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.
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.
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.
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.
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.
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.
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.
We stub alpha testing as it doesn't exist in Vulkan and few titles use it, it can be emulated in the future using a shader patch with manually discarding fragments failing the alpha test function but this'll be added in later as it isn't high priority at the moment and has associated overhead with it so other options might be explored at the time.
It is essential to know what quirks a certain GPU may have to debug an issue, these are now printed at startup into the log alongside all other GPU information. A new `QuirkManager::Summary` function was implemented to provide this functionality.
Implements a basic part of Vulkan blending state which are color logic operations applied on the framebuffer after running the fragment shader. It is an optional feature in Vulkan and not supported on any mobile GPU vendor aside from ImgTec/NVIDIA by default.
Any signals that lead to exception handling being triggered now attempt to flush all logs given that the log mutex is unoccupied, this is to mostly help logs be more complete when exiting isn't graceful.
A lot of calls in Maxwell3D register initialization ended up setting the register to 0 which should be implicit behavior and most calls would be eliminated by the redundancy check which had to be manually disabled. It was determined to be better to move this responsibility to the called function to initialize to state equivalent to the corresponding register being 0. All initialization calls with the argument as 0 have been removed now due to this, it was the vast majority of calls.
Maxwell3D Registers weren't initialized to the correct values prior, this commit fixes that by doing `HandleMethod` calls with all the register values being initialized. This is in contrast to the registers being set without calling the methods in `GraphicsContext` or otherwise resulting in bugs.
The function `GetFormat` was seemingly no longer required due to us never converting from a Vulkan format to a Skyline format, most conversions only went from Skyline to Vulkan and were generally lossy due to certain formats being missing in Vulkan and approximated using channel swizzles. As a result of this, it was pointless to maintain and has now been removed.
Maxwell3D registers relevant to the Vulkan Rasterizer state have been implemented aside from certain features such as per-face polygon modes that cannot be implemented due to Vulkan limitations. A quirk was utilized to dynamically support the provoking vertex being the last vertex as opposed to the first as well.
We require a way to track certain host GPU features that are optional such as Vulkan extensions, this is what the `QuirkManager` class does as it checks for all quirks and holds them allowing other components to branch based off these quirks.
Due to compiler alignment issues, the bitfield member `increment` of `MacroInterpreter::MethodAddress` was mistakenly padded and moved to the next byte. This has now been fixed by making its type `u16` like the member prior to it to prevent natural alignment from kicking in.
This commit added basic shader program registers, they simply track the address a shader is pointed to at the moment. No parsing of the shader program is done within them.
A thread local LoggerContext is now used to hold the output file stream instead of the `Logger` class. Before doing any logging operations, a LoggerContext must be initialized.
This commit will not build successfully on purpose.
This pushes a set of command buffers into the Host1x command FIFO allocated for the channel, returning fence thresholds that can be waited on for completion,
The Host1x block of the TX1 supports 14 separate channels to which commands can be issued, these all run asynchronously so are emulated the same way as GPU channels with one FIFO emulation thread each. The command FIFO itself is very similar to the GPFIFO found in the GPU however there are some differences, mainly the introduction of classes (similar to engines) and the Mask opcode (which allows writing to a specific set of offsets much more efficiently).
There is an internal Host1x class which functions similar to the GPFIFO class in the GPU, handling general operations such as syncpoint waits, this is accessed via the simple method interface. Other channels such as NVDEC and VIC are behind the 'Tegra Host Interface' (THI) in HW, this abstracts out the classes internal details and provides a uniform method interface ontop of the Host1x method one. We emulate the THI as a templated wrapper for the underlying class.
Syncpoint increments in Host1x are different to GPU, the THI allows submitting increment requests that will be queued up and only be applied after a specific condition in the associated engine is met; however the option to for immediate increments is also available.
This avoids the excessive repetition needed for the case where array
members have no default constructor.
eg:
```c++
std::array<Type, 10> channels{util::MakeFilledArray<Type, 10>(typeConstructorArg, <...>)};
```
nvmap allows mapping handles into the SMMU address space through 'pins'. These are refcounted mappings that are lazily freed when required due to AS space running out. Nvidia implements this by using several MRU lists of handles in order to choose which ones to free and which ones to keep, however as we are unlikely to even run into the case of not having enough address space a naive queue approach works fine. This pin infrastructure is used by nvdrv's host1x channel implementation in order to handle mapping of both command and data buffers for submit.
host1x channels are generally similar to GPU channels however there is only one channel for each specific class (like a GPU engine) and an address space is shared between them all.
This PR implements the simple IOCTLs with the larger ones that will depend on changes outside of nvdrv being left for future commits. This is enough to partly run oss-nvjpeg.
The element containing the size first needs to be saved to a save slot with Save<T, slotId>, it can then be read back later as the size of a span with SlotSizeSpan<T, slotId>. This is needed to support the Host1XChannel Submit IOCTL.
Maxwell3D registers were primarily written with absolute offsets and ended up being fairly messy due to attempting to emulate this using struct relative positioning resulting in a lot of pointless padding members. This has now been improved by utilizing `OffsetMember` to directly use offsets resulting in much neater code.
It was found to be semantically advantageous to directly pass-through certain operators such as the assignment (`=`) and array index (`[]`) operators. These would require a dereference prior to their usage otherwise but now can be directly used.