Commit Graph

1030 Commits

Author SHA1 Message Date
Billy Laws
72473369b6 Account for OOB copyOffsets in CircularBuffer::Read
Caused crashes in Pokemon
2022-05-14 15:30:59 +01:00
Robin Kertels
0a3cf25823 Implement the Fermi 2D blitting engine
The Fermi 2D engine implements both image blit and resolve operations, supporting subpixel sampling with both linear and point filtering.

Resolve operations are performed by sampling from the center of each pixel in order to resolve the final image from the MSAA samples
MSAA images are stored in memory like regular images but each pixels dimensions are scaled: e.g for 2x2 MSAA
```
112233
112233
445566
445566
```
These would be sampled with both duDx and duDy as 2 (integer part), resolving to the following:
```
123
456
```
Blit operations are performed by sampling from the corner of each pixel, scaling the image as one would expect.

This implementation isn't fully complete as Vulkan blit doesn't support some combinations which Fermi does, most notably between colour and depth stencil. These will be implemented properly at a later date, likely after the texture manager rework.
Out of Bounds Blit, used by some OpenGL games is also missing since supporting it requires texture aliasing, this will also be supported after the texture manager rework.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-05-13 22:37:37 +01:00
Billy Laws
be2546138d Move IOVA class to GMMU so it can be used for other engines 2022-05-13 22:37:37 +01:00
Billy Laws
3ad640fcbc Fix accidental graphics context member/parameter duplication 2022-05-13 22:37:37 +01:00
PixelyIon
7a6f27a19a Fix texture swizzling OOB writes
Certain writes during swizzling went out of bounds due to incorrect `blockExtentY` calculation, the previous commit to fix this ended up breaking it further. This commit returns to the original commit's calculations with the proper addendum of a check for exact alignment with a GOB which is the case that was broken earlier.
2022-05-13 14:52:41 +05:30
PixelyIon
168e51e7ad Always use GetLayerStride for layer stride in Texture
The `GuestTexture::GetLayerStride` function was not always being utilized to retrieve the layer stride inside `Texture`, it would instead directly access the `guestTexture::layerStride` member. This is problematic as it may not be initialized and return `0` which would lead to a broken image copy.
2022-05-13 14:21:37 +05:30
Billy Laws
b81d5bc865 Implement and cleanup semaphore operations in all engines
Most engines have the capability to release a semaphore payload (or reduce in the case of GPFIFO) when a method is called or action is complete. Semaphores are used by games for both timing how long things take on GPU and waiting on resources so missing them can cause deadlocks or other related issues.
2022-05-12 19:40:24 +01:00
Billy Laws
bca88685bd Stub nvdrv {Get,Dump}Status 2022-05-12 17:38:22 +01:00
Billy Laws
97e740c986 Fix slight locking bug with nvmap handle duplication 2022-05-12 17:38:22 +01:00
Billy Laws
57378457dc Treat symbol file paths without slashes as filenames
Prevents crashes printing backtrace if this occurs
2022-05-12 17:38:22 +01:00
Billy Laws
d08ac63bbf Use TIC maximum index over TSC when tscIndexLinked is set 2022-05-12 17:38:22 +01:00
Billy Laws
8e021a9f1f Load custom drivers from app private data dir
Required since /sdcard doesn't have exec perm support
2022-05-12 17:38:21 +01:00
Billy Laws
dcef597345 Introduce TrivialObject concept and use where appropriate
Simplifies type checking and handles excluding container types that are trivially copyable but contain pointers
2022-05-12 17:38:21 +01:00
PixelyIon
f2cc25ee9f Implement Array Texture Swizzling
Textures can have more than one layer which we currently don't handle, all layers past the initial one will be filled with random data or 0s, leading to incorrect rendering. This has now been implemented now which fixes any titles which utilize array textures, such as "Super Mario Odyssey" or "Hatsune Miku: Project DIVA MegaMix".
2022-05-12 18:23:45 +05:30
PixelyIon
2a99e1784d Fix Maxwell3D RT Depth/Layer Count Logic
The Maxwell3D RT layer count wasn't being set correctly as it has the same register as the depth values and is toggled between the two based on another register value.
2022-05-12 18:23:05 +05:30
Billy Laws
543ac3042e Cleanup account services and stub StoreSaveDataThumbnail 2022-05-11 23:24:35 +01:00
Billy Laws
7d30ac0cd8 Add additional nifm stubs 2022-05-11 23:24:35 +01:00
Billy Laws
a164635f32 Stub LibraryAppletPlayerSelect 2022-05-11 23:24:35 +01:00
PixelyIon
4ec1cc7086 Update Build Tools to 33.0.0-rc4
Google has removed `33.0.0-rc3` from their servers and it can no longer be downloaded by the CI, the build tools version has been updated as a result.
2022-05-12 02:53:01 +05:30
Billy Laws
dd0004e208 Set Host1x log tag correctly 2022-05-11 22:11:16 +01:00
Billy Laws
f89bacf8ae Fixup Host1x syncpoint locking 2022-05-11 22:04:02 +01:00
Billy Laws
d8ff318a1a Prevent infinite VFS read loop on EOF 2022-05-11 22:03:39 +01:00
shutterbug2000
f078a5d1ec Stub bt and btm:u
Stub BT services which is required by titles such as Pokémon Let's GO Pikachu and Eevee (non-Demo versions).
2022-05-11 20:44:09 +05:30
PixelyIon
588b4529ee Implement 3D Texture Swizzling
The Maxwell GPU supports 3D textures which are tiled with the block-linear layout which didn't handle swizzling 3D textures correctly till now. This commit addresses that by implementing proper swizzling for 3D textures. Titles such as Cluster Truck and Super Mario Odyssey utilize 3D textures alongside a vast majority of other titles.
2022-05-11 14:06:04 +05:30
Billy Laws
601d67e369 Use resource size rather than allocation size for staging buffer size
As per VMA docs: 'Allocation size returned in this variable may be greater than the size requested for the resource e.g. as VkBufferCreateInfo::size. Whole size of the allocation is accessible for operations on memory e.g. using a pointer after mapping with vmaMapMemory(), but operations on the resource e.g. using vkCmdCopyBuffer must be limited to the size of the resource.'
2022-05-10 18:48:20 +01:00
Billy Laws
d2acec24f5 Handle VFS reads into trapped memory regions
pread will refuse to read into any trapped regions so implement a manual path with a staging buffer and memcpy for such cases
2022-05-10 18:33:55 +01:00
Billy Laws
1609fd2a32 Account for layerCount in SynchronizeGuestWithBuffer staging buffer size 2022-05-10 18:33:31 +01:00
Billy Laws
5b97b87503 Restore previous cullMode when cullFace is enabled 2022-05-10 18:31:32 +01:00
Billy Laws
15e9fa1c80 Fix FillRandomBytes
There were two issues here:
- If a skyline span was passed as a param then the 'T &object' version would be called, filling the span itself with random values rather than its contents
- Random numbers were repeated every call since independent_bits_engine copied generator state and thus it was never actually updated
2022-05-10 18:28:15 +01:00
Billy Laws
622ff2a8f1 Correctly track 5.1 audio channel sample count
Size needs to be adjusted for 5.1 buffers since they're downsampled to stereo.
2022-05-10 18:26:20 +01:00
PixelyIon
56c9b03843 Fix incorrect swizzling Y extent calculation
This calculation for the amount of lines on the Y axis relative to the start of the last block was wrong and would instead determine the amount of lines to the last Y-axis GOB which wasn't accurate when padding was considered, this resulted in titles like Celeste having broken texture decoding (on a 1922x1082 texture) for the last ROB as most pixels would be masked out.
2022-05-09 20:25:43 +05:30
Billy Laws
018df355f0 Replace some VFS exceptions with warnings
These errors aren't necessarily fatal so tone them down.
2022-05-08 19:37:10 +01:00
Billy Laws
e1c13bbc08 Update hades 2022-05-08 19:37:10 +01:00
PixelyIon
b307fca115 Fix attachment reuse within the same subpass
Certain titles such as BOTW trigger behavior to reuse an attachment within the same subpass, this caused an exception inside `RenderPassNode::AddAttachment` as it cannot find corresponding subpass for attachment. To fix this issue, we now assume that when it cannot find a subpass for an existing attachment, it is attached to the latest subpass and return the attachment.
2022-05-08 18:26:40 +05:30
PixelyIon
e027555796 Handle Y-axis GOB non-alignment for swizzling
Certain textures may be unaligned with a GOB's height of 8 lines, we already handle the case of being unaligned with a GOB's width of 64-bytes. This case occurs on titles such as SMO when going in-game.
2022-05-07 18:37:22 +05:30
PixelyIon
c910e29168 Extend HostSignalHandler's SIGSEGV debugger path
The function now returns from a segmentation fault when a debugger is present, this allows the entire context to be intact which can allow the debugger to correctly pick up variables from all stack frames while it could not extrapolate most variables when trapped inside the signal handler without the values of all registers.
2022-05-07 18:37:22 +05:30
Billy Laws
4149ab1067 Implement Maxwell 3D instanced draw support
In the Maxwell 3D engine, instanced draws are implemented by repeating the exact same draw in sequence with special flag set in vertexBeginGl. This flag allows either incrementing the instance counter or resetting it, since we need to supply an instance count to the host API we defer all draws until state changes occur. If there are no state changes between draws we can skip them and count the occurences to get the number of instances to draw.
2022-05-07 13:56:09 +01:00
Billy Laws
03594a081c Ensure correct flushing for batched constant buffer updates
Cbufs could be read by non-maxwell3D engines so force a flush when switching to them or before Execute.
2022-05-07 13:56:09 +01:00
PixelyIon
ad989750fc Implement Maxwell3D Point Sprite Size
Implements register state that corresponds to the size of a single point sprite in Maxwell 3D, this is emitted by the shader compiler in the preamble but needs to be only applied if the input topology is a point primitive and it is invalid to set the point size in any other case.
2022-05-07 03:46:25 +05:30
PixelyIon
874a6a2a6c Fix getTextureType enum conversion fomatting 2022-05-07 03:46:25 +05:30
PixelyIon
ae5bcbdb5c Fix Depth RT lock to be in scope
Earlier texture locking design required the lock to be retained but since the introduction of `AttachTexture`, this no longer needs to be done. This being done caused deadlocks when the depth texture is sampled by the fragment shader while being bound as an RT since it would attempt to lock the texture again.
2022-05-07 02:37:48 +05:30
shutterbug2000
1c8d994161 Basic bcat:u implementation
A basic `bcat:u` implementation to prevent titles such as "Kirby and the Forgotten Land" dependent on BCAT support from crashing due to the lack of an implementation.
2022-05-06 15:41:48 +05:30
PixelyIon
4fd64a53e0 Require Vulkan samplerAnisotropy feature
This is a widely supported feature that games may require conditionally but due to it being supported on effectively all target devices, it was made mandatory. This is used by titles such as ARMS.
2022-05-06 15:41:48 +05:30
PixelyIon
1d9b4a865a Add additional formats to Adreno filter
`VK_FORMAT_R32G32B32A32_SFLOAT` and `D32_SFLOAT` have their capabilities misreported as well, this spams the logs in titles such as ARMS.
2022-05-06 15:41:48 +05:30
PixelyIon
b87295374e Improve Controller Applet log
Improves the readability of the log and replaces the previously uninformative prefix of `operator()` due to being in a lambda with `Controller support`.
2022-05-06 15:41:48 +05:30
PixelyIon
98c730a644 Implement linked TIC/TSC handle in Maxwell3D
Maxwell3D has a register for linking the TIC/TSC index in bindless texture handles, this is used by games to implement bindless combined texture-sampler handles.
2022-05-06 14:58:20 +05:30
PixelyIon
23a091100d Implement ReadCbufValue + ReadTextureType
Implements `GraphicsEnvironment::ReadCbufValue` & `GraphicsEnvironment::ReadTextureType` with a framework of heterogeneous lookups for caching and callbacks for querying constant buffer or TIC values with validation checks for successive draws to ensure unique IR is generated.
2022-05-06 14:39:36 +05:30
PixelyIon
765c3f4e1f Allow draws with no descriptor set resources
The `descriptorSetWrites` being filled is now optional and the case of it being empty is handled correctly, this is done by certain titles such as ARMS and is entirely valid behavior. It should be noted that not doing this leads to errors in the guest due to invalid GPU state while working on the host GPU.
2022-05-06 10:33:47 +05:30
PixelyIon
37327f1955 Fix and refactor SVC SignalToAddress/WaitForAddress
SVC `SignalToAddress` had a bug with the behavior of `SignalAndModifyBasedOnWaitingThreadCountIfEqual` which was entirely incorrect and led to deadlocks in titles such as ARMS that were dependent on it. This commit corrects the behavior and refactors both SVCs and moves their arbitration/waiting to inside the corresponding `KProcess` function rather than the SVC to avoid redundancies and improve code readability.
2022-05-05 19:15:37 +05:30
PixelyIon
396979e897 Extend Adreno format-based filtering for Validation Layer
Filtering of validation logs is now extended beyond BCn formats and now covers other format which have their feature set misreported by the driver, this significantly drives down the amount of logs depending on the title.
2022-05-05 19:15:37 +05:30
PixelyIon
62ea2a6da5 Avoid format aliasing warnings on Adreno
Implements an algorithm to determine formats that can be aliased as views without needing `VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT`, this avoids spamming warning logs on view creation when the aliased formats will function in practice.
2022-05-05 19:15:37 +05:30
PixelyIon
7206ab4c67 Fix exclusiveSubpass by finishing render pass at end
There was an oversight with exclusive subpasses which could lead to RPs with more than one subpass could be created even though one pass was exclusive, this oversight was not finishing the render pass at the end of `AddSubpass`. This could lead to a future subpass adding to the end of that RP even though it was intended to exclusively have a single subpass.

This case occurs in titles such as Celeste (in-game) and breaks rendering on GPUs that may require exclusive subpasses for proper functionality.
2022-05-05 11:14:38 +05:30
PixelyIon
96fe5f0a0e Set initial subpassCount value to 1 rather than 0 2022-05-05 11:07:43 +05:30
PixelyIon
5d08d6e06f Disable unnecessary Khronos Validation Layer logs
The Khronos Validation Layer can often generate warning/error logs due to our intentional breakage from Vulkan specification, these can occur several times a frame resulting in the logs being spammed and making it difficult to extract useful information out of logs. The scope of these logs has now been reduced with more general filtering and the introduction of specialized filtering to handle complex cases such as BCn hacks with `libadrenotools` on Adreno devices.
2022-05-04 13:20:59 +05:30
PixelyIon
23c9388caf Fix VK_KHR_push_descriptor-less path for descriptor set updates
Descriptor set updates were broken on the non-push-descriptor path due to lifetime issues with VkDescriptorSetLayout's usage during the execution phase which entirely broke rendering on AMD/Mali GPUs due to them not supporting `VK_KHR_push_descriptor`. 

This commit addresses that by moving the allocation of a descriptor set to outside the lambda and into the recording phase, it also simplifies the semantics and resources passed into the lambda by removing redundancies.
2022-05-04 00:49:21 +05:30
PixelyIon
47bc3b4d99 Fix Render Pass Cache
The Vulkan render pass cache was fundamentally broken since it was designed around the Render Pass Compatibility clause due to being designed for framebuffer compatibility initially. As this scope was extended to a general render pass cache, the amount of data in the key was not extended to include everything it should have. This commit introduces the missing pieces in the RP cache and simplifies the underlying code in the process.
2022-05-01 20:31:36 +05:30
PixelyIon
25a29f9044 Skip zero-initializing shader bytecode backing
The backing for shader data would implicitly be zero-initialized due to a `resize` on every shader parse, this was entirely unnecessary as we would overwrite the entire range regardless. 

We avoid this by using statically allocated storage and a span over it containing the shader bytecode which avoids any unnecessary clear semantics without resorting to more complex solutions such as a custom allocator.
2022-05-01 18:27:27 +05:30
PixelyIon
42573170c6 Implement Framebuffer Cache
Implements a cache for storing `VkFramebuffer` objects with a special path on devices with `VK_KHR_imageless_framebuffer` to allow for more cache hits due to an abstract image rather than a specific one. 

Caching framebuffers is a fairly crucial optimization due to the cost of creating framebuffers on TBDRs since it involves calculating tiling memory allocations and in the case of Adreno's proprietary driver involves several kernel calls for mapping and allocating the corresponding framebuffer memory.
2022-05-01 18:27:27 +05:30
PixelyIon
af7f0c301e Avoid redundant VkImageView recreation
There are a lot of cases of `VkImageView` being recreated arbitrarily due to it being tied to the ephemeral object `TextureView` rather than `Texture`, this commit flips that by storing all `VkImageView`s inside `Texture` with `TextureView` simply holding a copy of the handle to them. Additionally, this change results in stable `VkImageView` handles and helps in paving the path for framebuffer caching when `VK_KHR_imageless_framebuffer` is unavailable.
2022-05-01 18:27:27 +05:30
PixelyIon
41b2c2dc7b Add profileable attribute to AndroidManifest.xml
As we desire more accurate profiling data in certain circumstances, making the app explicitly profilable will allow for this, it will also remove the (annoying) prompt to do this in the Android Studio profiler.
2022-05-01 18:27:27 +05:30
PixelyIon
da931cf07b Implement Render Pass Cache
Implements a cache for storing `VkRenderPass` objects which are often reused, they are not extremely expensive to create generally but this is a required step to build up to a framebuffer cache which is an extremely expensive object to create on TBDRs generally since it involves calculating tiling memory allocations and in the case of Adreno's proprietary driver involves several kernel calls for mapping and allocating the corresponding memory.
2022-05-01 18:16:53 +05:30
Billy Laws
ae77bde171 Fixup audio device name writing in services
Games expect the output buffer the be entirely zero filled past the device name.
2022-04-30 16:00:33 +01:00
Billy Laws
194cbe6c7c Stub several HID functions 2022-04-30 16:00:33 +01:00
Billy Laws
112c20cef2 Stub QueryAudioDevice{Input,Output}Event
Used in many 3.0.0+ games
2022-04-30 16:00:33 +01:00
Billy Laws
8d7dbe2c4e Add a way to get a readonly span of Buffer contents
Avoids the need redundantly copy data when it is being directly processed on the CPU (e.g. quad coversion)
2022-04-30 16:00:33 +01:00
MK73DS
4c71ef5c31 Fix American English language code 2022-04-30 18:43:22 +05:30
PixelyIon
4ec0f62e30 Update Kotlin, AGP, Gradle and Build Tools
Kotlin was updated to 1.6.21, AGP to 7.1.3, Gradle to 7.4.2 and Build Tools to 33.0.0-rc3.
2022-04-27 14:00:36 +05:30
PixelyIon
90c635bf78 Coalesce subpasses with compatible attachments together
We run into a lot of successive subpasses with the exact same framebuffer configuration which we now exploit to avoid the creation of a new subpass due to the overhead involved with this. This provides significant performance boosts in certain cases due to the magnitude of difference in the amount of subpasses being created while providing next to no benefit in other cases.
2022-04-27 13:22:34 +05:30
PixelyIon
a947933bf0 Fix Buffer cycle check being inverted
The check for the fence cycle being the same as the current cycle was incorrectly inverted to be the opposite of what it should have been, leading to bugs.
2022-04-27 13:07:36 +05:30
PixelyIon
54794f4b71 Move Texture locking and synchronization to PresentationEngine
The responsibility for synchronizing a texture and locking it is now on the `PresentationEngine` rather than the API-user as this'll allow more fine grained locking and delay waiting until necessary.
2022-04-25 21:01:16 +05:30
Billy Laws
1dd230afde Refactor all std::lock_guard usages to std::scoped_lock 2022-04-25 15:00:30 +01:00
PixelyIon
94e6f3cfa0 Add quirk for relaxed render pass compatibility
As we require a relaxed version of the Vulkan render pass compatibility clause for caching multi-subpass render passes, we now utilize a quirk to determine if this is supported which it is on Nvidia/Adreno while AMD/Mali where it isn't supported we force single-subpass render passes.
2022-04-24 16:18:36 +05:30
PixelyIon
44615c8dd2 Implement per-vendor VkQueue maximum global priority
We found out that certain vendors such as Nvidia had a limitation on the global priority of a queue and requesting `VK_QUEUE_GLOBAL_PRIORITY_HIGH_EXT` would result in `VK_ERROR_NOT_PERMITTED_EXT`. A quirk has been introduced to supply the maximum supported global priority which is currently set on a per-vendor basis to avoid future crashes.
2022-04-24 16:15:01 +05:30
PixelyIon
7ef4959060 Implement Graphics Pipeline Cache
Implements a cache for storing `VkPipeline` objects which are fairly expensive to create and doing so on a per-frame basis was rather wasteful and consumed a significant part of frametime. It should be noted that this is **not** compliant with the Vulkan specification and **will** break unless the driver supports a relaxed version of the Vulkan specification's Render Pass Compatibility clause.
2022-04-24 14:31:00 +05:30
PixelyIon
50a8b69f7b Optimize descriptor set writes using push descriptors
We can use inline push descriptors for writing to descriptor rather than allocating a descriptor set for a one time write and freeing it as this is rather inefficient while an inline push descriptor generally ends up being a direct `memcpy` on the driver side designed for this use-case.
2022-04-24 13:45:09 +05:30
PixelyIon
5adafbff04 Set VkQueue's global priority to high
We want Skyline to have the most favorable GPU scheduling possible due to low latency and high throughput requirements, we request high priority scheduling due to this reason.
2022-04-24 13:34:09 +05:30
PixelyIon
f9c052d1b7 Implement Maxwell3D Tessellation State
This implements all Maxwell3D registers and HLE Vulkan state for Tessellation including invalidation of the TCS (Tessellation Control Shader) state during state changes.
2022-04-24 13:23:00 +05:30
Billy Laws
de796cd2cd Implement overhead-free sequenced buffer updates with megabuffers
Previously constant buffer updates would be handled on the CPU and only the end result would be synced to the GPU before execute. This caused issues as if the constant buffer contents was changed between each draw in a renderpass (e.g. text rendering) the draws themselves would only see the final resulting constant buffer.

We had earlier tried to fix this by using vkCmdUpdateBuffer however this caused significant performance loss due to an oversight in Adreno drivers. We could have worked around this simply by using vkCmdCopy buffer however there would still be a performance loss due to renderpasses being split up with copies inbetween.

To avoid this we introduce 'megabuffers', a brand new technique not done before in any other switch emulators. Rather than replaying the copies in sequence on the GPU, we take advantage of the fact that buffers are generally small in order to replay buffers on the GPU instead. Each write and subsequent usage of a buffer will cause a copy of the buffer with that write, and all prior applied to be pushed into the megabuffer, this way at the start of execute the megabuffer will hold all used states of the buffer simultaneously. Draws then reference these individual states in sequence to allow everything to work without any copies. In order to support this buffers have been moved to an immediate sync model, with synchronisation being done at usage-time rather than execute (in order to keep contents properly sequenced) and GPU-side writes now need to be explictly marked (since they prevent megabuffering). It should also be noted that a fallback path using cmdCopyBuffer exists for the cases where buffers are too large or GPU dirty.
2022-04-23 22:48:28 +01:00
lynxnb
0d9992cb8e Implement QuadList support for non-indexed draws 2022-04-20 18:17:10 +02:00
lynxnb
bcaf7dfe1c Make GetVertexBuffer return a pointer to the requested buffer
This avoids a redundancy in the `Draw` function and makes code easier to read
2022-04-20 18:16:45 +02:00
Billy Laws
5c3559e888 Revert "Implement support for GPU-side constant buffer updating"
This reverts commit d79635772f.
2022-04-18 13:28:58 +01:00
Billy Laws
7bf3580031 Revert "Allow external synchronization for buffers"
This reverts commit 372ab8befa.
2022-04-18 13:28:58 +01:00
PixelyIon
ddc9622b90 Fix Shader Module Cache
As bindings weren't correctly handled due to the fact that `EmitSPIRV` would change the bindings, the shader module cache would not correctly function and have no cache hits in `find` and rather have them in `try_emplace` which negated any performance benefit of it. This has now been fixed by retaining the initial cache key for insertion into the cache while also storing the post-emit bindings and restoring them during a cache hit.
2022-04-18 12:18:15 +05:30
Billy Laws
32fe01e145 Implement batch constant buffer updates
Avoids spamming the driver with hundreds of cbuf updates per frame by batching all consecutive updates into one.
2022-04-17 00:35:00 +01:00
PixelyIon
02f99273ac Implement Shader Module Cache
Implements caching of the compiled shader module (`VkShaderModule`) in an associative map based on the supplied IR, bindings and runtime state to avoid constant recompilation of shaders. This doesn't entirely address shader compilation as an issue since host shader compilation is tied to Vulkan pipeline objects rather than Vulkan shader modules, they need to be cached to prevent costly host shader recompilation.
2022-04-16 18:45:56 +05:30
PixelyIon
76d8172a35 Implement Shader IR Cache
This implements the first step of a full shader cache with caching any IR by treating the shared pointer as a handle and key for an associative map alongside hashing the Maxwell shader bytecode, it supports both single shader program and dual vertex program caching.
2022-04-16 18:45:56 +05:30
PixelyIon
0baa90d641 Implement SpanEqual and SpanHash
We desire the ability to hash and check equality of data across spans to use associative containers such as `std::unordered_map` with spans. The implemented functions provide an easy way to do that.
2022-04-16 18:45:56 +05:30
Billy Laws
df5d1256c2 Implement an object backed IStorage backing
This is more convinient and efficient to use when passing structured data out of applets
2022-04-16 18:45:56 +05:30
Billy Laws
d115ce3c05 Stub the controller applet
Mostly based off of yuzu's implementation, this will need to be extended in the future to open up a UI for configuring controllers according to the applications requirements.
2022-04-16 18:45:56 +05:30
Billy Laws
9a8e39cba1 Slightly refactor controller code in HID
Now uses ranges where possible and a function to get the number of connected controllers has been added.
2022-04-16 18:45:56 +05:30
Billy Laws
2873f11baa Pass shared pointers by value in applet infrastructure
This is more optimal than crefs when used together with std::move
2022-04-16 18:45:56 +05:30
PixelyIon
8ccef733ff Fix UB with guest-less Texture/Buffers in MarkGpuDirty
As there was no check for the lack of a `GuestTexture`/`GuestBuffer`, it would lead to UB when a texture/buffer that had no guest such as the `zeroTexture` from `GraphicsContext` would be marked as dirty they would cause a call to `NCE::RetrapRegions` with a `nullptr` handle that would be dereferenced and cause a segmentation fault.
2022-04-16 18:45:56 +05:30
PixelyIon
372ab8befa Allow external synchronization for buffers
In certain situations such as constant buffer updates, we desire to use the guest buffer as a shadow buffer forwarding all writes directly to it while we update the host using inline buffer updates so they happen in-sequence. This requires special behavior as we cannot let any synchronization operations take place as they would break the shadow buffer, as a result, an external synchronization flag has been added to prevent this from happening. 

It should be noted that this flag is not respected for buffer recreation which will lead to UB, this can and will break updates in certain cases and this change isn't complete without buffer manager support.
2022-04-16 18:44:53 +05:30
PixelyIon
c0c4db68a8 Fix BufferView offset not being added in vkCmdUpdateBuffer
The offset of the view wasn't added to the `vkCmdUpdateBuffer`, this would cause the offset to be incorrect given the buffer was a view of a larger buffer that wasn't the start of it. This commit fixes that by adding the offset of the view to the buffer update.
2022-04-14 18:06:15 +05:30
PixelyIon
a1c06e0401 Mark GPU resources as dirty before GPU usage
We didn't call `MarkGpuDirty` on textures/buffers prior to GPU usage, this would cause them to not be R/W protected when they should be and provide outdated copies if there were any read accesses from the CPU (which are not possible at the moment since we assume all accesses are writes at the moment). This has now been fixed by calling it after synchronizing the resource.
2022-04-14 17:20:05 +05:30
PixelyIon
41a6afed01 Fix GraphicsContext code formatting for auto formatter 2022-04-14 15:27:22 +05:30
PixelyIon
624df92616 Change AddNonGraphicsPass to AddOutsideRpCommand
The terminology "Non-Graphics pass" was deemed to be fairly inaccurate since it simply covered all Vulkan commands (not "passes") outside the render-pass scope, these may be graphical operations such as blits and therefore it is more accurate to use the new terminology of "Outside-RenderPass command" due to the lack of such an implication while being consistent with the Vulkan specification.
2022-04-14 15:20:22 +05:30
Billy Laws
a31332e35f Align Maxwell 3D macro newline slashes 2022-04-14 14:14:52 +05:30
Billy Laws
d79635772f Implement support for GPU-side constant buffer updating
Previously constant buffer updates would be handled on the CPU and only the end result would be synced to the GPU before execute. This caused issues as if the constant buffer contents was changed between each draw in a renderpass (e.g. text rendering) the draws themselves would only see the final resulting constant buffer. Fix this by updating cbufs on the GPU/CPU seperately, only ever syncing them back at the start or after a guest side CPU write, at the moment only a single word is updated at a time however this can be optimised in the future to batch all consecutive updates into one large one.
2022-04-14 14:14:52 +05:30
Robin Kertels
036faedabd Implement a way to run non-graphics passes with command executor
These commands will end the current renderpass and run on their own, this is useful for compute, blits etc.
2022-04-14 14:14:52 +05:30