoadOp`-based clears or `vkCmdClearAttachments`. A bit of cleanup has also been done for color RT clears with the lambda for the slow-path purely calling the command rather than creating the parameter structures.
2022-04-14 14:14:52 +05:30
PixelyIon
bf89f96bf5 Implement Optimized LoadOp Clears for Depth/Stencil Attachments
Implements `AddClearDepthStencilSubpass` in `CommandExecutor` which is similar to `ClearColorAttachment` in that it uses `VK_ATTACHMENT_LOAD_OP_CLEAR` for the clear which is far more efficient than using `VK_ATTACHMENT_LOAD_OP_LOAD` then doing the clear.
2022-04-14 14:14:52 +05:30
PixelyIon
6f6413f02d Fix VkSubpassDependency for Depth/Stencil Attachments
The stage/access mask for `VkSubpassDependency` were hardcoded to only be valid for color attachments earlier, this has now been fixed by branching based on the format aspect.
2022-04-14 14:14:52 +05:30
PixelyIon
aa32f6b017 Add Depth/Stencil Format Support to Texture
Sets `VkImageUsageFlags` correctly rather than hardcoding it for color attachments and adds multiple `VkBufferImageCopy` to `VkCmdCopyBufferToImage` for Color/Depth/Stencil aspects of an image.
2022-04-14 14:14:52 +05:30
PixelyIon
68c990c041 Implement Maxwell3D Depth/Stencil Render Target
Support the Maxwell3D Depth RT for Z-buffering, this just creates an equivalent `RenderTarget` object with no support on the API-user side (IE: `Draw` and `ClearBuffers`).
2022-04-14 14:14:52 +05:30
PixelyIon
2a8bcc60c7 Make Render Targets Abstract for Color/Depth RTs
This prefixes all RT functions that deal with color RTs with `Color` and abstracts out common functions that will be used for both color and depth RTs. All common Maxwell3D structures are also moved out of the `ColorRenderTarget` (`RenderTarget` previously) structure.
2022-04-14 14:14:52 +05:30
PixelyIon
b0f084ae32 Implement Shader Compiler Input Topology
Sets the input toplogy in the runtime information for the shader compiler correctly based on the Maxwell3D input topology.
2022-04-14 14:14:52 +05:30
PixelyIon
7a63ad7d3d Implement VkPipelineCache for host pipeline caching
To allow for caching of pipelines on the host a `VkPipelineCache` has been added, it is entirely in-memory and is not flushed to the disk which'll be done in the future alongside caching guest shaders to further avoid translation where possible.
2022-04-14 14:14:52 +05:30
PixelyIon
4dcf12c4c0 Implement Maxwell3D Draws
Uses all Maxwell3D state converted into Vulkan state to do an equivalent draw on the host GPU, it sets up RT/Vertex Buffer/Vertex Attribute/Shader state and creates a stubbed out `VkPipelineLayout` for the draw. Any descriptor state isn't currently handled and is yet to be implemented, currently there's no Vulkan pipeline cache supplied which will be implemented subsequently.
2022-04-14 14:14:52 +05:30
PixelyIon
57b0d6a2fb Stub VkPipelineMultisampleStateCreateInfo
Multisampling will be worked on later and for the time being is being safely stubbed by setting the sample count to 1.
2022-04-14 14:14:52 +05:30
PixelyIon
56b3a01a59 Track VkRenderPass and Subpass Index for Subpass Function Nodes
We require a handle to the current renderpass and the index of the subpass in certain cases, this is now tracked by the `CommandExecutor` and passed in as a parameter to `NextSubpassFunctionNode` and the newly-introduced `SubpassFunctionNode`.
2022-04-14 14:14:52 +05:30
PixelyIon
cb7f68b98d Allow Attaching Texture/Buffers to CommandExecutor
Switch from `SubmitWithCycle` to manually allocating the active command buffer to tag dependencies with the `FenceCycle` that prevents them from being mutated prior to execution. This new paradigm could also allow eager recording of commands with only submission being deferred.
2022-04-14 14:14:52 +05:30
PixelyIon
aeea3e6f66 Allow manual allocation of ActiveCommandBuffer
`CommandScheduler` API users can now directly allocate an active command buffer that they need to manage alongside its fence, this can allow for more efficient recording as it doesn't need to be immediately submitted after, it can also allow attaching objects to a `FenceCycle` prior to submission that can be useful for locking resources.
2022-04-14 14:14:52 +05:30
PixelyIon
8989305637 Implement Host Vertex Buffer Translation
Uses the buffer cache to retrieve an equivalent host vertex buffer for a corresponding guest vertex buffer.
2022-04-14 14:14:52 +05:30
PixelyIon
b6ba770a27 Implement Maxwell3D Shader Compilation
Compiles shaders supplied by the guest with caching and automatic invalidation, the size of the shader is also automatically determined by looking for `BRA $` instructions which cause an infloop, it should be noted that we have a maximum shader bytecode size, any shader above this size will not be supported.
2022-04-14 14:14:52 +05:30
PixelyIon
08afda6ac4 Implement Graphics Shader Compilation in ShaderManager
Graphics shaders can now be compiled using the shader compiler and emit SPIR-V that can be used on the host. The binding state isn't currently handled alongside constant buffers and textures support in `GraphicsEnvironment` yet.
2022-04-14 14:14:52 +05:30
PixelyIon
353ca8ec84 Fix Viewport X/Y Translation
The operands of the subtraction in the X/Y translation calculation were the wrong way around which led to negative translations that would translate the viewport off the screen.
2022-04-14 14:14:52 +05:30
PixelyIon
f06a12170f Set Default Color Write Mask to RGBA
The default color write mask should mask no channels and write all of them and should be mutated to mask out certain channels as required by the guest.
2022-04-14 14:14:52 +05:30
PixelyIon
23faf1370c Use Static Arrays for Vertex Buffer Bindings & Attributes
We cannot statically construct the vertex buffer/attribute arrays for Vulkan due to inactive attributes or buffers which isn't possible on Vulkan, we also cannot just change the count dynamically as there might be disabled buffers or attributes in the middle. We just have a `static_array` which should dynamically be filled in with buffer binding/attribute Vulkan structures before submission.
2022-04-14 14:14:52 +05:30
PixelyIon
8652edb07b Make GuestBuffer format-less
Buffers generally don't have formats that are fundamentally associated with them unless they're texel buffers, if that is the case it can be manually set in `BufferView`.
2022-04-14 14:14:52 +05:30
PixelyIon
03314ec7d2 Introduce BufferManager
The Buffer Manager handles mapping of guest buffers to host buffer views with automatic handling of sub-buffers and eventually supporting recreation of overlapping buffers to create a single larger buffer.
2022-04-14 14:14:52 +05:30
PixelyIon
bde61d72cc Introduce Buffer and BufferView
Implements infrastructure for using guest buffers on the host for rendering, a `BufferManager` is still missing which'd handle mapping from guest buffers to host buffers and will be subsequently committed. It should be noted that `BufferView` is also disconnected from `Buffer` and shared for every instance with the same properties like `TextureView` is now.
2022-04-14 14:14:52 +05:30
PixelyIon
6eda1777c5 Rework TextureView to be disconnected from Texture
We want `TextureView`(s) to be disconnected from the backing on the host and instead represent a specific texture on the guest with a backing that can change depending on mapping of new textures which'd invalidate the backing but should now be automatically repointed to an appropriate new backing. This approach also requires locking of the backing to function as it is mutable till it has been locked or the backing has an attached `FenceCycle` that hasn't been signaled which will be added for `CommandExecutor` in a subsequent commit.
2022-04-14 14:14:52 +05:30
PixelyIon
82916657fb Only Enable Shader Compiler Debug Mode in Debug Builds
Sets properties that relate to debugging in `Shader::Settings` to `true` only for debug builds while leaving them disabled for release builds.
2022-04-14 14:14:52 +05:30
PixelyIon
b09f28c0ba Implement Missing Shader Compiler Quirks
Introduces the `supportsShaderViewportIndexLayer` quirk and sets `Shader::Profile::support_int64_atomics` depending on if the `supportsAtomicInt64` quirk is available.
2022-04-14 14:14:52 +05:30
PixelyIon
f3e81094a2 Implement Shader Compiler Property Quirks
Introduces the `floatControls`, `supportsSubgroupVote` and `subgroupSize` quirks for the shader compiler which are based on Vulkan `PhysicalDevice` properties.
2022-04-14 14:14:52 +05:30
PixelyIon
51c4df24b5 Switch from VK_VERSION_* to VK_API_VERSION_* macros
Vulkan has officially deprecated `VK_VERSION_*` macros for versioning as it has introduced the variant into the version. It should however be `0` for the Vulkan APi and doesn't need to be printed.
2022-04-14 14:14:52 +05:30
PixelyIon
0588a525b4 Implement Shader Compiler Extension/Feature Quirks
Introduces several quirks for optional features used by the shader compiler which are now reported in the `Shader::HostTranslateInfo` and `Shader::Profile` structure. There are still property-related quirks for the shader compiler which haven't been implemented in this commit.
2022-04-14 14:14:52 +05:30
PixelyIon
8f3887c56a Create memory::Buffer & Implement StagingBuffer as derivative
A `Buffer` class was created to hold any generic Vulkan buffer object with `span` semantics, `StagingBuffer` was implemented atop it as a wrapper for `Buffer` that inherits from `FenceCycleDependency` and can be used as such.
2022-04-14 14:14:52 +05:30
PixelyIon
a55aca76c6 Rename TextureView::backing to TextureView::texture
It was determined that `backing` wasn't a very descriptive name and that it conflicted with the texture's own backing, the name was changed to `texture` to make it more apparent that it was specifically the `Texture` object backing the view.
2022-04-14 14:14:52 +05:30
PixelyIon
482c573b81 Introduce FlatMemoryManager::ReadTill for scanning semantics
A memory manager function to read into a vector till it satisfies the supplied function or hits an early stop condition like hitting the end of vector or reaching an unmapped region. This can be used to efficiently scan for values in GPU VA.
2022-04-14 14:14:52 +05:30
PixelyIon
31c4f1ca4e Unlink VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT when disabled
When `VK_EXT_vertex_attribute_divisor` is not available, `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` is unlinked from the device enabled feature list as it is undefined behavior to link a structure provided by an extension without enabling that extension.
2022-04-14 14:14:52 +05:30
PixelyIon
7df2670ece Fix QuirkManager's EXT_SET_V macro bug
`EXT_SET_V` would enable the extension regardless of if it was actually the correct extension or if the version was high enough as long as the hash matched.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-04-14 14:14:52 +05:30
PixelyIon
e9ed771b48 Check for supportsMultipleViewports feature before usage
If the host only supports a single viewport then we set `viewportCount` and `scissorCount` in `VkPipelineViewportStateCreateInfo` to 1.
2022-04-14 14:14:52 +05:30
PixelyIon
3e45006d14 Make shaderImageGatherExtended a required VkDevice feature
`shaderImageGatherExtended` is required by the shader compiler, to avoid complications associated with making it optional and considering that it's supported by the vast majority of Vulkan mobile devices, it was made a mandatory feature.
2022-04-14 14:14:52 +05:30
PixelyIon
ece2785582 Introduce ShaderManager with Proxy Shader Compiler Logger/Settings
This class will be entirely responsible for any interop with the shader compiler, it is also responsible for caching and compilation of shaders in itself.
2022-04-14 14:14:52 +05:30
PixelyIon
89e9a41a86 Implement VkPipelineViewportStateCreateInfo
"Viewport Transforms" and "Viewport Scissors"  were combined into one section to reflect their state in Vulkan correctly like all other sections.
2022-04-14 14:14:52 +05:30
PixelyIon
38119e21d4 Implement Vulkan-Supported Maxwell3D Primitive Topologies
Any primitive topologies that are directly supported by Vulkan were implemented but the rest were not and will be implemented with conversions as they are used by applications, they are:
* LineLoop
* QuadList
* QuadStrip
* Polygon
2022-04-14 14:14:52 +05:30
PixelyIon
138f884159 Implement Maxwell3D Vertex Attributes
Translates all Maxwell3D vertex attributes to Vulkan with the exception of `isConstant` which causes the vertex attribute to return a constant value `(0,0,0,X)` which was trivial in OpenGL with `glDisableVertexAttribArray` and `glVertexAttrib4(..., 0, 0, 0, 1)` but we don't have access to this in Vulkan and might need to depend on undefined behavior or manually emulate it in a shader. This'll be revisited in the future after checking host GPU behavior.
2022-04-14 14:14:52 +05:30
PixelyIon
4b9f99bb27 Make ENUM_STRING function static
`ENUM_STRING` can be used inside a `class`/`struct`/`union` for `enum`s contained within them. Making the function `static` allows doing this and doesn't require supplying a `this` pointer of the enclosing class for usage.
2022-04-14 14:14:52 +05:30
PixelyIon
c2a6da6431 Implement Maxwell3D Vertex Buffer Limit
Sets the end of VBOs based on the `vertexArrayLimits` register array which provides an IOVA to the end of the VBO.
2022-04-14 14:14:52 +05:30
PixelyIon
d8890f13e1 Explicitly make default case break for Maxwell3D::HandleMethod
This being made implicit removes any confusion that all cases would need to be implemented and explicitly define that the CF should continue onto the 2nd switch-case when it cannot find any matches in the first one.
2022-04-14 14:14:52 +05:30
PixelyIon
612f324e78 Implement Maxwell3D Vertex Buffer Instance Rate
Implements the `isVertexInputRatePerInstance` register array which controls if the vertex input rate is either per-vertex or per-instance. This works in conjunction with the vertex attribute divisor for per-instance attribute repetition of attributes.
2022-04-14 14:14:52 +05:30
PixelyIon
476c070c7a Fix Minor Maxwell3D Register Ordering Issues
We order all registers in ascending order, a few registers namely `colorLogicOp`, `colorWriteMask`, `clearBuffers` and `depthBiasClamp` were erroneously not following this order which has now been fixed.
2022-04-14 14:14:52 +05:30
PixelyIon
32de7e5150 Use decltype over typeof globally
We inconsistently utilized `typeof` and `decltype` all over the codebase, this has now been fixed by uniformly using `decltype` as `typeof` is a GCC extension and not in the C++ standard alongside having the hidden side effect of removing references from the determined type.
2022-04-14 14:14:52 +05:30
PixelyIon
841ee9fc15 Check for vertexAttributeInstanceRateZeroDivisor feature before usage
Check for `vertexAttributeInstanceRateZeroDivisor` in `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` when the Maxwell3D register corresponding to the vertex attribute divisor is set to 0. If it isn't then it logs a warning and sets the value anyway which could result in UB since the only alternative is an exception that stops emulation which might not be optimal if the game mostly works fine without this, we will add a user-facing warning when we intentionally allow UB like this in the future.
2022-04-14 14:14:52 +05:30
PixelyIon
c3895a8197 Support VkPhysicalDeviceFeatures2 Extensions
Implement the infrastructure to depend on `VkPhysicalDeviceFeatures2` extended feature structures which can be utilized to retrieve the specifics of features from extensions. It is implemented in the form of `vk::StructureChain` with `vk::PhysicalDeviceFeatures2` that can be extended with any extension feature structures.
2022-04-14 14:14:52 +05:30
PixelyIon
ff5515d4d1 Implement Maxwell3D Vertex Buffer Bindings
This implements everything in Maxwell3D vertex buffer bindings including vertex attribute divisors which require the extension `VK_EXT_vertex_attribute_divisor` to emulate them correctly, this has been implemented in the form of of a quirk. It is dynamically enabled/disabled based on if the host GPU supports it and a warning is provided when it is used by the guest but the host GPU doesn't support it.
2022-04-14 14:14:52 +05:30
PixelyIon
d163e4ffa6 Introduce IOVA union for flipped words of IOVAs in GraphicsContext
The Maxwell3D `Address` class follows the big-endian register ordering for addresses while on the host we consume them in little-endian, the `IOVA` class is the host equivalent to the `Address` class with implicitly flipped 32-bit register ordering. It shares implicit decomposition semantics from `Address` due to similar requirements with a minor difference of being returned by reference rather than value as we want to have value setting semantics with implicit decomposition while we don't for `Address`.
2022-04-14 14:14:52 +05:30
PixelyIon
73646c4da8 Implicitly decompose Address into u64
The semantics of implicitly decomposing the `Address` class into a `u64` were determined to be appropriate for the class. As it is an integer type this effectively retains all semantics from using an integer directly for the most part.
2022-04-14 14:14:52 +05:30
PixelyIon
48d0b41f16 Implement Maxwell3D Common/Independent Color Write Mask
Maxwell3D supports both independent and common color write masks like color blending but for common color write masks rather than having register state specifically for it, the state from RT 0 is extended to all RTs. It should be noted that color write masks are included in blending state for Vulkan while being entirely independent from each other for Maxwell, it forces us to use the `independentBlend` feature even when we are doing common blending unless the color write mask is common as well but to simplify all this logic the feature was made required as it supported by effectively all targeted devices.
2022-04-14 14:14:52 +05:30
PixelyIon
92809f8a78 Implement Maxwell3D Independent/Common Color Blending
Maxwell3D supports independent blending which has different blending per-RT and common blending which has the same blending for all RTs. There is a register determining which mode to utilize and we simply have two arrays of `VkPipelineColorBlendAttachmentState` for the RTs that we toggle between to make the transition between them extremely cheap.
2022-04-14 14:14:52 +05:30
PixelyIon
2ceb6465e8 Make independentBlend a required VkDevice feature
Independent blending is supported by effectively every Vulkan 1.1 Android GPU, it gives us the ability to architecture Maxwell3D blending emulation better as we can avoid additional checks for independent blending state and having a fallback path for when the host doesn't support the feature.
2022-04-14 14:14:52 +05:30
PixelyIon
cd737fbdd8 Add Required VkDevice Features
A prior commit added the ability to utilize features with quirks but this implements the ability to require a feature be present on the host or an exception will be thrown. It allows us to make useful assumptions that result in a better architecture in certain cases.
2022-04-14 14:14:52 +05:30
PixelyIon
081d3277c1 Enable Quirk + Required VkDevice Extensions
Implements the infrastructure required to enable optional extensions set in `QuirkManager` alongside the required extensions in the `GPU` class. All extensions should be correctly resolved now and according to what the device supports.
2022-04-14 14:14:52 +05:30
PixelyIon
6099b1ead5 Fix Maxwell3D Register lineWidthAliased Offset
The offset was incorrectly set to `0x4D` rather than `0x4ED` which is what it should be. This would've led to bugs in line width determination and likely broken any aliased line rendering entirely.
2022-04-14 14:14:52 +05:30
PixelyIon
51659e1329 Enable VkDevice Features Selectively
We selectively enable GPU features that we require as enabling all of them might result in extra driver overhead in certain circumstances. Setting them is handled by `QuirkManager` with the new `FEAT_SET` function that ties a quirk with a feature.
2022-04-14 14:14:52 +05:30