Commit Graph

1902 Commits

Author SHA1 Message Date
Billy Laws
e7bab27d85 Fixup nvdrv channel private memory allocation
This was incorrectly allocated in words, rather than bytes, meaning that guest allocations could overwrite the private memory and break inline syncpt operations
2022-11-13 11:35:40 +00:00
Billy Laws
8b523fa1f0 Avoid inline syncpt increments sending OOB GpEntries
In cases where no wfi is required, the space where the WFI commands would go needs to be zeroed out to avoid the GPU reading uninitialised memory.
2022-11-13 11:35:40 +00:00
Billy Laws
cd0b2636e5 Prevent truncation of big page start in GetVaRegions 2022-11-13 11:35:40 +00:00
Billy Laws
f650f32bf0 Avoid duplicating NvDrv buffer unmap code 2022-11-13 11:35:40 +00:00
Billy Laws
001064b7bf Fix GraphicsBufferProducer recreation
We need to use a shared_ptr to ensure that the present callback doesn't do any UAFs, also unlocks the GBP during presentation as if the queue is full a deadlock could a rise where the present callback wouldn't be able to run due to the (waiting) DequeueBuffer thread holding the lock.
2022-11-13 11:35:40 +00:00
Billy Laws
29e89a3950 Fix crashes when opening non-existent directories 2022-11-13 11:35:40 +00:00
Billy Laws
ec139b3027 Fixup CancelBuffer fence handling 2022-11-13 11:35:40 +00:00
Billy Laws
7f24c7b857 Store KMemory object ptrs in memory class to avoid linear-time unmap
This is quite a horrible solution but fixing it properly would require a whole rewrite of how we handle memory.
2022-11-13 11:35:15 +00:00
lynxnb
cc71e7b56c Run emulation in a separate process
Exiting from emulation has always been a big issue for Skyline, with guest and host threads that would keep running in the background unless the app was manually killed. Running emulation in a separate process allows us to kill it when we are done, avoiding the need for complex exiting management code.
2022-11-11 11:49:33 +00:00
lynxnb
281562ccdb Fix FABs ripple effect in OnScreenEditActivity 2022-11-09 23:07:23 +05:30
lynxnb
56f6f8a362 Reword the unsupported gpu drivers message
The old message was being misinterpreted as if the device's gpu was not supported by the emulator. Reword that message to explicitly mention custom drivers.
2022-11-09 23:07:23 +05:30
lynxnb
e2a5da1d67 Fix AppDialog layout
* Add a drag indicator at the top
* Fix flex layout wrapping when buttons didn't fit on a single line
* Fix BottomSheetDialog peek height too small on landscape orientation
* General cleanup of the layout
2022-11-09 23:07:23 +05:30
lynxnb
4146261069 Create a unified style for section titles 2022-11-09 23:07:23 +05:30
lynxnb
86364a84a2 Allow content to be drawn behind the navigation bar 2022-11-09 23:07:23 +05:30
lynxnb
6a6e89f070 Make BottomSheetDialog go fullscreen when fully expanded 2022-11-09 23:07:23 +05:30
lynxnb
f93d3b78d3 Add a drag indicator element at the top of LicenceDialog
A new `DragIndicatorView` had been introduced, which draws a small drag handle element. When used inside a `BottomSheetDialog`, this view will add a callback for hiding the indicator when the dialog is fully expanded.
2022-11-09 23:07:23 +05:30
lynxnb
6848e69638 Improve design consistency across the app
Game images, buttons and dialogs now have a consistent corner radius, across all game list layouts.
2022-11-09 23:07:23 +05:30
lynxnb
f63fdf26c9 Partially revert 'Make all Dialogs use @color/backgroundColor as the background color'
This partially reverts commit 36a1f2a2ec.
2022-11-09 23:07:23 +05:30
lynxnb
dec04db647 AppListItem misc tweaks
* Restore text marquee on all layouts
* Text size and color tweaks
* List layout image has round corners
* Clean up unneeded attributes
2022-11-09 23:07:23 +05:30
lynxnb
5c76a57e6e Use NestedScrollView for licence dialogs and minor layout tweaks 2022-11-09 23:07:23 +05:30
Billy Laws
388245789f Restructure ConditionalVariableSignal to avoid potential deadlock
Since InsertThread can block for paused threads, we need to ensure we unlock syncWaiterMutex when calling it.
2022-11-09 23:02:26 +05:30
PixelyIon
f4a8328cef Implement Symbol Hooking
Symbol hooking is required for HLE implementations of certain features in the future such as `nvdec` and for more in-depth debugging of games as we can inspect them on a SDK function level which allows us to debug issues far more easily.
2022-11-07 23:56:22 +05:30
PixelyIon
8892eb08e6 Fix MoveRegister to clear when value is 0
The register wouldn't be cleared with a `MOVZ` when a value was zero due to the condition for writing an instruction requiring the `offsetValue` to be non-zero.
2022-11-07 23:56:22 +05:30
Billy Laws
f7ab3abb86 Allow load balancing when waiting on condvars 2022-11-06 20:47:26 +00:00
german77
b6e2fb894c service: bcat: Stub CreateDeliveryCacheStorageService 2022-11-06 20:39:41 +00:00
Billy Laws
80b65d5094 Update XDR names 2022-11-03 22:53:01 +00:00
Billy Laws
026bb04386 Impl some more texture formats 2022-11-02 17:46:07 +00:00
Billy Laws
133f08ed14 Stash new register value before executing deferred draws/updates
Since the register writes technically happen after the draw, issues can occur if they happen before: e.g. skyrim updates ctSelect and disables all RTs after a draw, but this would happen before it previously and crash the driver.
2022-11-02 17:46:07 +00:00
Billy Laws
c50852e546 Implement the draw(...)BeginEnd Maxwell3D draw registers
Used by guest Vulkan games and nouveau.
2022-11-02 17:46:07 +00:00
Billy Laws
270ef3e0d2 Implement GPFIFO semaphore acquire operations 2022-11-02 17:46:07 +00:00
Billy Laws
2ce146e28f Don't crash on the Grp0SetSubDevMask TertOp
Used by Vulkan games to set the SLI mask, not applicable to the switch.
2022-11-02 17:46:07 +00:00
Billy Laws
1d83dadefb Drop size restruction bypass for frequently synced buffers
In cases where large buffers are updated every draw this could seriously increase memory usage beyond 3GB in the megabuffer.
2022-11-02 17:46:07 +00:00
Billy Laws
1088ed514c Introduce texture usage system to ensure RPs are split when necessary
Vulkan doesn't allow sampling a texture and using it as an RT in the same RP, by tracking the texture usage status and splitting RPs when this occurs we can avoid such potential sync errors.
2022-11-02 17:46:07 +00:00
Billy Laws
2dd4698441 Adjust texture matching hacks 2022-11-02 17:46:07 +00:00
Billy Laws
4f5c9047ef Add some additional texture formats used by Vulkan games 2022-11-02 17:46:07 +00:00
Billy Laws
6a830dfac5 Use shader-compiler side {S,U}Scaled format emulation 2022-11-02 17:46:07 +00:00
Billy Laws
579fd04117 Fixup ReadTextureType shader compiler callback 2022-11-02 17:46:07 +00:00
Billy Laws
b04d18eba5 Add support for split mappings to I2M uploads
Used by Super Mario Sunshine and other Vulkan games.
2022-11-02 17:46:07 +00:00
Billy Laws
db5e208379 Clear images even when aspects mismatch 2022-11-02 17:46:07 +00:00
Billy Laws
3c8df327f1 Fixup subpass barriers and flags 2022-11-02 17:46:07 +00:00
Billy Laws
5ab80901c6 Drop some debug code 2022-11-02 17:46:07 +00:00
Billy Laws
4de89c8839 GPU NEW MARGEBAC 2022-11-02 17:46:07 +00:00
Billy Laws
7670c83405 Ensure textures are clean before paging them out 2022-11-02 17:46:07 +00:00
Billy Laws
1a2351386d Add u64 iova ctor 2022-11-02 17:46:07 +00:00
Billy Laws
93d43e0115 Fully fill in swizzle component mappings
Avoids the rest being default initialised to identity, which would break the intended effect of them.
2022-11-02 17:46:07 +00:00
Billy Laws
37ff0ab814 Add buffer manager support for accelerated copies
These will be sequenced on the GPU/CPU depending on what's optimal and avoid any serialisation
2022-11-02 17:46:07 +00:00
Billy Laws
cac287d9fd Implement accelerated uploads/copies through buffer manager
Previously, both I2M uploads and DMA copies would force GPU serialisation if they happened to hit a trap or were used to copy GPU dirty buffers. By using the buffer manager to implement them on the host GPU we can avoid such slowdowns entiely.
2022-11-02 17:46:07 +00:00
Billy Laws
c5ec484d9a Avoid redundantly passing executor in ctors when it's already in ChannelCtx 2022-11-02 17:46:07 +00:00
Billy Laws
463394ba72 Pass correct size for XFB buffers 2022-11-02 17:46:07 +00:00
Billy Laws
bd976676f4 Fix SNorm vertex formats 2022-11-02 17:46:07 +00:00
Billy Laws
b74098570f Zero-out unused XFB varyings before passing to hades 2022-11-02 17:46:07 +00:00
Billy Laws
22f3ba6b93 Mark XFB buffers as GPU dirty 2022-11-02 17:46:07 +00:00
Billy Laws
26aeeaecf5 Add constant buffer GPU write pipeline barrier 2022-11-02 17:46:07 +00:00
Billy Laws
0b5d9308c4 Be more careful about potentially-unneeded GPU->CPU syncs
These can be especially expensive so should be avoided as much as possible.
2022-11-02 17:46:07 +00:00
Billy Laws
e6530e2386 Delete graphics_context
F
2022-11-02 17:46:07 +00:00
Billy Laws
ac2e6c125b Switch to Roboto for Korean font 2022-11-02 17:46:07 +00:00
Billy Laws
b24a8465da Don't require depthClamp 2022-11-02 17:46:07 +00:00
Billy Laws
9055c98e09 Only enable debug/verbose logs in (rel)debug builds 2022-11-02 17:46:07 +00:00
Billy Laws
0ebdbcf0ff Don't lock stateMutex when updating buffer cycle 2022-11-02 17:46:07 +00:00
Billy Laws
dd360b8f75 Pass correct wait semaphore array size to queue submit 2022-11-02 17:46:07 +00:00
Billy Laws
c78a4b9699 Fixup buffer recreation to avoid deadlock when waiting on srcs 2022-11-02 17:46:07 +00:00
Billy Laws
d236bfe454 Enable depthClamp VK device feature 2022-11-02 17:46:07 +00:00
Billy Laws
95d849e1f6 Check FenceCycle signalled flag immediately before waiting
The lock release within the wait for submission means that another thread could end up signalling the cycle and then the VK wait still happen after when the lock has been reacquired.
2022-11-02 17:46:07 +00:00
Billy Laws
1a23b929a7 Avoid chaining cycles in buffer recreation
This had a chance of creating circular chains which obviously caused issues, just do a wait instead for now.
2022-11-02 17:46:07 +00:00
Billy Laws
6c0f084aae Introduce hack to ignore frequently read-back textures
Readback can be especially slow on mobile due to the varying load pattern it creates which often prevents the CPU/GPU from clocking up. Since some games perform texture readback but don't actually use it for anything significant implement a hack to skip it and significantly improve performance in such cases.
2022-11-02 17:46:07 +00:00
Billy Laws
e45e7546c8 Redesign buffer megabuffering
Due to the frequency at which is is called megabuffering performance is critical to the performance of the entire emulator, especially in high-drawcall-count scenarios. After the view redesign, megabuffering on a per-view level was no longer possible nor desirable, and thus megabuffering was modified to just copy for every usage of a view. This worked great at the time since there were other bottlenecks, however gpu-new has since removed almost all of them and megabuffering is now a major sore point. Fix this by megabuffering small chunks and storing them in a page-table like structure within the buffer, these chunks can be referenced by multiple views and will be smartly invalidated whenever the sequence number or execution number changes to avoid any sequencing issues. In addition to this, to help the case where almost the whole buffer is read every single frame across a set of multiple views, an optimisation to skip the chunked tracking and use one large single megabuffer allocation and one single memcpy has been introduced. This reduces the overall amount of time spent in memcpy since large memcpys are quicker.
2022-11-02 17:46:07 +00:00
Billy Laws
7ea9aa52f5 Speed up reported guest GPU time
Avoids triggering DRS in games in cases where it wouldn't actually benefit anything due to being CPU bottlenecked.
2022-11-02 17:46:07 +00:00
Billy Laws
31c2fb7d7a Fixup IDirectory read 2022-11-02 17:46:07 +00:00
Billy Laws
7491178a9e Pass base array layer to texture views 2022-11-02 17:46:07 +00:00
Billy Laws
ff57d2fbbf Enforce stronger format and weaker dimension texture compat checks
Rather than using just bpb for format compat, additionally check that the exact component bit layout matches since many games end up reusing RTs for unrelated textures. The texture size requirements have also been weaked to only check the resulting layer size as opposed to width/height - this is somewhat hacky but it gets around the problem of blocklinear alignment.
2022-11-02 17:46:07 +00:00
Billy Laws
14af383238 Only allow submitting swapchainImageCount images for host present at a time
Prevents situations where nothing would otherwise be waiting on the GPU and since presentation no longer blocks too many images would be submitted for presentation.
2022-11-02 17:46:07 +00:00
Billy Laws
bcd96ac77d Fixup A8R8G8B8 TIC format mapping
8-bit formats are inverted in TICs compared to Vulkan
2022-11-02 17:46:07 +00:00
Billy Laws
90466b8830 Implement depth clamp rasterisation state
Used in SMO for shadows.
2022-11-02 17:46:07 +00:00
Billy Laws
1cfc4278f9 Disable preserve buffer/texture attachment opt for now
Causes several issues and crashes in Pokemon without an obvious cause.
2022-11-02 17:46:07 +00:00
Billy Laws
e483cf9634 Use shader memory mirror when reading guest shaders
Avoids triggering any traps that may be present on the region
2022-11-02 17:46:07 +00:00
Billy Laws
f6e4328b5a Ensure blit src/dst textures are attached as execution cycle dependencies
Since they're not in the TIC pool they would otherwise be freed
2022-11-02 17:46:07 +00:00
Billy Laws
77a131df60 Support using in-app renderdoc API to capture individual executions 2022-11-02 17:46:07 +00:00
Billy Laws
576bc6f37e Add CommandExecutor slot count setting 2022-11-02 17:46:07 +00:00
Billy Laws
1a0819fb76 Use semaphores for presentation engine frame synchronisation
Avoids waits on the CPU which can be costly and confuse the scheduler, also reduces latency significantly.
2022-11-02 17:46:07 +00:00
Billy Laws
0670e0e0dc Support using Vulkan semaphores with fence cycles
In some cases like presentation, it may be possible to avoid waiting on the CPU by using a semaphore to indicate GPU completion. Due to the binary nature of Vulkan semaphores this requires a fair bit of code as we need to ensure semaphores are always unsignalled before they are waited on and signalled again. This is achieved with a special kind of chained cycle that can be added even after guest GPFIFO processing for a given cycle, the main cycle's semaphore can be waited and then the cycle for the wait attached to the main cycle and it will be waited on before signalling.
2022-11-02 17:46:07 +00:00
Billy Laws
5b72be88c3 Stub ldn:u service 2022-11-02 17:46:07 +00:00
Billy Laws
77d76ed05a Batch contiguous GMMU ranges into one 2022-11-02 17:46:07 +00:00
Billy Laws
e52dbf202f Pass more Maxwell3D registers into interconnect 2022-11-02 17:46:07 +00:00
Billy Laws
83c7ed314e Setup KThread pthread handle in StartThread
Avoids a race with starting the thread and the handle not being set yet
2022-11-02 17:46:07 +00:00
Billy Laws
9784ae23e9 Skip checking affinity before taking load-balance WaitScheduler path
The affinity mask may be set after the wait has began
2022-11-02 17:46:07 +00:00
Billy Laws
ad3195e06f Split out guest texture layer size calcs into a seperate func 2022-11-02 17:46:07 +00:00
Billy Laws
8fa83fdf13 Fix deswizzling non-pow2 block size formats
We need to use DivideCeil to avoid rounding off part of the texture.
Fixes texture in Nier Automata: Game of the YoRHa edition.
2022-11-02 17:46:07 +00:00
Billy Laws
27de42f8df Use surfaceClip as a hint for the underlying rendertarget size
TIC sizes may not be aligned to block linear dimensions whereas RT sizes are and then limited by the surface clip. By using this to determine surface size we are more likely to get a match in texture manager for any future usages.
2022-11-02 17:46:07 +00:00
Billy Laws
297597f697 Fix texture manager depth compat comparison 2022-11-02 17:46:07 +00:00
Billy Laws
500f817a28 Synchronize all non-matching textures back to host before recreation 2022-11-02 17:46:07 +00:00
Billy Laws
05581f2230 Remove now redundant buffer/texture/megabuffer manager locks
They have been superseeded by the global channel lock
2022-11-02 17:46:07 +00:00
Billy Laws
f5a141a621 Add dirty resource operator* 2022-11-02 17:46:07 +00:00
Billy Laws
b72720e8db Finish off transform feedback implementation 2022-11-02 17:46:07 +00:00
Billy Laws
36fd885b49 Pack all draw state into a struct to avoid std::function allocations 2022-11-02 17:46:07 +00:00
Billy Laws
b5d0060c3f Only use scissor for clear rect when enabled 2022-11-02 17:46:07 +00:00
Billy Laws
f93df35e6c Only set line width when wideLines feature is supported 2022-11-02 17:46:07 +00:00
Billy Laws
4cebdfc8d3 Pass texture and cbuf state into pipeline manager for hades callbacks 2022-11-02 17:46:07 +00:00
Billy Laws
9ce848d4e0 Implement descriptor update batching and push descriptors
Batching helps to avoid the need to attach so many objects to the fence cycle, which ends up taking a fair bit of time due to the allocation required.
2022-11-02 17:46:07 +00:00
Billy Laws
62a165b51e Reformat maxwell3d interconnect codebase 2022-11-02 17:46:07 +00:00
Billy Laws
3766be59e7 Zero out vertex attribute state when disabled to avoid creating redundant pipelines 2022-11-02 17:46:07 +00:00
Billy Laws
751e3356e1 Keep shader trap lock held for the duration of an execution
Avoids constant relocking on the GPFIFO thread (~0.5% of total time)
2022-11-02 17:46:07 +00:00
Billy Laws
314a9bccbc Allow megabuffering readonly SSBOs 2022-11-02 17:46:07 +00:00
Billy Laws
4c2db0ba01 Implement ReadCbufValue and ReadTextureType hades callbacks
Used for bindless and BRX instruction emulation.
2022-11-02 17:46:07 +00:00
Billy Laws
2163f8cde6 Implement alpha test pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
c86ad638c4 Keep track of transform feedback varyings pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
7ad2d94345 Zero out blend state when disabled to avoid creating redundant pipelines 2022-11-02 17:46:07 +00:00
Billy Laws
4052a93051 Force non-pushdescriptors for blit helper shader 2022-11-02 17:46:07 +00:00
Billy Laws
cb2a8c6d24 Enable wideLines Vulkan feature 2022-11-02 17:46:07 +00:00
Billy Laws
a3369637a9 Don't entirely wipe out per-index TIC cache efter each execution
Keep a copy of the old TIC entry and view even after purge caches and use the execution number to check validity instead, if that doesn't match then just memcmp can be used as opposed to a full hash and map lookup.
2022-11-02 17:46:07 +00:00
Billy Laws
98c0cc3e7f Impl preserve attached buffers/textures to avoid GPFIFO lock thrashing
When profiling SMO, it became obvious that the constant locking of textures and buffers in SyncDescriptors took up a large amount of CPU time (3-5%), a precious resource in intensive areas like Metro. This commit implements somewhat of a workaround to avoid constant relocking, if a buffer is frequently attached on the GPU and almost never used on the CPU we can keep the lock held between executions. Of course it's not that simple though, if the guest tries to lock a texture for the first time which has already been locked as preserve on the GPFIFO we need to avoid a deadlock. This is acheived through a combination of two things: first we periodically clear the locked attachments every 2*SlotCount submissions, preventing a complete deadlock on the CPU (just a long wait instead) and meaning that the next time the resource is attached on the GPU it will not be marked for preservation due to having been locked on the guest before; second, we always need to unlock everything when the GPU thread runs out of work, as the perioding clearing will not execute in this case which would otherwise leave the textures locked on the GPFIFO thread forever (if guest was waiting on a lock to submit work). It should be noted that we don't clear preserve attached resources in the latter scenario, only unlock them and then relock when more work is available.
2022-11-02 17:46:07 +00:00
Billy Laws
0e8ccf1e99 Use memory_order_release for new descriptor set allocations 2022-11-02 17:46:07 +00:00
Billy Laws
34db5097da Avoid using a shared_ptr reference to cycle for command buffer submission
Somehow without this we can sometimes get crashes during appending to circular queue
2022-11-02 17:46:07 +00:00
Billy Laws
0428e8c7da Support forcing regular descriptor sets in VK pipeline cache 2022-11-02 17:46:07 +00:00
Billy Laws
0f394d516b Lock FenceCycle inbetween waiting on chained cycles and checking signalled
Avoids one race where we would end up hogging all the locks of chained cycles and ourself when waiting for submission of previous cycles and prevent any forward progress due to another thread locking one of the chained cycles.
2022-11-02 17:46:07 +00:00
Billy Laws
a015fe753d Only write npad controllerInfo entry on the HID thread if it is valid 2022-11-02 17:46:07 +00:00
Billy Laws
b5446846f7 Stub IsSixAxisSensorAtRest 2022-11-02 17:46:07 +00:00
Billy Laws
6719572b3b Keep track of how often textures/buffers are locked on the CPU
For the upcoming preserve attachment optimisation, which will keep buffers/textures locked on the GPU between executions, we don't want to preserve any which are frequently locked on the CPU as that would result in lots of needless waiting for a resource to be unlocked by the GPU when it occasionally frees all preserve attachments when it could have been done much sooner.  By checking if a resource has ever been locked on the CPU and using that to choose whether we preserve it we can avoid such waiting.
2022-11-02 17:46:07 +00:00
Billy Laws
993ffb56f4 Avoid waiting on texture/buffer fence with trapMutex locked
This could cause deadlocks under certain circumstances by preventing the GPFIFO from making any progress while also waiting on it at the same time.
2022-11-02 17:46:07 +00:00
Billy Laws
3e8bd26978 Add a global gm20b channel lock
Allowing for parallel execution of channels never really benefitted many games and prevented optimisations such as keeping frequently used resources always locked to avoid the constant overhead of locking on the hot path.
2022-11-02 17:46:07 +00:00
Billy Laws
57a4699bd1 Add IOCTL trace events 2022-11-02 17:46:07 +00:00
Billy Laws
7861968c05 Fix memory::Buffer move constructor 2022-11-02 17:46:07 +00:00
Billy Laws
ef0ae30667 Implement Maxwell3D texture pool management and view creation
Ontop of the TIC cache from previous code a simple index based lookup has been added which vastly speeds things up by avoding the need to hash the TIC structure every time.
2022-11-02 17:46:07 +00:00
Billy Laws
5542459c75 Use a SpinLock for guest shader code cache trap mutex 2022-11-02 17:46:07 +00:00
Billy Laws
3e12cde4d5 Make active Vulkan pipeline public 2022-11-02 17:46:07 +00:00
Billy Laws
2556966ec5 Don't attach textures to the active cycle in AttachTexture 2022-11-02 17:46:07 +00:00
Billy Laws
7dc3dde815 Introduce support for waiting for submission to FenceCycle
Introducing async record resulted in breaking the assumption that any work submitted through command scheduler would be submitted in order with graphics submits. Since async record now unlocks the texture before it's submitted a seperate mechanism is needed to ensure ordering of submits. This is achieved by building support into fence cycle itself, with a conditional variable that is waited on for submission before any fence waits occur.
2022-11-02 17:46:07 +00:00
Billy Laws
54b85583ae Fix layout transition in Texture::CopyFrom 2022-11-02 17:46:07 +00:00
Billy Laws
0f7c04ffb4 Use target format bpb when calculating linear mip level size 2022-11-02 17:46:07 +00:00
Billy Laws
849184452c Add function to check if any guest texture mappings are unmapped 2022-11-02 17:46:07 +00:00
Billy Laws
98cb94ca6c Bind an empty uniform buffer in place of unbound constant buffers 2022-11-02 17:46:07 +00:00
Billy Laws
55b85d0691 Implement combined image samplers and make descriptor code common between quick/normal updates 2022-11-02 17:46:07 +00:00
Billy Laws
ccf2d59351 Fixup input rate reading from packed pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
13970a5644 Refresh pipeline cached storage buffer bindings after each execution 2022-11-02 17:46:07 +00:00
Billy Laws
6bb2853ca0 Keep track of combined image samplers for quick bind 2022-11-02 17:46:07 +00:00
Billy Laws
040db37a28 Fix descriptor copies to be one per descriptor type 2022-11-02 17:46:07 +00:00
Billy Laws
d482e0ea98 Fix shader stage iteration to not miss the pixel stage 2022-11-02 17:46:07 +00:00
Billy Laws
0b808cc22b Use Sint/Uint attribute type in place of Sscaled/Uscaled
Scaled formats are not supported by any mobile GPUs.
2022-11-02 17:46:07 +00:00
Billy Laws
92ce220d3a Ignore constant buffer selector size for updates
Clustertruck performs a giant (0x3000 byte) update with a selector size of only 0x500, without this the update would only partially go through
2022-11-02 17:46:07 +00:00
Billy Laws
33f16ca26e Handle unmapped blocks in CachedMappedBufferView 2022-11-02 17:46:07 +00:00
Billy Laws
5c0e4a839d Fix SW BC2 decoding pitch 2022-11-02 17:46:07 +00:00
Billy Laws
60863fa162 Make viewports fallback to viewport 0 when their dimensions are invalid
OpenGL games use a zero width/height for viewports 1-15 when they're unused
2022-11-02 17:46:07 +00:00
Billy Laws
586f872655 Update indexed quad conversion for new API 2022-11-02 17:46:07 +00:00
Billy Laws
498b4966d3 Avoid crashing on unmapped buffers
Just log a warning instead
2022-11-02 17:46:07 +00:00
Billy Laws
9f2b20443b Implement Maxwell3D draws 2022-11-02 17:46:07 +00:00
Billy Laws
5020478ace Always rebind pipeline if it has changed from the previous draw 2022-11-02 17:46:07 +00:00
Billy Laws
af1b4ca4f8 Skip clears if attachments are invalid 2022-11-02 17:46:07 +00:00
Billy Laws
01a5e95ce1 Implement non-indexed quad conversion support in new GPU
Uses memory::Buffer directly to allow for cleaner recreation and allow for removing host-only buffers from Buffer in the future.
2022-11-02 17:46:07 +00:00
Billy Laws
d42814bdc1 Add callback for when non-Maxwell3D engines alter pipeline state
This is required so that Maxwell3D knows to restore all dynamic state before the next draw
2022-11-02 17:46:07 +00:00
Billy Laws
7133c5d6b3 Drop exclusiveSubpass in favour of only ending RPs when attachments change
Significantly helps Mali performance by avoiding creating an excessive number of RPs.
2022-11-02 17:46:07 +00:00
Billy Laws
a3f38c0cf7 Add perfetto tracepoints to async record 2022-11-02 17:46:07 +00:00
Billy Laws
6dfef095e8 Up default record slot count to 6 2022-11-02 17:46:07 +00:00
Billy Laws
7d3a117a6f Use a spinlock for descriptor set allocator 2022-11-02 17:46:07 +00:00
Billy Laws
78ddd03d1f Mark newly allocated descriptor slots as active 2022-11-02 17:46:07 +00:00
Billy Laws
0867c593be Support binding pipelines in state updater 2022-11-02 17:46:07 +00:00
Billy Laws
f42a0df72c Use ctSelect register for colour targets and impl null color attachments
Some games have invalid colour attachments sandwiched inbetween valid ones, these need to be skipped in Vulkan with UNUSED_ATTACHMENT
2022-11-02 17:46:07 +00:00
Billy Laws
38aad21d29 Share single flag variable for Maxwell3D batch draw/constant buffer update
Slightly cheaper
2022-11-02 17:46:07 +00:00
Billy Laws
bd7eee8e2b Optimise GPFIFO command processing
GPFIFO code is very high throughput due to the sheer number of commands used for rendering. Adjust some types and switch to a if statement with hints to slightly increase processing speed.
2022-11-02 17:46:07 +00:00
Billy Laws
2cdf6c1fe6 Add branch hint attributes to a couple branches 2022-11-02 17:46:07 +00:00
Billy Laws
b310b99bdc Handle unmapped ranges in TranslateRange 2022-11-02 17:46:07 +00:00
Billy Laws
acfa58ea8c State uopdater MERGEBACK desC 2022-11-02 17:46:07 +00:00
Billy Laws
68b6b20f78 Bunch of cleanup/bugfixes for initial pipeline desc set impl
Cleans up code slightly, fixes keeping track of per-stage descriptor counts and fixes storage buffer caching + more random stuff.
2022-11-02 17:46:07 +00:00
Billy Laws
eb4a9bab11 Mark freshly allocated descriptor slots as active 2022-11-02 17:46:07 +00:00
Billy Laws
f3184cdff1 Reorder active descriptor set slots to end of list
Speeds up allocations by significantly reducing the number of needed atomic ops per alloc. Could be optimised further in the future if needed.
2022-11-02 17:46:07 +00:00
Billy Laws
128b68d8b2 Avoid resetting command buffers manually it's implicit
Somewhat costly on adreno, and with the one time submit flag the reset is implicit for the next beginCommandBuffers call.
2022-11-02 17:46:07 +00:00
Billy Laws
e1717ed811 Implement Maxwell samplers 2022-11-02 17:46:07 +00:00
Billy Laws
f1600f5ad0 Support allocating into spans in the linear allocator 2022-11-02 17:46:07 +00:00
Billy Laws
04cea9239f Implement descriptor set updating through StateUpdater
Will automatically resolve buffer views at record-time into descriptor write/copy structures then apply the write and bind the set.
2022-11-02 17:46:07 +00:00
Billy Laws
d174ca950b Revert "Reset executor command buffers asynchronously"
This reverts commit fc7956df4ff56fdb2afc4b2bb0bbca82196179ca.
2022-11-02 17:46:07 +00:00
Billy Laws
2bbe975ea7 Reset executor command buffers asynchronously
This took a little while to do on qcom drivers, moving it to the cycle waiter thread gives a tiny speedup.
2022-11-02 17:46:07 +00:00
Billy Laws
054d32567d Allow mutation of input data by callback in CircularQueue::AppendTranform 2022-11-02 17:46:07 +00:00
Billy Laws
7c9212743c Implement asynchronous command recording
Recording of command nodes into Vulkan command buffers is very easily parallelisable as it can effectively be treated as part of the GPU execution, which is inherently async. By moving it to a seperate thread we can shave off about 20% of GPFIFO execution time. It should be noted that the command scheduler command buffer infra is no longer used, since we need to record texture updates on the GPFIFO thread (while another slot is being recorded on the record thread) and then use the same command buffer on the record thread later. This ends up requiring a pool per slot, which is reasonable considering we only have four slots by default.
2022-11-02 17:46:07 +00:00
Billy Laws
a197dd2b28 Allow for creating signalled fence cycles 2022-11-02 17:46:07 +00:00
Billy Laws
542651232b Add a mutex to allow preventing buffer recreation 2022-11-02 17:46:07 +00:00
Billy Laws
379b4f163d Implement popping from CircularQueue 2022-11-02 17:46:07 +00:00
Billy Laws
6d9dc9c6fb Implement some more of Draw
Now performs VK state updates on execution and takes advantage of quick descriptor binding.
2022-11-02 17:46:07 +00:00
Billy Laws
3b26f4f48a Expose way to check inter-pipeline descriptor compatibility
Allows users to skip/use quick descriptor sync even after switching pipelines.
2022-11-02 17:46:07 +00:00
Billy Laws
943a38e168 Implement StateUpdater for rapid recording of VK state updates
Using command executor for each state individual update was found to be infeasible due to the shear number of state updates per draw and it relying on per-node heap allocations. Instead this commit takes advantage of each state update being used only once to implement a system of linearly-allocated state update commands that are linked together. After setting up all draw state with StateUpdateBuilder, the built StateUpdater can then be used in the execution phase to record all of the draw state into the command buffer with almost zero ovehead.
2022-11-02 17:46:07 +00:00
Billy Laws
7b4da52445 Add a fast binding sync path for when only one cbuf has changed
SMO implements instanced draws by repeating the same draw just with a different constant buffer bound. Reduce the cost of this significantly by detecting such cases and instead of processing every descriptor, copy the previous descriptor set and update only the ones affected by the bound constant buffer.

Credits to ripinperiperi for the initial idea and making me aware of how SMO does these draws
2022-11-02 17:46:07 +00:00
Billy Laws
89edd9b303 Reset megabuffer binding for disabled vertex buffers 2022-11-02 17:46:07 +00:00
Billy Laws
6a1615a104 Expose color and depth attachments to Draw 2022-11-02 17:46:07 +00:00
Billy Laws
aae957819e Simplify BufferView locking by requiring buffer manager be locked
Avoids the need to repeat the lookup after locking since recreations are impossible if buffer manager is locked.
2022-11-02 17:46:07 +00:00
Billy Laws
9449b52f36 Reduce minimum megabuffer alignment to 128 bytes 2022-11-02 17:46:07 +00:00
Billy Laws
b3cf9c40ba Update megabuffer execution/sequence numbers after updating an allocation 2022-11-02 17:46:07 +00:00
Billy Laws
4b2b6fc6e9 Avoid calling SynchronizeGuest when attempting to megabuffer unless necessary 2022-11-02 17:46:07 +00:00
Billy Laws
e5919e84a1 Pipeline state if statment cleanups 2022-11-02 17:46:07 +00:00
Billy Laws
bf536aa168 Sync pipeline descriptors every draw 2022-11-02 17:46:07 +00:00
Billy Laws
9223d7f524 Fix descriptor initialisation order
They need to be setup before the pipeline is created to avoid passing in garbage data.
2022-11-02 17:46:07 +00:00
Billy Laws
4652cc5a0a Avoid parsing descriptors for disabled shader stages 2022-11-02 17:46:07 +00:00
Billy Laws
3456fb39fa Fix pipeline to shader stage conversion when filling in shader infos
The two vertex pipeline stages need to be both treated as a single stage, and all subsequent stages need to be offset by -1
2022-11-02 17:46:07 +00:00
Billy Laws
a9213debc7 Implement constant buffer reading 2022-11-02 17:46:07 +00:00
Billy Laws
afcfe8a7fa Don't update scissor state >0 unless multiview is supported 2022-11-02 17:46:07 +00:00
Billy Laws
55d77b7eb0 Update user code for new megabuffering 2022-11-02 17:46:07 +00:00
Billy Laws
cc776ae395 Keep track of an 'execution number' in CommandExecutor
Allows users to efficiently cache resources that are valid for only one execution without resorting to callbacks.
2022-11-02 17:46:07 +00:00
Billy Laws
99a34df4cc Avoid trapping frequently synced buffers by using megabuffer copies
When a buffer is trapped nearly every frame, the cost of trapping and synchronising its contents starts to quickly add up. By always using the megabuffer when this is the case, since megabuffer copies are done directly from the guest, we skip the need to synchronise/trap the backing.
2022-11-02 17:46:07 +00:00
Billy Laws
a24aec03a6 Rework per-view megabuffering to cache allocs in the buffer itself
The original intention was to cache on the user side, but especially with shader constant buffers that's difficult and costly. Instead we can cache on the buffer side, with a page-table like structure to hold variable sized allocations indexed by the aligned view base address. This avoids most redundant copies from repeated use of the same buffer without updates inbetween.
2022-11-02 17:46:07 +00:00
Billy Laws
b810470601 Invalidate HLE macro state on macro updates 2022-11-02 17:46:07 +00:00
Billy Laws
2360ca24da Implement constant buffer and storage buffer pipeline descriptor types 2022-11-02 17:46:07 +00:00
Billy Laws
25255b01c7 Keep track of more pipeline descriptor information
This is needed in order to allow allocating per-draw descriptor arrays without recounting their lengths each time
2022-11-02 17:46:07 +00:00
Billy Laws
ad0275dbef Expose active pipeline for access by Maxwell3D class 2022-11-02 17:46:07 +00:00
Billy Laws
6e22373b59 Add array support to AllocateUntracked 2022-11-02 17:46:07 +00:00
Billy Laws
388cff3353 Implement simple pipeline transition cache
Avoids the need to hash PipelineState when we can guess the pipeline that will be used next. This could very easily be optimised in the future with generational, usage-based caching if necessary.
2022-11-02 17:46:07 +00:00
Billy Laws
302b2fcc3f Force flush when dirty refresh returns true 2022-11-02 17:46:07 +00:00
Billy Laws
ec4ea5c5d7 Supply dispatcher manually for shader creation 2022-11-02 17:46:07 +00:00
Billy Laws
3404a3abdb Implement macro HLE for instanced draw macros
gm20b performs instanced draws by repeating draw methods for each instance, the code to detect this together with the cost of interpreting macros took up around 6% of GPFIFO time in Metro Kingdom. By detecting these specific macros and performing an instanced draw directly much of that cost can be avoided.
2022-11-02 17:46:07 +00:00
Billy Laws
cf0752f937 Use NCE memory tracking for guest shaders
Prevents needing to hash them for every single pipeline state update, without this just hashing shaders takes up a significant amount of time.
2022-11-02 17:46:07 +00:00
Billy Laws
19a75c3f65 Bind all pipeline states to main pipeline dirty state 2022-11-02 17:46:07 +00:00
Billy Laws
a04d8fb5cf Setup minimal viewport Vulkan pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
fe51db366b Mark all dirty resources as dirty initially 2022-11-02 17:46:07 +00:00
Billy Laws
abfa5929f1 Treat vertex buffers with base addr 0 as disabled 2022-11-02 17:46:07 +00:00
Billy Laws
e71ca05f19 Avoid bitfields for signed enum types in PackedPipelineState 2022-11-02 17:46:07 +00:00
Billy Laws
2f2b615780 Add dynamic state support to VK graphics pipeline cache 2022-11-02 17:46:07 +00:00
Billy Laws
ad045058ee Cleanup some redundant comments and includes in pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
9b05c9c0c3 Introduce a pipeline manager and partial pipeline object
gpu-new will use a monolithic pipeline object for each pipeline to store state, keyed by the PackedPipelineState contents. This allows for a greater level of per-pipeline optimisations and a reduction in the overall number of lookups in a draw compared to the previous system.
2022-11-02 17:46:07 +00:00
Billy Laws
2c1b40c9a8 Add some missed pipeline state members used by Hades 2022-11-02 17:46:07 +00:00
Billy Laws
0c6fa22c6b Introduce pipeline shader stage state
Simple state that generates a hash that can be used in the packed state and spans over the binary for pipeline creation.
2022-11-02 17:46:07 +00:00
Billy Laws
a6bb716123 Move packed pipeline state to a seperate file 2022-11-02 17:46:07 +00:00
Billy Laws
4dcbf5c3a0 Drop the caching aspect of shader manager entirely
Caching here was deemed unnecessary since it will be done implicitly by the pipeline cache and creates issues with the legacy attribute conversion pass. It now purely serves as a frontend for Hades.
2022-11-02 17:46:07 +00:00
Billy Laws
e77e4891dc Tidy up Maxwell 3D regs a bit 2022-11-02 17:46:07 +00:00
Billy Laws
405d26fc22 Introduce Maxwell 3D shader state
Simple state holder that hashes the stored shader and reads it into a buffer
2022-11-02 17:46:07 +00:00
Billy Laws
6865f0bdaf Transition color blend state to packed pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
7049a521d2 Use Vulkan types directly in PackedPipelineState where possible 2022-11-02 17:46:07 +00:00
Billy Laws
effeb074b6 Move pipeline cache Key to cpp file and rename to PackedPipelineState
The new name is more indicative of what the struct contains and how it will be used as more than just a key.
2022-11-02 17:46:07 +00:00
Billy Laws
e1512c91a0 Transition depth stencil state to pipeline cache key 2022-11-02 17:46:07 +00:00
Billy Laws
1f844e2c18 Transition rasterization state to pipeline cache key 2022-11-02 17:46:07 +00:00
Billy Laws
9a6efb091c Transition tessellation state to pipeline cache key
Also adds dirty tracking and removes it from direct state while we're at it. Since we no longer use Vulkan structs directly there's no benefit to it.
2022-11-02 17:46:07 +00:00
Billy Laws
ae5d419586 Transition input assembly state to pipeline cache key 2022-11-02 17:46:07 +00:00
Billy Laws
3f9161fb74 Transition vertex input state to pipeline cache key
Also adds dirty tracking and removes it from direct state while we're at it. Since we no longer use Vulkan structs directly there's no benefit to it.
2022-11-02 17:46:07 +00:00
Billy Laws
ffe24aa075 Introduce a base pipeline cache key starting with RTs
It was determined that a general purpose Vulkan pipeline cache isn't viable for the significant performance reqs of Draw(), by using a Maxwell 3D specific key we can shrink state significantly more than if we used Vulkan structs.
2022-11-02 17:46:07 +00:00
Billy Laws
1e8f7d7fcb Implement dynamic pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
a94040ac7d Add default cases to enum conversions where necessary 2022-11-02 17:46:07 +00:00
Billy Laws
6e55d4dcf4 Implement color blend pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
cb11662ea5 Implement depth stencil pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
2484a2d6b5 Add A1R5G5B5Unorm and S8Uint formats 2022-11-02 17:46:07 +00:00
Billy Laws
690e96bce0 Implement rasterization pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
90cd6adb91 Implement tessellation pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
3649d4c779 Adapt Maxwell 3D engine to new interconnect code
Removes all usage of graphics_context.h from the codebase, exclusively using the new interconnect and its dirty tracking system. While porting the code a number of bugs were discovered such as not respecting the base instance or primitive type override, which have all been fixed. Currently only clears and constant buffer updates are implemented but due to the dirty state system allowing register handling on the interconnect end there shouldn't end up being many more changes.
2022-11-02 17:46:07 +00:00
Billy Laws
ef11900a39 Introduce reworked Maxwell 3D core interconnect
This mainly distributes operations down to activeState and pipelineState, aside from clears which are implemented in-place. The exposed interface is much reduced as opposed to the previous GraphicsContext system due to the newly introduced dirty system, this should hopefully make the code more maintainable and keep actual rendering operations seperate from primitive restart state or whatever. Currently draws are unimplemented and the only full implemented things are clears and constant buffer operations.
2022-11-02 17:46:07 +00:00
Billy Laws
37b821a4dc Introduce Maxwell 3D interconnect active state
Active state encapsulates all state that isn't part of a pipeline and can  be set dynamically with Vulkan calls. This includes both dynamic state like stencil faces, and command buffer state like vertex buffer bindings.
Simililarly to the last commit, the main goal of this is to reduce the number of redundant work done per draw by employing dirty state as much as possible. Without using dirty state for this every active state operation would need to be performed every draw, which gets very expensive when things like buffer lookups end up being reqiored. Code has also been heavily cleaned up as is described in the previous commit.
2022-11-02 17:46:07 +00:00
Billy Laws
5fdda78073 Introduce Maxwell 3D interconnect pipeline state
The main goal of this is to reduce the number of redundant lookups and work done per draw as much as possible, this is mainly achived through heavy used of dirty tracking though other optimisations like heavily using the linear allocator are also in play. In addition to the goal of performance, the code has been cleaned up and abstracted significantly from its state in graphics_context, hopefully making the GPU interconnect code much more maintainable in the future and reducing the boilerplace needed to add even simple functionality. This commit includes partial pipeline state, enough for implementing clears + a slight bit extra.
2022-11-02 17:46:07 +00:00
Billy Laws
21f5611231 Rewrite constant buffer interconnect code
Adepted from the previous code to use dirty state tracking. The cache has also been removed since with the new buffer view and GMMU optimisations it actually ended up slowing lookups down, another result of the buffer view optimisations is that raw pointers are no longer used for buffer views since destruction is now much cheaper.
2022-11-02 17:46:07 +00:00
Billy Laws
d1e7bbc1d8 Introduce common code for Maxwell 3D interconnect rewrite
This common code will be used across the entirety of the 3D rewrite, it also includes a stub for StateUpdateBuilder, which will be used by active state code to apply state updates.
2022-11-02 17:46:07 +00:00
Billy Laws
a6c49115f9 Rewrite all Maxwell 3D registers up to clears to match Nvidia docs
All the names are directly translated from Nvidia docs, with minimal conversions to enums/structs when appropriate. Not all registers have been rewritten, only those that are needed to implement clears and dynamic state, the rest will be added as they are used in the GPU rework.
2022-11-02 17:46:07 +00:00
Billy Laws
d7eab40f1c Introduce resource based dirty tracking infrastructure
This will be heavily used by the upcoming GPU rework. It provides an intuitive way to track dirtiness based on using the underlying pointers of objects, as opposed to other methods which often need an enum entry per dirty state and don't support overlaps. Wrappers for dirty state objects are also provided to abstract as much of the dirty tracking as possible from user code. The pointer based mechanism also serves to avoid having to handle dirty bindings on the user side of the dirty resources, allowing them to bind things internally instead.
2022-11-02 17:46:07 +00:00
Billy Laws
8471ab754d Introduce a spin lock for resources locked at a very high frequency
Constant buffer updates result in a barrage of std::mutex calls that take a lot of time even under no contention (around 5%). Using a custom spinlock in cases like these allows inlining locking code reducing the cost of locks under no contention to almost 0.
2022-11-02 17:46:07 +00:00
Billy Laws
d810619203 Drop 3D engine method calling fast path in GPFIFO
This ended up actually turning out to be a slow path when Maxwell 3D method handling code was inlined.
2022-11-02 17:46:07 +00:00
Billy Laws
ded02e3eac Small engine.h fixups 2022-11-02 17:46:07 +00:00
Billy Laws
38ba963311 Drop usage of unique_ptr for Maxwell3D
Since graphics context is being replaced and split into cpp files there will no longer be any circular includes that previously prevented this.
2022-11-02 17:46:07 +00:00
Billy Laws
90db743c56 Source AsGpu GMMU page sizes from GMMU class 2022-11-02 17:46:07 +00:00
Billy Laws
e72fe02c15 Add inline fast-path for Buffer::FindOrCreate()
This can be inlined by the compiler much easier which helps perf a fair bit due to the number of times buffers are looked up, also avoids the need for small vector construction that was done in the previous fast-path.
2022-11-02 17:46:07 +00:00
Billy Laws
49478e178a Avoid redundantly syncing buffers before every Write in an execution
This isn't a guarantee provided by actual HW so we don't need to provide it either, the sync can be skipped once the buffer already been synced at least once within the execution.
2022-11-02 17:46:07 +00:00
Billy Laws
f7a726e452 Allow attempting to write to buffers without passing a GPU copy callback
Constructing the GPU copy callback in `ConstantBuffers::Load()` ended up taking a fair amount of time despite it almost never being used in practice. By making it optional it can be skipped most of the time and only done when it's actually neccessary by calling `Write()` again if the initial call returned true.
2022-11-02 17:46:07 +00:00
Billy Laws
5dca5cc10e Redesign buffer view infra to remarkably reduce creation overhead
Buffer views creation was a significant pain point, requiring several layers of caching to reduce the number of creations that introduced a lot of complexity. By reworking delegates to be per-buffer rather than per-view and then linearly allocating delegates (without ever freeing) views can be reduced to just {delegatePtr, offset, size}, avoiding the need for any allocations or set operations in GetView. The one difficulty with this is the need to support buffer recreation, which is achived by allowing delegates to be chained - during recreation all source buffers have their delegates modified to point to the newly created buffer's delegate. Upon accessing a view with such a chained delegate the view will be modified to point directly to the end delegate with offset being updated accordingly, skipping the need to traverse the chain for future accesses.
2022-11-02 17:46:07 +00:00
Billy Laws
09f376e500 Add const accessors to OffsetMember 2022-11-02 17:46:07 +00:00
Billy Laws
64a9db2e82 Introduce MergeInto helper for simplified construction of arrays of structs
In the upcoming GPU code each state member will hold a reference to its corresponding Maxwell 3D regs, this helper is needed to allow easy transformation from the the main 3D register struct into them.

Example:
```c++
struct Regs {
    std::array<View, 10> viewRegs;
    u32 enable;
} regs;

struct ViewState {
    const View &view;
    const u32 &enable;
    size_t index;
};

std::array<ViewState, 10> viewStates{MergeInto<ViewState, 10>(regs.viewRegs, regs.enable, IncrementingT{})
```
2022-11-02 17:46:07 +00:00
Billy Laws
2c682f19a6 Add untracked linear allocator emplace/allocate functions
Useful for cases where allocations are guaranteed to be unused by the time `Reset()` is called and calling `Free()` would be difficult or add extra performance cost due to how the allocation is used.
2022-11-02 17:46:07 +00:00
Billy Laws
6359852652 Introduce page size constants and replace all usages of PAGE_SIZE
Avoids using macros and results in code which looks slightly cleaner.
2022-11-02 17:46:07 +00:00
Billy Laws
30ec844a1b Use GPFIFO pushbuffer contents in-place if possible
The memcpy within `Read()` was taking up a fair amount of time, avoid this by using the mapped range in-place when the mapping isn't split.
2022-11-02 17:46:07 +00:00
Billy Laws
be825b7aad Utilise SegmentTable for rapid FlatMemoryManager lookups
In some games performing the binary search in `TranslateRange()` ended up taking a fairly large (~8%) proportion of GPFIFO time. By using a segment table for O(1) lookups this is reduced to <2% for non-split mappings at the cost of slightly increased memory usage (2GiB in the absolute worse case but more like 50MiB in real world situations).

In addition to adapting `TranslateRange()` to use the segment table, a new function `LookupBlock()` for cases where only a single mapping would ever be looked up so the small_vector handling and fallback paths can be skipped and the entire lookup be inlined.
2022-11-02 17:46:07 +00:00
Morph
4ea0b0e1e5 fssrv: IFileSystemProxy: Implement OpenReadOnlySaveDataFileSystem
Forward this function to OpenSaveDataFileSystem for now. A proper implementation should wrap the underlying filesystem with nn::fs::ReadOnlyFileSystem.
2022-10-30 20:04:40 +00:00
Narr the Reg
25b9bb00fd service: hid: Properly clear and set npad devices 2022-10-30 15:52:03 +00:00
german77
cf95cfb056 service: hid: Stub SetPalmaBoostMode 2022-10-30 15:52:03 +00:00
Narr the Reg
4da934579c service: hid: Set the correct maxEntry value and signal on acquire event handle 2022-10-30 15:52:03 +00:00
Dima
baa6b5d5ea check if NpadId is valid when update 2022-10-30 15:51:45 +00:00
Dima
a409f30e91 add GetAvailableLanguageCodeCount for both lists 2022-10-30 15:51:29 +00:00
Dima
51ce3f7c3c Stub IClient::Poll 2022-10-29 19:52:50 +05:30
Billy Laws
1846f533bc Add credits PreferenceCategory 2022-10-25 21:40:28 +01:00
Abandoned Cart
267d25b5a5 Prevent a false positive SecurityException for DocumentsProvider 2022-10-25 20:17:18 +05:30
lynxnb
1ae36cea24 Update ngword2 archive with the correct content 2022-10-25 00:40:46 +02:00
Billy Laws
160c2f3457 Add Ko-Fi credits to settings 2022-10-23 21:14:39 +01:00
PixelyIon
128ea33073 Print NPDM + NACP metadata for title determination
We determined that printing NPDM + NACP metadata is a significantly better way to determine what title is running rather than printing the filename.
2022-10-23 20:20:44 +05:30
PixelyIon
a0539a3edb Trace Scheduler Preemption/Yield in Perfetto 2022-10-22 17:37:03 +05:30
PixelyIon
c874907eb5 Log and flush inside KProcess::Kill
We want to know when the `KProcess` is being killed and flushing log during it is important since it can often result in hangs due to joining not working correctly.
2022-10-22 17:17:04 +05:30
PixelyIon
597a6ff31d Wait on slot to be freed in GraphicBufferProducer::DequeueBuffer
We currently don't wait on a slot to be freed if none are free, this worked prior to async presentation as GBP's slots wouldn't change their state until other commands were called but now slots can be held by the presentation engine. As a result, we now have to wait on the presentation engine to free up slots.

This commit also fixes the behavior of the `async` flag in `DequeueBuffer` as it was treated as a non-blocking flag but isn't supposed to do anything on HOS.
2022-10-22 17:15:33 +05:30
lynxnb
cdb2b85d6c Stub ngword and ngword2
Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
2022-10-18 20:54:57 +01:00
lynxnb
a7be4fd1e1 Stub pl::RequestLoad and pl::GetSharedFontInOrderOfPriority
Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
2022-10-18 20:54:57 +01:00
lynxnb
782f9e37ee Add a system region setting
Needed for games such as AC:NH.
The `Auto` option automatically selects a region based on the currently selected system language.

Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
2022-10-18 20:54:57 +01:00
lynxnb
d4800d13b8 Stub hid::ActivateMouse and hid::ActivateKeyboard
Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
2022-10-18 20:54:57 +01:00
lynxnb
45830633eb Stub am::SetTerminateResult 2022-10-18 20:54:57 +01:00
lynxnb
bc016aff47 Make the vulkan validation layer toggleable via setting
As part of this commit, a new preference category for debug settings is being introduced. All future settings only relevant for debugging purposes will be put there. The category is hidden on release builds.
2022-10-18 19:47:23 +02:00
lynxnb
5cf14e45e1 Enable frame throttling when triple buffering is disabled 2022-10-18 19:27:14 +02:00
lynxnb
b17364bb92 Introduce a dev app flavor for side-by-side installation 2022-10-01 13:01:46 +02:00
Billy Laws
8d1026d0cc Reduce font shared memory size for compacted fonts 2022-09-22 21:51:13 +01:00
Billy Laws
25fb09800a Compact fonts to only include necessary glyphs 2022-09-22 21:51:13 +01:00
Billy Laws
e31ed6a429 Increase font shared memory size for Noto fonts 2022-09-22 21:34:29 +01:00
Billy Laws
0d4893c448 Cleanup font magic generation code 2022-09-22 21:34:29 +01:00
Billy Laws
5c4cc3d51f Fix font load order to match HOS
Without this games would load an inappropriate font file for their target language.
2022-09-22 21:34:29 +01:00
Billy Laws
272bbf6cd2 Switch to Noto Sans fonts for shared fonts replacement
Provides CJK characters, which the previous replacements lacked entirely.
2022-09-22 21:34:29 +01:00
lynxnb
54172322fe Fix host synchronization for texture with a different guest format
Host synchronization of a guest texture with a different guest format represents a valid use case where the host doesn't support the guest format and conversion to a host-compatible format must be performed. The issue is most evident on Mali GPUs, as they don't support BCn texture formats thus needing manual decoding before submission. It was disabled by mistake in a previous commit, this commit re-enables it.
2022-09-15 15:22:52 +02:00
TheASVigilante
a1ff4e1777
Implement OpenHardwareOpusDecoderEx and GetWorkBufferSizeEx
Implements these 2 functions which were introduced in HOS 12.0.0. Fixes a crash in Xenoblade Chronicles 3.
2022-09-10 22:04:15 +01:00
lynxnb
34bd16426c Fix quads index buffer conversion not accounting for first index
Unindexed quad draws were broken when multiple draw calls were done on the same vertex buffer, with a non-zero `first` index.
Indexed quad draws also suffered from the same issue, but was never encountered in games.
This commit fixes both cases by accounting for the `first` drawn index when generating conversion index buffers.
2022-09-04 12:42:33 +02:00
Billy Laws
9af5df4bae Increase IPC pointer buffer size
Some services report a pointer buffer size > 0x1000, so up it as to not cause issues when they're implemented.
2022-09-02 23:14:05 +01:00
Billy Laws
51f4e7662e Add support for the TIPC protocol introduced in HOS 12.0.0
TIPC is a much lighter layer ontop of the Horizon IPC system than CMIF and is used by SM in 12.0.0+. This implementation is slightly hacky since it doesn't really keep a seperation between the underlying kernel IPC stuff and userspace like CMIF/TIPC, this should be fixed eventually, probably together with an IPC dispatch rewrite to avoid the mess of frozen maps.

Tested with Hentai Uni, which now crashes needing 'ldr:ro'.
2022-09-02 23:13:23 +01:00
Billy Laws
a40d7c78ad Always recreate oboe stream on error
This is what's done in oboe examples to avoid spurious errors breaking audio entirely.
2022-08-31 21:26:14 +01:00
Billy Laws
8917ec9c88 Don't set framesPerCallback for main stream as per oboe guidance
It's best to let oboe figure it out on it's own
2022-08-31 21:26:14 +01:00
Billy Laws
b00008daf5 Fix identifier release check in AudioTrack::Stop 2022-08-31 21:26:14 +01:00
Billy Laws
d9c8e62d1c Don't warn on GetConfig IOCTL fails 2022-08-31 21:26:14 +01:00
Billy Laws
4aef24ba32 Implement NVGPU_GPU_IOCTL_GET_GPU_TIME in nvdrv 2022-08-31 21:26:14 +01:00
Billy Laws
5841799420 Fix decoding of IOCTLs with padding at the end 2022-08-31 21:26:14 +01:00
Billy Laws
82444f3b0a Don't set push descrptor flag for desc sets
This is redundant and against the spec since we no longer use push descriptors.
2022-08-31 21:26:14 +01:00
PixelyIon
94fdd6aa43 Fix HID touch points not being removed from screen
Tapping anything in titles that supported touch (such as Puyo Puyo Tetris or Sonic Mania) wouldn't work due to the first touch point never being removed from the screen, it is supposed to be removed after a 3 frame delay from the touch ending.

This commit introduces a mechanism to "time-out" touch points which counts down during the shared memory updates and removes them from the screen after a specified timeout duration.
2022-08-31 23:43:02 +05:30
PixelyIon
70ad4498a2 Write HID LIFO entries at fixed intervals
Certain titles depend on HID LIFO entries being written out at a fixed frequency rather than on actual state change, not doing this can lead to applications freezing till the LIFO is filled up to maximum size, this behavior is seen in Super Mario Odyssey. In other cases such as Metroid Dread, the game can run into race conditions that would lead to crashes, these were worked around by smashing a button during loading prior.

This commit introduces a thread which sleeps and wakes up occasionally to write LIFO entries into HID shared memory at the desired frequencies. This alleviates any issues as it fills up the LIFO instantly and correctly emulates HID Shared Memory behavior expected by the guest.

Co-authored-by: Narr the Reg <juangerman-13@hotmail.com>
2022-08-31 22:49:36 +05:30
PixelyIon
7966bfa9f6 Fix PI update KThread::waiterMutex deadlock
It was determined that deadlocks inside `KThread::UpdatePriorityInheritance` would not only arise from the first level of locking with `waitingOn->waiterMutex` but also the second level of locking with `nextThread->waiterMutex` which has now also been fixed to fallback when facing contention.
2022-08-28 20:15:08 +05:30
Abandoned Cart
86f6fc510e Remove printing result message from author
There is no purpose in printing the same result twice, so any duplicate messages should instead allow the field to be truncated.
2022-08-27 18:54:27 +05:30
Abandoned Cart
1013857fc4 Refactor subtitle as author to remove subtitle
Subtitle is no longer used, so instances have been rerouted to author. DataItem was also updated to reflect the removal of a subtitle.
2022-08-27 18:54:27 +05:30
Abandoned Cart
04cae942ea Follow typical per-file detail formatting
Format the details in the expected format of individual files (instead of a complete game) and move the code to match the updated placement.
2022-08-27 18:54:27 +05:30
lynxnb
5d6eaee301 Correctly save/restore ROM version to/from game entry cache
PR #1758 introduced a bug where the game list would be entirely loaded every time the app was opened. This commit addresses that issue, which was caused by the `version` member of the cached game list being serialized to file (although incorrectly) but never actually read back when deserializing.
2022-08-21 20:24:36 +02:00
lynxnb
cfa5f0e030 Fix OSC alpha not changing on button press 2022-08-20 17:00:40 +02:00
KikiManjaro
8fb4e62c28 Add version information about rom
Review:
Co-authored-by: Niccolò Betto <niccolo.betto@gmail.com>
2022-08-20 13:48:07 +02:00
KikiManjaro
3407f6d530 Add OSC opacity adjustment 2022-08-20 13:46:17 +02:00
lynxnb
d129fb09cd Android Manifest cleanup
* Remove `package` from manifest and from activity prefixes, gradle `namespace` will be used instead
* Removed deprecated `android.support.PARENT_ACTIVITY` metadata 
entries
* Make `MainActivity` and `SettingsActivity` launched in `singleTop` mode to avoid unnecessary activity restarts while navigating the app
2022-08-17 15:33:53 +02:00
lynxnb
e9618d9e2c Use pragma pack directions for tightly packing structs containing u128
Using `__attribute__((packed))` doesn't work in new NDKs when a struct contains 128-bit integer members, likely because of a ndk/compiler bug. We now enclose the requiring structs in `#pragma pack` directives to tightly pack them.
2022-08-17 12:22:11 +02:00
lynxnb
c4bf92a49f Fix Kotlin compilation errors from incorrect overloading of null-safe types 2022-08-17 12:16:26 +02:00
Billy Laws
bf491f71f9 Simplify blit helper shader vertex order 2022-08-10 15:43:16 +01:00
Billy Laws
c32bec071c Adjust blit src{X,Y} to account for centred sampling before calling into helper shader
Since the blit engine itself samples from pixel corners and the helper shader from pixel centres teh src coordinates need to be adjusted to avoid the helper shader wrapping round on the final column.
2022-08-10 15:39:37 +01:00
Billy Laws
08f36aac33 Enable hades vertex position input workaround for Adreno
Caused crashes in any games using geometry shaders as by default hades uses the position builtin directly.
2022-08-08 18:09:00 +01:00
Billy Laws
04e7b684d2 Enable vertexPipelineStoresAndAtomics, fragmentStoresAndAtomics and shaderStorageImageWriteWithoutFormat Vulkan features
Used by Xenoblade Chronicles DE
2022-08-08 17:43:18 +01:00
Billy Laws
390558c802 Add partial support for legacy attribute conversion
We previously missed the hades pass for attribute conversion leading to crashes when games would attempt to use such an attribute. The hades pass for this isn't a proper fix however as it modifies the IR directly and will break if any of the previous stages in the pipeline change. Enable it to allow for games using them to at least have a chance at working. In the long term the pass will be reworked on the hades side to avoid modifying the IR in a way that can't be undone.
2022-08-08 17:43:18 +01:00
Billy Laws
540437b547 Fixup index buffer view caching
We forgot to set the view size, which would end up forcing a view to be recreated with every call
2022-08-08 17:43:18 +01:00
Billy Laws
c966cd3b26 Prevent runtimeInfo vertex state from leaking into wrong shaders
This vertex state must only be present for the last pipeline stage that touches vertices, if it is present for other stages it could result in incorrect behaviour like performing TFB in the fragment shader or flipping device coordinates twice.
2022-08-08 17:43:13 +01:00
Billy Laws
c52d3195cf Ensure shader stage enable state matches pipeline stage enable state
As the code was before, if we had a shader that was disabled and enabled again after without being invalidated the pipeline stage would stay disabled and break rendering.
2022-08-08 17:40:35 +01:00
Billy Laws
b1c669ba14 Always keep the VertexB shader stage enabled
HW doesn't allow disabling the VertexB stage, enforce this in code.
2022-08-08 17:40:35 +01:00
lynxnb
d5174175d1 Implement indexed quads support
We previously only supported non-indexed quads. Support for this is implemented by converting the index buffer at record time and pushing the result into the megabuffer, which is then used as the index buffer in the final draw command.
2022-08-08 17:40:35 +01:00
lynxnb
e6741642ba Split out megabuffer allocation from pushing data
The `Allocate` method allocates the given amount of space in a megabuffer chunk, returning a descriptor of the allocated region. This is useful for situations where you want to write directly to the megabuffer, avoiding the need for an intermediary buffer.
2022-08-08 17:40:35 +01:00
Billy Laws
cdc6a4628a Enable VK uint8 indices feature when supported 2022-08-08 17:40:35 +01:00
Billy Laws
dccc86ea97 Implement transform feedback with VK_EXT_transform_feedback
Tested to work in Xenoblade Chronicles DE, the code handles both hades varying input and buffer setup.
2022-08-08 17:40:35 +01:00
Billy Laws
06053d3caf Rewrite Fermi 2D engine to use the blit helper shader
Entirely rewrites the engine and interconnect code to take advantage of the subpixel and OOB blit support offered by the blit helper shader. The interconnect code is also cleaned up significantly with the 'context' naming being dropped due to potential conflicts with the 'context' from context lock
2022-08-08 17:40:35 +01:00
Billy Laws
395f665a13 Implement a system for helper shaders together with a simple blit shader
It is desirable for us to use a shader for blits to allow easily emulating out of bounds blits and blits between different swizzled colour formats. The helper shader infrastructure is designed to be generic so it can be reused by any other helper shaders that we may  need in the future.
2022-08-08 17:40:35 +01:00
Billy Laws
f4e58a9238 Remove redundant synchost creating a new buffer 2022-08-08 14:57:44 +01:00
Billy Laws
11a8feb037 Correct nvdrv DMA copy class ID
Was wrongly copy and pasted.
2022-08-08 14:57:44 +01:00
Billy Laws
13e7b54c61 Ensure failed IOCTLs are logged as a warning log 2022-08-08 14:57:44 +01:00
Billy Laws
eeb86a4f8a Calculate renderArea from min(attachments.dimensions...)
Vulkan doesn't support a renderArea larger than that of the smallest attachment
2022-08-08 14:57:44 +01:00
Billy Laws
9ea658d0ed Don't throw on unsupported TIC formats
These sometimes spuriously occur in games during transitions, to avoid crashing during them just use the null texture if they occur and log an error log
2022-08-08 14:57:44 +01:00
Billy Laws
856818c8eb Emulate the 'None' mipfilter by adjusting LOD
Borrowed this technique from yuzu since Vulkan has no direct equivalent
2022-08-08 14:57:44 +01:00
Billy Laws
9d50b6d0f7 Avoid locking presentation mutex in GetTransformHint
This caused slowdown in Pokemon as it was being called every frame
2022-08-08 14:57:44 +01:00
Billy Laws
460e6c9c84 Use raw pointers to hold constant buffer views
The constant destruction and creation of `BufferView`s in cbuf-heavy games showed up as a large chunk of the profiler. Fix this by taking advantage of the fact that constant buffer `BufferView`s are never deleted and always kept around in the cache to just return a pointer to them in the cache.
2022-08-08 14:54:57 +01:00
Billy Laws
6b2e84712b Avoid race in nvdrv debug prints
Looking up the device name without locking it could race with map insertions or deletions, so lock it to avoid that
2022-08-08 13:24:23 +01:00
Billy Laws
683cd594ad Use a linear allocator for most per-execution GPU allocations
Currently we heavily thrash the heap each draw, with malloc/free taking up about 10% of GPFIFOs execution time. Using a linear allocator for the main offenders of buffer usage callbacks and index/vertex state helps to reduce this to about 4%
2022-08-08 13:24:21 +01:00
Billy Laws
70eec5a414 Store delegate attached state within the delegate itself
Avoids a costly map lookup for every AttachBuffer call, this was a serious bottleneck in SMO
2022-08-08 13:23:26 +01:00
Billy Laws
0268e1d5a0 Force a submit before any i2m engine writes
We need traps to be inplace so we dont end up overwriting a resource that's being actively used by the current context without setting it to dirty
2022-08-08 13:22:37 +01:00
Billy Laws
cb0b132486 Allow supplying push constants to GetPipeline 2022-08-08 13:22:37 +01:00
Billy Laws
1c8863ec3b Use const references for holding pipeline state in pipeline cache
Allows passing in constexpr structs to state directly
2022-08-08 13:22:37 +01:00
Billy Laws
b6b04fa6c5 Use small_vector for VMM TranslateRange results
This was the source of a lot of heap allocs, moving to small_vector helps to avoid most of them
2022-08-08 13:22:37 +01:00
Billy Laws
1fe6d92970
Wait on Swapchain Image copy to complete
Certain titles can have a display frames out of order due to not waiting on the copy from the final RT to the swapchain image to occur. Although `PresentFrame` does wait on the syncpoint, that isn't enough to ensure the source texture is up-to-date due to us signalling syncpoints early. 

By waiting on the swapchain texture after the copy is submitted, we now implicitly wait on the source texture's cycle to be signalled thus waiting on the frame to be done which fixes the issue.
2022-08-07 03:12:27 +05:30
PixelyIon
5b7572a8b3
Introduce chunked MegaBuffer allocation
After the introduction of workahead a system to hold a single large megabuffer per submission was implemented, this worked fine for most cases however when many submissions were flight at the same time memory usage would increase dramatically due to the amount of megabuffers needed. Since only one megabuffer was allowed per execution, it forced the buffer to be fairly large in order to accomodate the upper-bound, even further increasing memory usage.

This commit implements a system to fix the memory usage issue described above by allowing multiple megabuffers to be allocated per execution, as well as reuse across executions. Allocations now go through a global allocator object which chooses which chunk to allocate into on a per-allocation scale, if all are in use by the GPU another chunk will be allocated, that can then be reused for future allocations too. This reduces Hollow Knight megabuffer memory usage by a factor 4 and SMO by even more.
2022-08-07 03:12:27 +05:30
Billy Laws
99b5fc35c6
Change SegmentTable semantics to respect unset entries
Accesses to unset entries is now clearly defined as returning a 0'd out value, the prior behavior would be to optimize sets for border segments to use L2 atomicity when the specific segment had no L1 entries set. This would lead to any future lookups of offsets within the same L2 segment but a different L1 entry to incorrectly return an inaccurate value as the only prior guarantee was that lookups after setting a segment would return the same value as was set but lacked the guarantee for unset segments to also consistently return unset values.

This could lead to issues in practical usages such as the `BufferManager` lookups returning the existence of a `Buffer` at a location falsely even though the segment was never set to the value, this was problematic as raw pointers were utilized and bound checks would lead to a segmentation fault.

This commit fixes this issue by introducing this guarantee and refactoring the class accordingly, it also deletes the `Set` method for setting a single entry as the meaning is ambiguous and it's functionality was more akin to the past guarantee and no longer makes sense.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
36b8d3c445
Account for SegmentTable insertions entirely within an L2 entry
We would always write all L1 entries that correspond to an L2 entry, even if setting an input range ended before that. This would effectively reduce the atomicity of the segment table to that of the L2 range and lead to breaking API guarantees by returning entirely wrong segment values for a lookup covering a region that was overwritten.
2022-08-06 22:20:54 +05:30
PixelyIon
c72316d9f6
Rename RangeTable to SegmentTable
It was determined that `RangeTable` was too ambiguous of a name as it could be interpreted to be holding ranges rather than looking them up, to avoid confusion the terminology has been changed to `range` to `segment`. As "segment table" is more clear in describing that it is a table comprised of descriptors regarding segments and it avoids any overlaps with terminology concerning "pages" which would be overly specific for this data structure or the ambiguous "ranges".
2022-08-06 22:20:54 +05:30
Billy Laws
5398eff045
Fix KProcess::MutexUnlock PI CAS
The PI CAS in `MutexUnlock` ends up loading `basePriority` rather than `priority` which could lead to an infinite CAS loop when `basePriority` doesn't equal to `priority` and the `highestPriorityThread`'s priority is lower than `basePriority`.
2022-08-06 22:20:54 +05:30
PixelyIon
850c0f4092
Make Texture::SynchronizeGuest Blocking
It was determined that `Texture::SynchronizeGuest`'s `TextureBufferCopy` had races that were exposed by the introduction of the cycle waiter thread, the synchronization did not take place under a locked context so the texture could be mutated at any point in addition to the destructor not being run during `FenceCycle::Wait` due to `shouldDestroy` being `false`. 

This commit fixes the issue by making `SynchronizeGuest` entirely blocking as all usages of the function required blocking semantics regardless so it would be pointless to retain its async nature while solving any races that may arise from it being async.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
77d15b02a3
Ensure backing continuity when recreating GPU dirty buffers
Since we don't call `SynchronizeHost` on source buffers which are GPU dirty, their mirrors will be out of date. The backing contents of this source buffer's region in the new buffer will be incorrect. By copying from the backing directly, we can ensure that no writes are lost and that if the newly created buffer needs to turn GPU dirty during recreation no copies need to be done since the backing is as up to date as the mirror at a minimum.
2022-08-06 22:20:54 +05:30
Billy Laws
c1bf5a804a
Extend stateMutex scope inside Buffer::SynchronizeHost
The code is much simpler to reason about when reading the code as it doesn't require evaluating all the potential edge cases of trap handlers in different states. It should be noted that this should not change behavior in any meaningful way, at most it can prevent a minor race where the protection could be upgraded after being downgraded by the signal handler leading to a redundant trap.
2022-08-06 22:20:54 +05:30
PixelyIon
c3cf79cb39
Rework KThread::waiterMutex Locking
Two issues exist with locking of `KThread::waiterMutex`:
* It was not always locked when accessing waiter members such as `waitThread`, `waitKey` and `waitTag` which would lead to a race that could end up in a deadlock or most notably a segfault inside `UpdatePriorityInheritance`
* There could be a deadlock from `UpdatePriorityInheritance` locking `waiterMutex` of a thread and waiting to get the owner's `waiterMutex` while on another thread `MutexUnlock` holds the owner's `waiterMutex` and waits on locking the `waiterMutex` held by `UpdatePriorityInheritance`

This commit fixes both issues by adding appropriate locking to all locations where waiter members are accessed in addition to adding a fallback mechanism inside `UpdatePriorityInheritance` that unlocks `waiterMutex` on contention to avoid a deadlock.
2022-08-06 22:20:54 +05:30
PixelyIon
68615703c1
Fix KProcess/SetThreadPriority PI CAS
The condition for exiting the CAS loops is incorrect in several places which leads to additional loops, while this doesn't make the behavior incorrect it does lead to redundant iterations. 

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
8fc3cc7a16
Rework Descriptor Set Allocation/Updates
A substantial amount of time would be spent on creation/destruction of `VkDescriptorSet` which scales on titles doing a substantial amount of draws with bindings, this leads to poor performance on those titles as the frametime is dragged down by performing these tasks while they repeatedly create descriptor sets of the same layouts.

This commit fixes it by pooling descriptor sets per-layout in a dynamically resizable pool and keeping them around rather than destroying them after usage which leads to the vast majority of cases not requiring a new descriptor set to even be created. It leads to significantly improved performance where it would otherwise be spent on redundant destruction/recreation or push descriptor updates which took a substantial amount of time themselves.

Additionally, the `BaseDescriptorSizes` were not kept up to date with all of the descriptor types, it led to no crashes on Adreno/Mali as they were purely used for size calculations on either driver but has been corrected to avoid any future issues.
2022-08-06 22:20:54 +05:30
PixelyIon
e1a4325137
Introduce FenceCycle Waiter Thread
A substantial amount of time is spent destroying dependencies for any threads waiting or polling `FenceCycle`s, this is not optimal as it blocks them from moving onto other tasks while destruction is a fundamentally async task and can be delayed.

This commit solves this by introducing a thread that is dedicated to waiting on every `FenceCycle` then signalling and destroying all dependencies which entirely fixes the issue of destruction blocking on more important threads.
2022-08-06 22:20:54 +05:30
PixelyIon
5f8619f791
Optimize Buffer Lookups using Range Tables
Buffer lookups are a fairly expensive operation that we currently spend `O(log n)` on the simplest and most frequent case of which is a direct match, this is a very frequent operation where that may be insufficient. This commit optimizes that case to `O(1)` by utilizing a `RangeTable` at the cost of slightly higher insertion/deletion costs for setting ranges of values but these are minimal in frequency compared to lookups.
2022-08-06 22:20:54 +05:30
PixelyIon
578ae86cca
Implement Multi-Level Range Table
A data structure that can represent the same value for a range of addresses (pages) is required for fast lookup in certain cases. This commit implements a near optimal data structure for mass insertion and O(1) lookup of range-based data, this is achieved using the host MMU and implementing multiple levels of atomicity for the ranges. 

It should be noted that the table is limited to two levels but can be extended to a variable amount of ranges in the future, it was determined that additional levels of ranges can be beneficial for performance depending on the specific use-case.
2022-08-06 22:20:54 +05:30
Billy Laws
38eab80ed8
Disable Vulkan Push Descriptors on Adreno
Adreno drivers have certain errata which leads to Vulkan Push Descriptors to be broken on them in certain cases which leads to a descriptor set update being swallowed. This has been worked around by disabling push descriptors on Adreno drivers, this may lead to reduced performance on certain titles which frequently bind new descriptors.
2022-08-06 22:20:54 +05:30
Billy Laws
88fd491ed5
Submit after Maxwell3D Semaphore Release
Any semaphore releases are implicit synchronization events that can be utilized by the guest to pick up that the GPU has executed till a certain point and therefore we must submit all prior work accordingly.
2022-08-06 22:20:54 +05:30
Billy Laws
b77da1182f
Don't flush submission on DMA Copies
DMA copies utilized `SubmitWithFlush` instead of `Submit`, this is not required and incurs significant additional synchronization penalties which will no longer be required.
2022-08-06 22:20:54 +05:30
PixelyIon
0992fde028
Don't block on surface creation in GetTransformHint
We want to avoid blocking on surface creation unless necessary, this commit doesn't wait on the creation of the surface as it default initializes the value which'll generally be `Identity` or the transformation of the previous surface if it was lost.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
35133381b6
Fix V-Sync KEvent construction order
The V-Sync `KEvent` would be used by the presentation thread prior to construction leading to dereferencing an invalid value, this has been fixed by changing the order of construction to move the construction of the presentation thread after the V-Sync event.
2022-08-06 22:20:54 +05:30
PixelyIon
ffad246d67
Split NCE Trap page-out functionality from TrapRegions
The `TrapRegions` function performed a page-out on any regions that were trapped as read-only, this wasn't optimal as it would tie them both into the same operation while Buffers/Textures require to protect then synchronize and page-out. The trap was being moved to after the synchronize to get around this limitation but that can cause a potential race due to certain writes being done after the synchronization but prior to the trap which would be lost. This commit fixes these issues by splitting paging out into `PageOutRegions` which can be called after `TrapRegions` by any API users.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
da464d84bc
Consolidate NCE::TrapRegions functionality into CreateTrap
`NCE::TrapRegions` was a bit too overloaded as a method as it implicitly trapped which was unnecessary in all current usage cases, this has now been made more explicit by consolidating the functionality into `NCE::CreateTrap` which handles just creation of the trap and nothing past that, `RetrapRegions` has been renamed to `TrapRegions` and handles all trapping now.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
8a62f8d37b
Rework Texture Synchronization API + Locking
Similar to `Buffer`s, `Texture`s suffered from unoptimal behavior due to using atomics for `DirtyState` and had certain bugs with replacement of the variable at times where it shouldn't be possible which have now been fixed by moving to using a mutex instead of atomics. This commit also updates the API to more closely match what is expected of it now and removes any functions that weren't utilized such as `SynchronizeGuestWithBuffer`.
2022-08-06 22:20:54 +05:30
Billy Laws
04bcd7e580
Rework Buffer DirtyState with BackingImmutability
Having a single variable denoting the exact state of a buffer and the operations that could be performed on it was found to be too restrictive, it's now been expanded into an additional `BackingImmutability` variable but due to these two. We can no longer use atomics without significant additional complexity so all accesses to the state are now mediated through `stateMutex`, a mutex specifically designed for tracking the state.

While designing the system around `stateMutex` it was determined to be more efficient than atomics as it would enforce blocking far less than it would generally have been compared to if the regular atomic fallback of locking the main resource lock which is locked for significantly longer generally.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
1af781c0a5
Add Perfetto Tracing to NCE Trapping API
As a performance sensitive part of code, the NCE Trapping API benefits from having tracing and it helps us better determine where guest code is spending its time for more targeted optimizations.
2022-08-06 22:20:54 +05:30
PixelyIon
9d294b9ccc
Use weak_ptr for TrapHandler Callbacks
The lifetime of the `this` pointer in the trap callbacks could be invalid as the lifetime of the underlying `Buffer`/`Texture` object wasn't guaranteed, this commit fixes that by passing a `weak_ptr` of the objects into the callbacks which is locked during the callbacks and ensures that a destroyed object isn't accessed.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
96d8676d5b
Fix SubmitWithFlush not updating MegaBuffer cycle
The `CommandExecutor`'s `MegaBuffer` was not being updated with the latest `FenceCycle` on being flushed in `SubmitWIthFlush`, this led to the megabuffer being overwritten prior to its GPU-side usage being complete. This commit fixes that by replacing the cycle to the latest cycle and prevents any races that occurred prior.
2022-08-06 22:20:54 +05:30
PixelyIon
3e9d84b0c3
Split FindOrCreate functionality across BufferManager
`FindOrCreate` ended up being monolithic function with poor readability, this commit addresses those concerns by refactoring the function to split it up into multiple member functions of `BufferManager`, while some of these member functions may only have a single call-site they are important to logically categorize tasks into individual functions. The end result is far neater logic which is far more readable and slightly better optimized by virtue of being abstracted better.
2022-08-06 22:20:54 +05:30
PixelyIon
d2a34b5f7a
Implement ContextLock Move-assignment operator
In certain cases the move constructor may not suffice and the move assignment operator is required, this commit implements that and moves to using a pointer for storing the `resource` member rather than a reference as its semantics matched what we desired more and allowed for assignment of the `resource`.
2022-08-06 22:20:54 +05:30
PixelyIon
38d3ff4300
Fix BufferManager::FindOrCreate Recreation Bugs
It was determined that `FindOrCreate` has several issues which this commit fixes:
* It wouldn't correctly handle locking of the newly created `Buffer` as the constructor would setup traps prior to being able to lock it which could lead to UB
* It wouldn't propagate the `usedByContext`/`everHadInlineUpdate` flags correctly
* It wouldn't correctly set the `dirtyState` of the buffer according to that of its source buffers
2022-08-06 22:20:54 +05:30
Billy Laws
d1a682eace
Fix setDirty behavior in Buffer::SynchronizeGuest
The condition for `setDirty` in the dirty state CAS was inverted from what it should've been resulting in synchronizing incorrectly, this commit fixes the condition to correct synchronization.
2022-08-06 22:20:54 +05:30
Billy Laws
00d434efdc
Remove Texture::CopyFrom format check
The formats of the textures involved in a texture were checked for equality, this broke certain copies as the presentation engine would invoke copies between textures of different yet compatible formats.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
58174f255f
Improve ContextLock semantics
`ContextLock` had unoptimal semantics in the form of direct access to the `isFirst` member which wasn't clearly defined, it's now been broken up into function calls `IsFirstUsage` and `OwnsLock` with explicit move semantics and a function for releasing the lock.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
561103d3da
Submit GPFIFO work prior to CircularQueue waiting
The position at which we call submit is a significant factor in performance and we did so at the end of PBs (PushBuffers), this isn't optimal as there could be multiple PBs queued up that would benefit from being in the same submission. We now delay the submission of the workload till we run out of PBs.
2022-08-06 22:20:54 +05:30
PixelyIon
3ac5ed8c06
Attach coalesced Buffer if any source Buffer is attached
A buffer that's attached to a context could be coalesced into a larger buffer which isn't attached, this would break as it wouldn't keep the buffer alive till the end of the associated context. To fix this if any source buffers are attached then the resulting coalesced buffer is also attached now.
2022-08-06 22:20:54 +05:30
PixelyIon
284ac53d88
Fix KThread Priority Inheritance CAS
The CAS condition for KThread PI was inverted which lead to entirely incorrect behavior for CAS conditions which while it might work in the vast majority of cases would lead to significantly inaccurate behavior.
2022-08-06 22:20:54 +05:30
PixelyIon
45cb8388cc
Fix NCE Trap API Lock Callback
The lock callback would `continue` which would end up skipping over the current item as it applied to the inner loop rather than the outer loop as intended. This has now been fixed by using `break` and a check instead.
2022-08-06 22:20:54 +05:30
PixelyIon
745d809e07
Fix Buffer::SynchronizeGuest Non-Blocking Behavior
The buffer's non-blocking behavior could lead to an invalid state where the dirty state doesn't adequately represent the buffer's true state, the check has now been moved inside the CAS loop as its behavior changes depending on the dirty state. In addition, `SynchronizeGuest` returns a boolean denoting if the synchronization was successful now to make code flows depending on non-blocking synchronization cleaner.
2022-08-06 22:20:54 +05:30
PixelyIon
c1f2445772
Set state to CpuDirty directly in SynchronizeGuest
`SynchronizeGuest` could only set the dirty state to `Clean` which was redundant since calls to it from inside the write trap handler would set it to `CpuDirty` directly after, this fixes that by doing it inside the function when necessary.
2022-08-06 22:20:54 +05:30
PixelyIon
4f6a67af36
Fix Texture Trap Data Race
The trap callbacks did not wait on the `Texture` to complete synchronization to the guest, this resulted in races where the contents written to the texture would be overwritten by the synced content. This commit fixes that by waiting on the fences at the end of the trap callback.
2022-08-06 22:20:54 +05:30
PixelyIon
cb7c3602e7
Attach TextureView to FenceCycle
The lifetime of `TextureView` objects wasn't correctly managed as they weren't being attached the the `FenceCycle` in `AttachTexture`, this led to them getting deleted and causing all sorts of UB.
2022-08-06 22:20:54 +05:30
PixelyIon
ffaefc82d3
Call all flush callbacks prior to CommandExecutor submission
The flush callbacks inside `CommandExecutor` weren't being called prior to submission as they should've been, this fixes that by calling them. It additionally removes the requirement to manually flush Maxwell3D at the end of `ChannelGpfifo` pushbuffers as it's a flush callback and will automatically be called by `Submit`.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
e65707cd9d
Handle CommandExecutor submission at end of ChannelGpfifo PB
Any work that was done in a `ChannelGpfifo` pushbuffer needs to be submitted at the end of it, if it isn't done then the work might incorrectly be not done till the next submission. This commit fixes it by calling `CommandExecutor::Submit` at the end of a pushbuffer, submitting any buffers that would've been left over.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
7b209c54a2
Only reallocate MegaBuffer on usage
Certain submissions might not utilize megabuffering but reserve a `MegaBuffer` regardless, this is not optimal since it can inflate the allocations and waste memory. This commit addresses the issue by eliding the allocation given the current submission doesn't utilize them.
2022-08-06 22:20:54 +05:30
PixelyIon
2366f81443
Fix Buffer::PollFence incorrectly handling null-FenceCycle
If a `FenceCycle` isn't attached then `PollFence` returned `false` while it should return if the buffer has any concurrent GPU usages in flight, this has now been fixed by returning `true` in those cases.
2022-08-06 22:20:54 +05:30
PixelyIon
34e1e39d1c
Always reset all attached resources on Submit
Certain resources can be attached to an empty `Submit` with no nodes, this can cause it to become a false dependency and not be removed till the next non-empty submission. This has now been fixed by doing a reset regardless of if any nodes exist.
2022-08-06 22:20:54 +05:30
PixelyIon
47db8e8cbc
Fix GPU inline copy callback for Buffer::Write
The GPU inline copy callback was broken for `Buffer::Write` as it wasn't always called when it needed to be and didn't handle attaching of the buffer to the executor which would cause it to be unlocked. This commit addresses both of these issues, it introduces a `AttachLockedBuffer` method to attach an already locked buffer to the executor.
2022-08-06 22:20:54 +05:30
PixelyIon
2636a37b31
Introduce alternative FPS measurement for disabled frame throttling
The FPS is implicitly bound to the refresh rate due to the timestamp being that of the presentation time, this leads to a misleading FPS figure for disabled frame throttling. It has now been fixed by using the frame submission time rather than the presentation time when frame throttling is disabled and to make this more apparent the color of the OSD FPS has been changed.
2022-08-06 22:20:54 +05:30
PixelyIon
0f56d01e58
Fix Packed format component ordering in IsAdrenoAliasCompatible
All `Packed` formats have their components stored in the opposite ordering to the label, this was not followed for `IsAdrenoAliasCompatible` prior and the ordering has now been flipped.
2022-08-06 22:18:42 +05:30
PixelyIon
3ca56ef578
Fix NCE Trapping API Deadlock
A deadlock was caused by holding `trapMutex` while waiting on the lock of a resource inside a callback while another thread holding the resource's mutex waits on `trapMutex`. This has been fixed by no longer allowing blocking locks inside the callbacks and introducing a separate callback for locking the resource which is done after unlocking the `trapMutex` which can then be locked by any contending threads.
2022-08-06 22:18:42 +05:30
PixelyIon
a6599c30b4
Correct IntervalMap insertion end calculation
The `end` pointer for `interval` was incorrectly calculated as `interval.data() + interval.size_bytes()` which would be incorrect when the interval span type is not `u8` as the pointer derived from `interval.data()` would be a pointer to the span type rather than a byte pointer and be subject to arithmetic of that object's size rather than in terms of a byte.
2022-08-06 22:18:42 +05:30
PixelyIon
b0910e7b1a
Avoid locking Texture/Buffer in trap handler
We generally don't need to lock the `Texture`/`Buffer` in the trap handler, this is particularly problematic now as we hold the lock for the duration of a submission of any workloads. This leads to a large amount of contention for the lock and stalling in the signal handler when the resource may be `Clean` and can simply be switched over to `CpuDirty` without locking and utilizing atomics which is what this commit addresses.
2022-08-06 22:18:42 +05:30
PixelyIon
a60d6ec58f
Replace host immutability FenceCycle with GPU usage tracking
We utilized a `FenceCycle` to keep track of if the buffer was mutable or not and introduced another cycle to track GPU-side requirements only on fulfillment of which could the buffer be utilized on the host but due to the recent change in the behavior this system ended up being unoptimal. 

This commit replaces the cycle with a boolean tracking if there are any usages of the resource on the GPU within the current context that may prevent it from being mutated on the CPU. The fence of the context is simply attached to the buffer based off this which was allowed as the new behavior of buffer fences matches all the requirements for this.
2022-08-06 22:18:42 +05:30
PixelyIon
217d484cba
Abstract TextureView/BufferDelegate locking into LockableSharedPtr
An atomic transactional loop was performed on the backing `std::shared_ptr` inside `BufferView`/`TextureView`'s `lock`/`LockWithTag`/`try_lock` functions, these locks utilized `std::atomic_load` for atomically loading the value from the `shared_ptr` recursively till it was the same value pre/post-locking. 

This commit abstracts the locking functionality of `TextureView`/`BufferDelegate` into `LockableSharedPtr` to avoid code duplication and removes the usage of `std::atomic_load` in either case as it is not necessary due to the implicit memory barrier provided by locking a mutex.
2022-08-06 22:18:42 +05:30
PixelyIon
2d08886e4e
Utilize TextureView rather than Texture for presentation
`PresentationEngine` and `GraphicBufferProducer` methods that utilized textures for the surface utilized the `Texture` type rather than the `TextureView` type, this was never correct but at the time of authoring this code `TextureView` was not finalized and in a major flux which is why it was not utilized and `Texture` was utilized instead. Now that is is far more stable, it has been replaced with `TextureView`.
2022-08-06 22:18:42 +05:30
PixelyIon
d7399e33c1
Avoid waiting on mutex in PresentationEngine::Present
We want to block on the host thread during presentation while the host surface isn't present to implicitly pause the game, this can end up being fairly costly as it involves locking the `PresentationEngine` mutex which can lead to a lot of contention with the presentation thread. This fixes the issue by polling if there is a surface and only if there isn't then doing the wait as it isn't mandatory to wait always, we'll eventually run into the guest thread stalling.
2022-08-06 22:18:42 +05:30
PixelyIon
30475ffc43
Fix queueBuffer GraphicBuffer Compatibility Check
Newer versions of the Deko3D homebrew were crashing due to this check and it was discovered that the check was incorrect and rather than comparing the `NvSurface` what had to be compared was the `GraphicBuffer` associated with the slot directly.

Co-authored-by: lynxnb <niccolo.betto@gmail.com>
2022-08-06 22:18:42 +05:30
PixelyIon
c2685d5f5c
Fix consistency issues with external project copyright headers
The copyright headers for external project such as yuzu/Ryujinx were inconsistent in ordering, Skyline should always be the first item in the list. In addition, they didn't always link to the project's GitHub which has also been fixed.
2022-08-06 22:18:42 +05:30
PixelyIon
0ac5f4ce27
Lock TextureManager/BufferManager during submission
Multiple threads concurrently accessing the `TextureManager`/`BufferManager` (Referred to as "resource managers") has a potential deadlock with a resource being locked while acquiring the resource manager lock while the thread owning it tries to acquire a lock on the resource resulting in a deadlock.

This has been fixed with locking of resource manager now being externally handled which ensures it can be locked prior to locking any resources, `CommandExecutor` provides accessors for retrieving the resource manager which automatically handles locking aside doing so on attachment of resources.
2022-08-06 22:18:42 +05:30
PixelyIon
1239907ce8
Rework Texture & Buffer for Context and FenceCycle Chaining
GPU resources have been designed with locking by fences in mind, fences were treated as implicit locks on a GPU, design paradigms such as `GraphicsContext` simply unlocking the texture mutex after attaching it which would set the fence cycle were considered fine prior but are unoptimal as it enforces that a `FenceCycle` effectively ensures exclusivity. This conflates the function of a mutex which is mutual exclusion and that of the fence which is to track GPU-side completion and led to tying if it was acceptable to use a GPU resource to GPU completion rather than simply if it was not currently being used by the CPU which is the function of the mutex.

This rework fixes this with the groundwork that has been laid with previous commits, as `Context` semantics are utilized to move back to using mutexes for locking of resources and tracking the usage on the GPU in a cleaner way rather than arbitrary fence comparisons. This also leads to cleaning up a lot of methods that involved usage of fences that no longer require it and therefore can be entirely removed, further cleaning up the codebase. It also opens the door for future improvements such as the removal of `hostImmutableCycle` and replacing them with better solutions, the implementation of which is broken at the moment regardless.

While moving to `Context`-based locking the question of multiple GPU workloads being in-flight while using overlapping resources came up which brought a fundamental limitation of `FenceCycle` to light which was that only one resource could be concurrently attached to a cycle and it could not adequately represent multi-cycle dependencies. `FenceCycle` chaining was designed to fix this inadequacy and allows for several different GPU workloads to be in-flight concurrently while utilizing the same resources as long as they can ensure GPU-GPU synchronization.
2022-08-06 22:18:42 +05:30
PixelyIon
07d45ee504
Introduce FenceCycle Chaining
If we want to allow submitting multiple pieces of work to the GPU at once while still requiring CPU synchronization, we'll need to track all past fence cycles associated with a resource alongside the current one. To solve this the concept of chaining fences has been introduced, fences from past usages can be chained to the latest fence which'll then recursively forward operations to chained fences.

This change also ends up mandating a move away from `FenceCycleDependency` as it would prevent fences from concurrently locking the same resources which is required for chaining to work as two fences being chained fundamentally means they're locking the same resources. The `AtomicForwardList` is therefore used as the new container.
2022-08-06 22:18:42 +05:30
PixelyIon
cf9e31c1eb
Implement Atomic Forward List
An implementation of a singly-linked list with atomic access to allow for lock-free access semantics, it eliminates the requirement for a mutex which can introduce additional consideration for synchronization.
2022-08-06 22:18:42 +05:30
PixelyIon
6b9269b88e
Introduce Context semantics to GPU resource locking
Resources on the GPU can be fairly convoluted and involve overlaps which can lead to the same GPU resources being utilized with different views, we previously utilized fences to lock resources to prevent concurrent access but this was overly harsh as it would block usage of resources till GPU completion of the commands associated with a resource.

Fences have now been replaced with locks but locks run into the issue of being per-view and therefore to add a common object for tracking usage the concept of "tags" was introduced to track a single context so locks can be skipped if they're from the same context. This is important to prevent a deadlock when locking a resource which has been already locked from the current context with a different view.
2022-08-06 22:18:42 +05:30
PixelyIon
d913f29662
Only set hasFragileUserData for signed builds
We do not want to allow saving of user data on unsigned builds as they don't have a stable signature and will not properly handle reinstallation. This can lead to a situation where the user has to resort to complex techniques to completely uninstall the package such as ADB or calling into PM directly.
2022-08-06 22:18:42 +05:30
PixelyIon
3139889a09
Implement Asynchronous Presentation
We currently present all frames synchronously on the thread that calls into SurfaceFlinger functions, this is unoptimal as it doesn't match guest behavior which can lead to delaying the guest from working on the next frame. This commit queuing up frames to non-blocking and handles all waiting then presenting the frame on a dedicated thread.
2022-08-06 22:18:42 +05:30
PixelyIon
6e09dc5204
Fix thread name setting
We utilize `pthread_setname_np` to set the thread names but didn't check for any errors which resulted in the `Skyline-Choreographer` and `ChannelCmdFifo` not having proper names as they exceeded the 16 character limit on thread names for the pthread function.  This has now been fixed by changing the names and introducing error checking to invocations of this function.
2022-08-06 22:18:42 +05:30
PixelyIon
7a0cfb484c
Add NPOT AlignUp utility
All our normal alignment functions are designed to only handle power of 2 (`POT`) multiples as we only align or check alignment to `POT` multiples but there are cases where this is not possible and we deal with `NPOT` multiples which is why this function is required.
2022-08-06 22:18:42 +05:30
PixelyIon
662ea532d8
Skip waiting on host GPU after command buffer submission
We waited on the host GPU after `Execute` but this isn't optimal as it causes a major stall on the CPU which can lead to several adverse effects such as downclocking by the governor and losing the opportunity to work in parallel with the GPU.

This has now been fixed by splitting `Execute`'s functionality into two functions: `Submit` and `SubmitWithFlush` which both execute all nodes and submit the resulting command buffer to the GPU but flushing will wait on the GPU to complete while the non-flush variant will not wait and work ahead of the GPU.
2022-08-06 22:18:42 +05:30
PixelyIon
5129d2ae78
Add move-assignment semantics to ActiveCommandBuffer/MegaBuffer
We need move-assignment semantics to viably utilize these objects as class members, they cannot be replaced without move-assign (or copy-assign but that is undesirable here). This commit fixes that by introducing a move assignment operator to them while making the `slot` a pointer which has the necessary nullability semantics.
2022-08-06 22:18:42 +05:30
lynxnb
8991ccac65 Pass ViewHolder on bind to RecyclerView items instead of ViewBinding
This change lets items get the updated position of their view holder in the adapter. Fixes an issue where the position of items was not updated after being removed from a `SelectableGenericAdapter`.
2022-08-06 22:00:19 +05:30
lynxnb
bb922100cb Improve rendering for Right-To-Left layouts 2022-08-06 22:00:19 +05:30
lynxnb
240e7033d7 Support loading a user-selected driver during vulkan initialization 2022-08-06 22:00:19 +05:30
lynxnb
c812de48ea Show an undo button after deleting a gpu driver
After a driver has been deleted, a snackbar will be shown confirming the deletion, with an button to undo it.
2022-08-06 22:00:19 +05:30
lynxnb
59c60df993 Add GPU Driver Configuration preference
This preference launches `GpuDriverActivity` for managing custom gpu drivers. When the device has an incompatible GPU, the preference will be disabled and greyed out.
2022-08-06 22:00:19 +05:30
lynxnb
48cf1263bc Add a custom GPU driver configuration activity
The activity adds the following functionalities:
* Lists installed drivers
* Allows the user to install new drivers, or remove installed ones
* Allows the user to select the driver that will be used by the emulator
2022-08-06 22:00:19 +05:30
lynxnb
e9f609b923 Add a gpuDriver preference setting
This setting represent the GPU driver selected by the user to be used by the emulator.
2022-08-06 22:00:19 +05:30
lynxnb
1815199d2b Add utilities for reading and installing gpu driver packages 2022-08-06 22:00:19 +05:30
lynxnb
f3dd3e53c1 Miscellaneous imports cleanup in preference package 2022-08-06 22:00:19 +05:30
lynxnb
1dfea9ef6f Create an ItemDecorations file for all RecyclerView item decorations
All item decorations are now placed in one file so that any `RecyclerView` in the app can use the same ones.
2022-08-06 22:00:19 +05:30
lynxnb
a59f2baa3a Add a SelectableGenericAdapter as subclass of GenericAdapter
`SelectableGenericAdapter` extends `GenericAdapter` with support for marking one item as selected.
2022-08-06 22:00:19 +05:30
lynxnb
e93fdce845 Add support for removal of items from GenericAdapter 2022-08-06 22:00:19 +05:30
lynxnb
0d1c7965df Add a ZipUtils class for unpacking zip files 2022-08-06 22:00:19 +05:30
Billy Laws
f52ea7bddb Make deferred draw and constant buffer updates reentrant-safe
At some point we will call Submit within draws or constant buffer updates, to avoid any infinite recursion mark draw/cbuf pending as false before performing any operation
2022-07-29 20:07:14 +01:00
Billy Laws
dbb684835f Fix depthClampDisable register offset in Maxwell 3D 2022-07-29 20:07:14 +01:00
Billy Laws
7fd9d347e3 Use per-RT blend enable registers even when independent blend is disabled
The common blend enable register seems to be used for something else. This is required for blending to work correctly in OpenGL games
2022-07-29 20:07:14 +01:00
Billy Laws
048c2fdd29 Fix Vulkan framebuffer dimensions calculations
The framebuffer needs to be large enough to contain both the render area extent and offset
2022-07-29 20:07:14 +01:00
Billy Laws
0e1aa765fc Prevent CNTVCT_EL0 reads from being optimised out by the compiler
Without this the compiler will assume the read always produces the same value, causing issues when the register is used to time function execution
2022-07-29 20:07:14 +01:00
lynxnb
d183d14e2a Make accesses to setting values thread-safe 2022-07-26 20:16:24 +05:30
lynxnb
30667a0899 Remove unused Compact Logs settings
Since we don't have a log viewer in the app anymore, the setting was left unused and can be safely removed.
2022-07-26 20:16:24 +05:30
lynxnb
5aa2a4cd1c Rename SettingsValues to NativeSettings
The previous name was chosen as an afterthought and didn't clearly indicate what the purpose of the class is. We needed a separate, simple class without delegates members (like PreferenceSettings), so that its fields can be easily accessed via JNI to get settings values from native code.
2022-07-26 20:16:24 +05:30
lynxnb
f734c4d145 Make log level setting changes immediately active 2022-07-26 20:16:24 +05:30
lynxnb
bb4937121f Remove settings from SharedPreference if they are of the wrong type 2022-07-26 20:16:24 +05:30
lynxnb
2840a126dd Introduce AndroidSettings class and use inheritance
The `Settings` class now has a pure virtual `Update` method, and uses inheritance over template specialization for platform-specific behavior override.
2022-07-26 20:16:24 +05:30
lynxnb
3905728447 Make every setting observable individually
A `Setting` delegate class has been introduced, holding the raw value of the setting and adding support for registering callbacks to that setting. Callbacks will then be called when the value of that setting changes.
As a result of this, raw setting values have been made accessible through pointer dereference semantics.
2022-07-26 20:16:24 +05:30
lynxnb
5b4ca79dc8 Rename Settings Kotlin class to PreferenceSettings
SharedPreferences will be partially swapped out in the future to support per-game settings. In the meantime, make it clear from which class settings are coming from.
2022-07-26 20:16:24 +05:30
lynxnb
3b27540250 Rename operationMode setting to isDocked 2022-07-26 20:16:24 +05:30
lynxnb
69cf25b1a7 Initial support for updating settings during emulation + observing settings changes 2022-07-26 20:16:24 +05:30
lynxnb
c5dde5953a Rework how settings are shared between Kotlin and native side
Settings are now shared to the native side by passing an instance of the Kotlin's `Settings` class. This way the C++ `Settings` class doesn't need to parse the SharedPreferences xml anymore.
2022-07-26 20:16:24 +05:30
lynxnb
4be8b4cf66 Add missing SPDX licence header 2022-07-26 20:16:24 +05:30
lynxnb
365ca66b1b Make integer settings use IntegerListPreference
Avoids unnecessary type casting of setting values and duplication in resource files.
2022-07-26 20:16:24 +05:30
lynxnb
cbc896c8f8 Fix waitForFences crash on Mali drivers
Mali GPU drivers utilize the `ppoll()` syscall inside `waitForFences` which isn't correctly restarted after a signal, which we can receive at any time on a guest thread. This commit fixes that by recursively calling the function on failure till it succeeds or returns an unexpected error.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-07-14 20:34:16 +02:00
MCredstoner2004
942e22f275 Write ApplicationErrorArg ErrorApplets to log
These applets are used by applications to display a custom error message to the user. Both the error message and the detailed error message are printed to the error log.


Co-authored-by: lynxnb <niccolo.betto@gmail.com>
2022-07-02 09:48:59 +05:30
MCredstoner2004
f9a0394577
Implement Software Keyboard applet
This implements the non-inline version of the Software Keyboard (swkbd) applet, which games use to get text input from the user.
2022-07-01 15:19:53 -05:00
MCredstoner2004
a9ee06914d Add ByteBufferSerializable
This allows sending C-like structs between Kotlin and C++ without struct-specific code
2022-06-30 01:17:32 +05:30
Billy Laws
a0275418d6 Add a single-header linear allocator implementation
This conforms to the C++ 'Allocator' named requirement allowing it to be used with any STL type and allows drastically reducing allocation times in cases which are suited for linear allocation.
2022-06-28 21:33:04 +01:00
Billy Laws
e816256220 Add blend, scissor, viewport and vertex state to shader hash
These caused a ton of additional comparisons in Zelda Link's Awakening as many shaders would have the same hash.
2022-06-28 21:32:59 +01:00
lynxnb
e6cfdeb06a Fix non-indexed quad draws
Certain non-indexed quad draws would mistakenly take the indexed quad path because of the assumption that they would not have a bound index buffer. This resulted in a crash for most games using quads due to a faulty exception `Indexed quad conversion is not supported`, when in fact they were not using indexed quads.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-06-23 10:57:11 +02:00
lynxnb
8fc3bc75f4 Allow providing an index type to calculate quad conversion buffer size 2022-06-23 00:15:44 +02:00
Billy Laws
7709dc8cf6 Rewrite buffer megabuffering to be per view and more efficient
This commit implements several key optimisations in megabuffering that are all inherently interlinked.
- Megabuffering is moved from per-buffer to per-view copies, this makes megabuffering possible for small views into larger underlying buffers which is often the case with even the simplest of games,
- Megabuffering is no longer the default option, it is only enabled for buffer views that have had inline GPU writes applied to them in the past as that is the only case where they are beneficial. In any other case the cost of copying, even with a 128KiB limit can be significant.
- With both of these changes, there is now possibility for overlapping views where one uses megabuffering and one does not. In order to allow GPU inline writes to work consistently in such cases a system of 'host immutability' has been implemented, when a buffer is marked as host immutable for a given cycle, all writes to the buffer from that point to the point the cycle is signalled will be performed on the GPU, ensuring that the backing contents are correctly sequenced
2022-06-11 17:05:39 +05:30
MCredstoner2004
2e356b8f0b Use spans instead of ptr and size in kernel memory 2022-06-11 17:05:39 +05:30
Billy Laws
22039df301 Transition to std::unordered_set for buffer view tracking
Has the same guarantees of pointer stabilty while also being significantly faster in cases where a buffer has thousands of views. This is the case in RE4 and this change leads to an almost 1000% performance improvement in that game.
2022-06-09 23:52:13 +01:00
Billy Laws
b75a06af1b Support forcing 60Hz display on Xiaomi MIUI
Uses an API found through RE since none of the AOSP APIs work, additionaly the code for setting RR was consolidated to a single function that can be ran after all display updates.
2022-06-09 19:29:18 +01:00
PixelyIon
a5ca370c36 Implement thread-safe MegaBuffer pool
We currently have a global `MegaBuffer` instance that is shared across all channels, this is very problematic as `MegaBuffer` fundamentally works like a state machine with allocations (especially resetting/freeing) and is thread-specific. Therefore, we now have a pool of several `MegaBuffer`s which is allocated from by the `CommandExecutor` and kept channel specific as a result which also limits its usage to a single thread, this allows for individually resetting or freeing any allocations.
2022-06-05 13:04:40 +05:30
PixelyIon
3e08494146 Minor CommandScheduler refactor
There was a lot of redundant code in the `CommandScheduler` when the same functionality could be achieved with much shorter and cleaner code which this commit fixes. This includes no changes to the user-facing API and does not require any changes on the user side as a result.
2022-06-05 13:04:40 +05:30
Billy Laws
bd99d79b51 OsFileSystem: Close directory after file listing is finished 2022-06-04 21:46:23 +01:00
Billy Laws
4888919515 Stub GetFriendInvitationStorageChannelEvent (0x8C) 2022-06-04 21:45:53 +01:00
Billy Laws
d9f6540831 Fix VFS CreateFile directory creation 2022-06-04 19:19:30 +01:00
Billy Laws
f5bcb40c41 Return number of audio outs in ListAudioOuts 2022-06-04 19:12:37 +01:00
Billy Laws
5d6902b3f8 Stub audin:u 2022-06-04 19:11:57 +01:00
Billy Laws
54999957a2 Remove RGB565 format workaround
Will soon be redundant with new texture manager and is quite hacky so drop it.
2022-06-04 17:49:13 +01:00
Billy Laws
d79832091d Force append slash to directory path in OsFilesystem::CreateDirectory
The recursive path creation algorithm requires this to be the case
2022-06-04 17:44:49 +01:00
Billy Laws
616f7b7826 Correct instanced draw topology changed warning location
Before it would trigger even when the draw had the instanceNext flag set and thus wasn't part of the instanced draw at all.
2022-06-04 17:43:03 +01:00
Billy Laws
deb7a0e22a Implement 5x5 and 10x10 ASTC texture formats 2022-06-04 17:42:37 +01:00
Billy Laws
cc5a3f99c1 Reformat format description file 2022-06-04 17:42:13 +01:00
Billy Laws
a476bbaf4d Add 11_11_10 vertex buffer format 2022-06-04 17:41:10 +01:00
Billy Laws
71c37dd6c4 Add D24X8Unorm depth RT format support 2022-06-04 17:40:49 +01:00
Billy Laws
d3af629b83 Support R32G32B32A32 int RT formats 2022-06-04 17:38:57 +01:00
Billy Laws
0f5f04ade3 Set default surfaceflinger parameters based off of preallocated buffers
Required by resident evil 4 as otherwise Dequeue would fail due to it using BGRA buffers but the default being RGBA.
2022-06-04 16:55:08 +01:00
Billy Laws
106ad597db Support BGRA8888 surfaceflinger format
A swizzle is applied to R8G8B8A8 to transform it to BGRA since BGRA isn't a commonly supported swapchain format on Android.
2022-06-04 16:49:26 +01:00
Billy Laws
2bbeb6b08f Fix OsFileSystem initial directory creation
By passing basePath as an argument the CreateDirectory function did mkdir(basePath+basePath) which is obviously not the intended behaviour, fix this.
2022-06-03 19:33:31 +01:00
Billy Laws
84dec7561c Dont cache rendertarget mappings
Some games remap rendertargets or map them late which would lead to weird graphical bugs or crashes. Drop the caching since VMM lookup is fairly cheap anyway.
2022-06-03 19:31:52 +01:00
Billy Laws
581a016991 Add GuestTexture::GetSize helper function
This code was getting duplicated a bit so commonise into a helper function.
2022-06-03 19:30:54 +01:00
Billy Laws
31d418ad54 Fix 3D semaphore counter type 0 handling
Counter type 0 actually releases the semaphore payload rather than a constant zero as was previously thought. This is required by Skyrim.
2022-06-02 22:03:19 +01:00
Billy Laws
0202bf5531 Add semaphore release debug logs 2022-06-02 22:02:59 +01:00
Billy Laws
3736d36b75 Fix KPrivateMemory remap permissions 2022-06-02 18:10:35 +01:00
Billy Laws
389ab0fb50 Add {Map,Unmap}Physical memory debug logs 2022-06-02 18:10:10 +01:00
PixelyIon
2712b3276b Fix incorrect VkBufferImageCopy offset calculations
The `VkBufferImageCopy` offset calculations were wrong inside `CopyIntoStagingBuffer` as it multiplied the mip level's linear size by `levelCount` rather than `layerCount`. This led to substantial UB in games which called this function as it led to an overflow and resulted in writing to other areas of the buffer which caused major issues such as vertex/index buffer corruption and corresponding graphical glitches alongside likely being the cause of some crashes.
2022-06-02 22:14:22 +05:30
PixelyIon
06901ef22a Fix BC7 output swizzling from BGRA to RGBA
BC7 CPU decoding had the red and blue channels swapped around as it outputted a BGRA image after decoding while we expected an RGBA image to be produced. This should fix the colors of certain textures in titles such as Cuphead or Sonic Forces.
2022-06-02 19:48:55 +05:30
Billy Laws
9cb68c31e1 Stub nfp IUser::AttachAvailabilityChangeEvent 2022-06-02 00:04:01 +01:00
Billy Laws
33c9731eca Implement IFileSystem::CreateDirectory 2022-06-02 00:04:01 +01:00
Billy Laws
a09414424b Fix broken VFS directory creation 2022-06-02 00:04:01 +01:00
Billy Laws
3518e04a18 Correct Directory EntryType to be u8 rather than u32 2022-06-02 00:04:01 +01:00
Billy Laws
0c11d9e294 Implement IDirectory::GetEntryCount 2022-06-02 00:04:01 +01:00
MCredstoner2004
c15b3a8d40
Make Applet accesses to the data queues lock
Avoids potential races when the guest access the same applet from more than one thread.
2022-06-02 03:47:38 +05:30
Billy Laws
91b2c47991 Fix potential nvdrv submission race
The syncpoint maximum value represents the maximum possible syncpt value at a given time, however due to PBs being submitted before max was incremented, for a brief moment of time this is not the case which could lead to crashes or other such behaviour if a game waits on the fence at the right moment.
2022-06-01 17:15:25 +01:00
PixelyIon
37453ed7fa Use DocumentsProvider for log sharing
We used a `FileProvider` for log sharing prior, this is no longer necessary since it comes under the `DocumentsProvider` now which can be utilized to share the log document directly.
2022-06-01 21:41:14 +05:30
PixelyIon
8efa9298f9 Fix name conflict resolution for copyDocument
Any documents with the same name existing in a directory that is copied to would cause an exception due to existing already, this fixes that by handling conflict resolution in those cases and automatically determining a file name that would avoid a conflict.
2022-06-01 21:41:14 +05:30
Billy Laws
c4bd9c47e4 Stub NVGPU_GPU_IOCTL_ZBC_SET_TABLE nvdrv ioctl
This was missed in the original implementation and caused crashes in some games.
2022-06-01 16:59:14 +01:00
Billy Laws
c639fdcf06 Fixup NFP service stub state handling
Previously a broken state value was returned from GetState that caused crashes in games using newer SDKs and NFP, correctly handle state now by updating it after initialisation.
2022-06-01 15:00:26 +01:00
Billy Laws
c745e0e02b Move image type logic to GuestTexture, allowing 2D array views for 3D RTs
We can't render to a 3D texture through a 3D view, we instead have to create a 2D array view into it and render to that. The texture manager previously didn't support having a different view type/layer count between a guest texture view and the underlying storage texture that is required to support this so that was also implemented by reading the view layer count from the dimensions depth instead if the underlying texture is 3D (and the view type is 2D array). Additionally move away from our own view type enum to Vulkan, inline with other guest texture member types.
2022-05-31 22:09:53 +01:00
Billy Laws
22695c4feb Stub nim services used for eShop communication
We obviously don't need to implement these so add a simple set of stubs to satify games using them (mainly demos such as DQXII)
2022-05-31 22:07:01 +01:00
Billy Laws
ff12dc9c10 Add R32_SFLOAT to adreno validation layer format filtering 2022-05-31 22:03:53 +01:00
Billy Laws
6cc925c2d3 Reset RT mappings on dimension and format changes 2022-05-31 17:49:16 +01:00
Billy Laws
8180bf852e Lock textures before attaching in BlitContext 2022-05-31 16:54:13 +01:00
Billy Laws
cb2b36e3ab Allow providing a callback that's called after every CPU access in GMMU
Required for the planned implementation of GPU side memory trapping.
2022-05-31 16:04:27 +01:00
Billy Laws
46ee18c3e3 Require depthBiasClamp Vulkan device feature
Used in some UE4 games and supported by 95% of devices so skip implementing a fallback path.
2022-05-31 14:46:45 +01:00
PixelyIon
e592b11039 Drop samplerAnisotropy as a required GPU feature
Sampler anisotropy was made a required feature in an earlier commit due to its widespread availability but this was determined to be incorrect as certain Mali GPUs that can otherwise run 2D games in Skyline do not have this feature, while they are still not officially supported as this was the only roadblock to support them, it has now been made an optional feature.
2022-05-31 01:37:40 +05:30
PixelyIon
4336134b07 Reintroduce android:hasFragileUserData due to stable signature
`android:hasFragileUserData` was added in an earlier commit but then removed due to it not functioning because of signature checks. Now that signatures are consistent across builds, it has been readded and should now allow carrying data across CI and developer builds.
2022-05-31 01:37:07 +05:30