Commit Graph

1056 Commits

Author SHA1 Message Date
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
PixelyIon
b91ce939a2 Introduce CI build signing
We've done no signing of any Skyline APKs to date which causes issues regarding authenticity of any APKs as they could be entirely unofficial builds which have not been vetted by the team. Additionally, the different keys remove the ability to reinstall a different build successively as Android checks for matching signatures before installing an APK.
2022-05-31 01:25:18 +05:30
PixelyIon
e1cc8676cf Add option to view internal directory
With the Skyline document provider, easy access to the internal directory is required which may be hard to navigate to through the system file manager. This adds an option in settings to directly open up the directory in the system file manager.
2022-05-31 01:25:18 +05:30
PixelyIon
ba97985b55 Revise DocumentsProvider URI structure
The URIs (Document ID + Root) of the Skyline `DocumentsProvider` was unoptimal as it wasn't relative to a base directory. This is required for opening a root without knowledge of the full path in advance, it is therefore cleaner to provide a uniform `ROOT_ID` in a companion class.
2022-05-31 01:25:18 +05:30
Mylah Dee
ee7da31fc6 Add DocumentProvider for accessing internal files
On Android 12 and above, files from an application's external storage directory cannot be accessed by the user. The only proper SAF-compliant way to solve this is to create a `DocumentProvider` which proxies access to internal storage accordingly.
2022-05-30 15:09:30 +05:30
Narr the Reg
7aa6a5c4ca
Add HID touch attribute and index reporting
Adds missing parameter TouchAttribute and emulates correctly the touch point index. Both changes are necessary on Voez to keep track of each finger.
2022-05-29 10:28:51 +01:00
PixelyIon
80c8fb8791 Implement CPU BCn Texture Decoding
Certain GPU vendors such as ARM's Mali do not have support for BCn textures whatsoever while other vendors such as AMD only have partial support (BC1-BC3). Most titles on the guest utilize BC textures and to address this on host GPUs without support for BCn, we need to decompress the texture on the CPU. This commit implements a CPU BCn texture decoder based off Swiftshader's BC decoder, it also adds the necessary infrastructure to have different formats for the `GuestTexture` and `Texture` objects.
2022-05-28 21:22:24 +05:30
PixelyIon
fe615b1e03 Clarify texture swizzling inner-loop iteration count
The iterations of the inner loop for sector deswizzling was miscalculated as `SectorWidth * SectorHeight` while the result was correct at `32`, it should be determined by the amount of sector lines within a GOB i.e.: `(GobWidth / SectorWidth) * GobHeight`.
2022-05-28 21:22:24 +05:30
PixelyIon
7d4e0a7844 Implement Mipmapped Texture Support
Support for mipmapped textures was not implemented which is fairly crucial to proper rendering of games as the only level that would load is the first level (highest resolution), that might result in a lot more memory bandwidth being utilized. Mipmapping also has associated benefits regarding aliasing as it has a minor anti-aliasing effect on distant textures. 

This commit entirely implements mipmapping support but it does not extend to full support for views into specific mipmap levels due to the texture manager implemention being incomplete.
2022-05-28 21:22:24 +05:30
PixelyIon
da7e6a7df7 Replace Maxwell DMA GuestTexture usage with new swizzling API
Maxwell DMA requires swizzled copies to/from textures and earlier it had to construct an arbitrary `GuestTexture` to do so but with the introduction of the cleaner API, this has become redundant which this commit cleans up and replaces with direct calls to the API with all the necessary values.
2022-05-28 21:22:24 +05:30
PixelyIon
de300bfdbe Refactor Texture Swizzling
The API for texture swizzling is now more concrete and abstracted out from `GuestTexture`, this allows for neater usage in certain areas such as MaxwellDMA while having a `GuestTexture` wrapper as well allowing for neater usage in those cases. 

The code itself has also been cleaned up slightly with all usage of `u32`s being upgraded to `size_t` as this is simply more efficient due to the compiler not needing to emulate wraparound behavior for integer types smaller than the processor word size.
2022-05-19 17:13:55 +05:30
Billy Laws
72473369b6 Account for OOB copyOffsets in CircularBuffer::Read
Caused crashes in Pokemon
2022-05-14 15:30:59 +01:00
Robin Kertels
0a3cf25823 Implement the Fermi 2D blitting engine
The Fermi 2D engine implements both image blit and resolve operations, supporting subpixel sampling with both linear and point filtering.

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

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

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

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

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

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

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