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.
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.
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.
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`.
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.
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.
Dividers after titles were missing in `ControllerActivity` which made it look inconsistent with `SettingsActivity` which did have them. They have now been added by extending `DividerItemDecoration` to be drawn before any `ControllerHeaderItem`.
The icons in these FABs had the same color as the FAB prior which led them to being invisible. This has been fixed by setting a white tint on them which makes the icons clearly visible.
Additional padding has been added to the text alongside making it be left-aligned rather than center-aligned and justified. A newline has also been added to the copyright notice for Skyline to make it look nicer.
We wanted the color of the modals used by the dialogs to be the same as our regular background color rather than a lighter grey. This has now been enforced with style attributes in the case of `AlertDialog` and `setBackground` in the case of `BottomSheetDialog`.
We inconsistently used `AppCompat`'s `AlertDialog` theme in Settings while using `MaterialComponents`'s theme in Controller Configuration. This has now been fixed by universally using the `MaterialComponents` theme.
The Skyline logo was added to the title area but it ended up being too distracting with a light theme as the logo was designed purely for a white background. Ultimately, even though it looked good with the dark theme we had to remove it.
Aligning the buttons to the bottom of the game image was determined to look odd due to the amount of padding between the title and buttons. They are now back to being below the title but the buttons have been resized with "Play" being a wide button while "Pin" has been replaced with Google Material Icons's "Add To Home Screen" icon and sized down to an icon-only button.
- Logo is now displayed next to the app name
- Remove search bar animation
- New color accent
- Improve visibility of controller binding setting's glyphs
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.
The offset of a member in a structure was determined by its relative position and compiler alignment. This is unoptimal for larger structures such as those found in GPU Engines that are primarily named by offset rather than relative positioning and end up requiring a massive amount of padding to function as is. A solution to this problem was simply to supply member offsets directly which can be done by using `OffsetMember` alongside a `union`.
We used to manually call JNI UTF-8 string allocation and deallocation functions when utilizing a `jstring` but this could be erroneous and is just inconvenient. All of this has now been consolidated into an class `JniString` which is a wrapper around `std::string` and creates a copy of the contents of the `jstring` in its constructor and passes them into the `std::string` constructor.
The Vulkan Pipeline Barriers were unoptimal and incorrect to some degree prior as we purely synchronized images and not staging buffers. This has now been fixed and improved in general with more relevant synchronization.
`EmulationActivity.vibrateDevice` would assert when a `null` Vibrator is provided due to one not being set in the controller configuration. This has now been fixed by the code not playing a vibration when a vibration device isn't selected.
The guest -> host vibration conversion code was entirely broken as it didn't set the vibration `start`/`end` timestamps correctly for a cycle nor did it subtract from the `totalAmplitude` (`currentAmplitude` now) when it a cycle ended due to an incorrect `if` statement and contents. It would just end up saturating the amplitude as much as possible by adding more and more to `totalAmplitude` on every cycle while never subtracting which is entirely wrong and led to a very noticeable drop in amplitude when a vibration was repeated.
It's been entirely reworked to fix all the issues listed above and remove a lot of code that had no understandable purpose. More comments have also been added to the code to make it more readable with better variable and function naming alongside it.
The version of libcxx shipped with Android NDK is fairly outdated and doesn't contain several features we desire such as C++ 20 ranges. This has been fixed by using libcxx directly from the LLVM Project which has been added as a submodule and can be updated independently of NDK.
We've moved to using a beta AGP as `7.0.2` is breaks `clangd` and other C++ features on Beta/Canary Android Studio. NDK was additionally updated with `mbedtls` to fix warnings caused by it alongside some other minor fixes to code for newer versions of libcxx.
The new AGP has a bug where it does not look for executables specified in `android_gradle_build.json` in `PATH` that includes `ninja` which is provided by the `ninja-build` package on the system rather than Android SDK's CMake on GitHub Actions (Ubuntu 20.04). This has been fixed by symlinking `/usr/bin/ninja` to the project root which is searched in for the `ninja` executable.
Locking `KProcess::threadMutex` when a process is being killed by another thread with `join` can lead to the non-joining killer effectively joining as it's waiting on the joining killer to relinquish the mutex. This has been fixed by having an atomic boolean tracking if the process has already been killed and if it has, immediately returning prior to locking the mutex for any non-joining killers.
Resampling would sometimes perform an OOB read into `inputBuffer` due it not containing enough data to calculate corresponding the output sample, this has been fixed by introducing bounds checking to ensure that the buffer has enough data.
The method used to finish (`finishAndRemoveTask`) an activity prior to going back to `MainActivity` or restarting the process led to the process prematurely exiting entirely and would result in it not being restarted or another activity not being launched. This has now been fixed by utilizing `finishAffinity` in its place which correctly only ends the activities with the same affinity as the caller.
Members of `GuestTexture` were apparently not being initialized and this led to UB since they would be read as random values. Titles such as Super Mario Odyssey avoided setting `baseArrayLayer` which led to it being left at the default value which was completely random and this would lead to crashes. This commit fixes this by initializing said values correctly.
Some titles don't clear the output buffer prior to submission, as the service is expected to fill all of it in, our audren implementation is incomplete and doesn't end up doing this leaving the contents of the buffer to be undefined leading to UB in the form of SEGFAULTs or the application throwing a fatal error. This has been patched over by 0-filling the buffer which is a sane default value for the fields that aren't filled in albeit not a replacement for a proper audren implementation.
Certain titles can submit logs where the last field is one off by the buffer end, the logger loop now considers this and terminates if there isn't enough data left to read the field type and length.
Access to the `vibrations` field in `vibrations[3].period` could lead to UB, this has been replaced with a proper check which adds up the period over all vibrations instead. A minor cleanup with variable names and explicit types for integer arithmetic has also been done.
If a non-builtin vibrator was attempted to be fetched, it'd insert it in the vibrator cache and return directly as opposed to playing the vibration on it prior to returning. This has now been fixed, the value is both put into the cache and the vibration is played on it.
The decomposition from `texture::Dimension` to `vk::Rect2D` was somehow implicit and completely incorrect resulting in wrong conversion with undefined values. It's now been fixed by explicitly setting `vk::Rect2D::extent` to `scissor` specifically.
The second parameter of `std::string_view::substr` was assumed to be an end position (similar to `std::span`) rather than `count` which it is. As a result of this, it was entirely broken but only held together by a constant factor being subtracted from it which was derived by trial and error. It's now been fixed by returning a count rather than the absolute position.
Fix a bug where attempting to launch Skyline from the launcher while emulation was in progress would result in `MainActivity` launching rather than `EmulationActivity`. We always want `EmulationActivity` to stay on top of the stack and be launched whenever Skyline is resumed, no other activity should be able to run in parallel to `EmulationActivity` in any user-accessible manner.
Guest-driven exiting could cause objects left on the heap due to a `std::longjmp` from high up in the host call stack, this has been fixed by introducing `ExitException` which implicitly unrolls the stack with the exception handling mechanism.