If the controller type was changed from a type with a larger amount of buttons/axes to one with a fewer amount, a crash would occur due to the transition animation retaining those elements as children yet returning `NO_POSITION` from `getChildAdapterPosition` in `DividerItemDecoration` which was an unhandled case and led to an OOB array access.
A bug caused by not passing the index argument to `ControllerActivity` led to all preferences opening the activity that pertained to Controller #1. This was fixed by passing the `index` argument in the activity launch intent.
Fixes texture corruption due to incorrect synchronization, the barrier would not enforce waiting till the texture was entirely rendered causing an incomplete texture to be downloaded which lead to rendering bugs for certain GPUs including ARM's Mali GPUs.
A bug caused an assertion if both `VK_EXT_custom_border_color` and `VK_EXT_vertex_attribute_divisor` due to mistakenly unlinking `PhysicalDeviceVertexAttributeDivisorFeaturesEXT` instead of `PhysicalDeviceCustomBorderColorFeaturesEXT` when `VK_EXT_custom_border_color` isn't supported which would potentially lead to unlinking the same structure twice and cause the assertion.
Implements inline constant buffer updates that are written to the CPU copy of the buffer rather than generating an actual inline buffer write, this works for TIC/TSC index updates but won't work when the buffer is expected to actually be updated inline with regard to sequence rather than just as a buffer upload prior to rendering.
GPU-sided constant buffer updates will be implemented later with optimizations for updating an entire range by handling GPFIFO `Inc`/`NonInc`directly and submitting it as a host inline buffer update.
There should only ever be a single instance of a `ActiveDescriptorSet` that tracks the lifetime of a descriptor set as the destructor is responsible for freeing the descriptor set.
There are cases where a new object inheriting the descriptor set needs to be created in these cases we need to have move semantics and make the destructor of the prior object inert, this allows for moving to the new object without any side effects. If the copy constructor was used in these cases the older object would free the set on its destruction which would lead to the set being invalid on existing instances which is incorrect behavior and would likely lead to driver crashes.
The descriptor sets should now contain a combined image and sampler handle for any sampled textures in the guest shader from the supplied offset into the texture constant buffer.
Note: Games tend to rely on inline constant buffer updates for writing the texture constant buffer and due to it not being implemented, the value will be read as 0 which is incorrect.
We want read semantics inside the constant buffer object via the mappings to avoid a pointless GPU VMM mapping lookup. It is a fairly frequent operation so this is necessary, the ability to write directly will be added in the future as well.
Implements parsing for the Maxwell 3D TIC pool and conversion of a TIC into a `GuestTexture`, support is limited to pitch-linear RGB565/A8R8G8B8 textures at the moment but will be extended as games utilize more formats and layouts. Support for 1D buffers is also omitted at the moment since they need special handling with them effectively being treated as buffers in Vulkan rather than images.
The pitch of the texture should always be supplied in terms of bytes as it denotes alignment on a byte boundary rather than a pixel one, it is also always utilized in terms of bytes rather than pixels so this avoids an unnecessary conversion.
Note: GBP stride unit was assumed to be pixels earlier but is likely bytes which is why there are no changes to the supplied value there, if this is not the case it'll be fixed in the future
Maxwell3D `TextureSamplerControl` (TSC) are fully converted into Vulkan samplers with extension backing for all aspects that require them (border color/reduction mode) and approximations where Vulkan doesn't support certain functionality (sampler address mode) alongside cases where extensions may not be present (border color).
Code involving caching of mappings was copied from `RenderTarget` without much consideration for applicability in buffers, the reason for caching mappings in RTs was that the view may be invalidated by more than the IOVA/Size being changed but this doesn't hold true for buffers generally so invalidation can only be on the view level with the mappings being looked up every time since the invalidation would likely change them.
`std::hash` doesn't have a generic template where it can be utilized for arbitrary trivial objects and implementing this might result in conflicts with other types. To fix this a generic templated hash is now provided as a utility structure, that can be utilized directly in hash-based containers such as `unordered_map`.
Nullability allow for optional semantics where a span may be explicitly invalidated with `nullptr` being used as a sentinel value for it and a boolean operator that allows trivial checking for if the span is valid or not.
Adds support for index buffers including U8 index buffers via the `VK_EXT_index_type_uint8` extension which has been added as an optional quirk but an exception will be thrown if the guest utilizes it but the host doesn't support it.
Add support for parsing and combining `VertexA` and `VertexB` programs into a single vertex pipeline program prior to compilation, atomic reparsing and combining is supported to only reparse the stage that was modified and recombine once at most within a single pipeline compilation.
Atomically invalidate pipeline stages as runtime information that pertains to them changes rather than never recompiling pipelines on runtime information being updated resulting in out of date pipelines or recompiling all pipelines on any runtime information updates.
Shader compilation is now broken into shader program parsing and pipeline shader compilation which will allow for supporting dual vertex shaders and more atomic invalidation depending on runtime state limiting the amount of work that is redone.
Bindings are now properly handled allowing for bound UBOs to be converted to the appropriate host UBO as designated by the shader compiler by creating Vulkan Descriptor Sets that match it.
We need this to make the distinction between a shader and pipeline stage in as shader programs are bound at a different rate than that of pipeline stage resources such as UBO.
An instance of `Shader::Backend::Bindings` must be retained across all stages for correct emission of bindings, which is now done inside `GraphicsContext::GetShaderStages`.
The vertex attribute types supplied prior were just the default which is `Float`, this works for some cases but will entirely break if the attribute type isn't a float. The attribute types are now set correctly.
Only copying a single aspect was supported by `CopyIntoStagingBuffer` earlier due to not supplying a `VkBufferImageCopy` for each aspect separately, this has now been done with Color/Depth/Stencil aspects having their own `VkBufferImageCopy` for the `VkCmdCopyImageToBuffer` command.
The definition of the `TextureView` class was spread across `texture.cpp` and has now been moved to the top of the file above the other half of the definition.
A buffer with 0 as the start/end IOVA should be invalid as there shouldn't be any mappings at 0 in GPU VA, titles such as Puyo Puyo Tetris configure the Vertex Buffer with 0 IOVAs which leads to a segmentation fault without this exception.
The lifetime of a texture and buffer view is now bound by the `FenceCycle` in `CommandExecutor`, this ensures that a `VkImageView` isn't destroyed prior to usage leading to UB.
The lifetime of all textures bound to a RenderPass alongside syncing of textures is already handled by `CommandExecutor` and doesn't need to be redundantly handled by `RenderPassNode`. It's been removed as a result of this.
Adds the depth/stencil RT as an attachment for the draw but with `VkPipelineDepthStencilStateCreateInfo` stubbed out, it'll not function correctly and the contents will not be what the guest expects them to be.
Support for clearing the depth/stencil RT has been added as its own function via either optimized `VkAttachmentLoadOp`-based clears or `vkCmdClearAttachments`. A bit of cleanup has also been done for color RT clears with the lambda for the slow-path purely calling the command rather than creating the parameter structures.
Implements `AddClearDepthStencilSubpass` in `CommandExecutor` which is similar to `ClearColorAttachment` in that it uses `VK_ATTACHMENT_LOAD_OP_CLEAR` for the clear which is far more efficient than using `VK_ATTACHMENT_LOAD_OP_LOAD` then doing the clear.
The stage/access mask for `VkSubpassDependency` were hardcoded to only be valid for color attachments earlier, this has now been fixed by branching based on the format aspect.
Sets `VkImageUsageFlags` correctly rather than hardcoding it for color attachments and adds multiple `VkBufferImageCopy` to `VkCmdCopyBufferToImage` for Color/Depth/Stencil aspects of an image.
Support the Maxwell3D Depth RT for Z-buffering, this just creates an equivalent `RenderTarget` object with no support on the API-user side (IE: `Draw` and `ClearBuffers`).
This prefixes all RT functions that deal with color RTs with `Color` and abstracts out common functions that will be used for both color and depth RTs. All common Maxwell3D structures are also moved out of the `ColorRenderTarget` (`RenderTarget` previously) structure.
To allow for caching of pipelines on the host a `VkPipelineCache` has been added, it is entirely in-memory and is not flushed to the disk which'll be done in the future alongside caching guest shaders to further avoid translation where possible.
Uses all Maxwell3D state converted into Vulkan state to do an equivalent draw on the host GPU, it sets up RT/Vertex Buffer/Vertex Attribute/Shader state and creates a stubbed out `VkPipelineLayout` for the draw. Any descriptor state isn't currently handled and is yet to be implemented, currently there's no Vulkan pipeline cache supplied which will be implemented subsequently.
We require a handle to the current renderpass and the index of the subpass in certain cases, this is now tracked by the `CommandExecutor` and passed in as a parameter to `NextSubpassFunctionNode` and the newly-introduced `SubpassFunctionNode`.
Switch from `SubmitWithCycle` to manually allocating the active command buffer to tag dependencies with the `FenceCycle` that prevents them from being mutated prior to execution. This new paradigm could also allow eager recording of commands with only submission being deferred.
`CommandScheduler` API users can now directly allocate an active command buffer that they need to manage alongside its fence, this can allow for more efficient recording as it doesn't need to be immediately submitted after, it can also allow attaching objects to a `FenceCycle` prior to submission that can be useful for locking resources.
Compiles shaders supplied by the guest with caching and automatic invalidation, the size of the shader is also automatically determined by looking for `BRA $` instructions which cause an infloop, it should be noted that we have a maximum shader bytecode size, any shader above this size will not be supported.
Graphics shaders can now be compiled using the shader compiler and emit SPIR-V that can be used on the host. The binding state isn't currently handled alongside constant buffers and textures support in `GraphicsEnvironment` yet.
The operands of the subtraction in the X/Y translation calculation were the wrong way around which led to negative translations that would translate the viewport off the screen.
The default color write mask should mask no channels and write all of them and should be mutated to mask out certain channels as required by the guest.
We cannot statically construct the vertex buffer/attribute arrays for Vulkan due to inactive attributes or buffers which isn't possible on Vulkan, we also cannot just change the count dynamically as there might be disabled buffers or attributes in the middle. We just have a `static_array` which should dynamically be filled in with buffer binding/attribute Vulkan structures before submission.
Buffers generally don't have formats that are fundamentally associated with them unless they're texel buffers, if that is the case it can be manually set in `BufferView`.
The Buffer Manager handles mapping of guest buffers to host buffer views with automatic handling of sub-buffers and eventually supporting recreation of overlapping buffers to create a single larger buffer.
Implements infrastructure for using guest buffers on the host for rendering, a `BufferManager` is still missing which'd handle mapping from guest buffers to host buffers and will be subsequently committed. It should be noted that `BufferView` is also disconnected from `Buffer` and shared for every instance with the same properties like `TextureView` is now.
We want `TextureView`(s) to be disconnected from the backing on the host and instead represent a specific texture on the guest with a backing that can change depending on mapping of new textures which'd invalidate the backing but should now be automatically repointed to an appropriate new backing. This approach also requires locking of the backing to function as it is mutable till it has been locked or the backing has an attached `FenceCycle` that hasn't been signaled which will be added for `CommandExecutor` in a subsequent commit.
Introduces the `supportsShaderViewportIndexLayer` quirk and sets `Shader::Profile::support_int64_atomics` depending on if the `supportsAtomicInt64` quirk is available.
Introduces the `floatControls`, `supportsSubgroupVote` and `subgroupSize` quirks for the shader compiler which are based on Vulkan `PhysicalDevice` properties.
Vulkan has officially deprecated `VK_VERSION_*` macros for versioning as it has introduced the variant into the version. It should however be `0` for the Vulkan APi and doesn't need to be printed.
Introduces several quirks for optional features used by the shader compiler which are now reported in the `Shader::HostTranslateInfo` and `Shader::Profile` structure. There are still property-related quirks for the shader compiler which haven't been implemented in this commit.
A `Buffer` class was created to hold any generic Vulkan buffer object with `span` semantics, `StagingBuffer` was implemented atop it as a wrapper for `Buffer` that inherits from `FenceCycleDependency` and can be used as such.
It was determined that `backing` wasn't a very descriptive name and that it conflicted with the texture's own backing, the name was changed to `texture` to make it more apparent that it was specifically the `Texture` object backing the view.
A memory manager function to read into a vector till it satisfies the supplied function or hits an early stop condition like hitting the end of vector or reaching an unmapped region. This can be used to efficiently scan for values in GPU VA.
When `VK_EXT_vertex_attribute_divisor` is not available, `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` is unlinked from the device enabled feature list as it is undefined behavior to link a structure provided by an extension without enabling that extension.
`EXT_SET_V` would enable the extension regardless of if it was actually the correct extension or if the version was high enough as long as the hash matched.
Co-authored-by: Billy Laws <blaws05@gmail.com>
`shaderImageGatherExtended` is required by the shader compiler, to avoid complications associated with making it optional and considering that it's supported by the vast majority of Vulkan mobile devices, it was made a mandatory feature.
This class will be entirely responsible for any interop with the shader compiler, it is also responsible for caching and compilation of shaders in itself.
We want to utilize features from C++ 20 ranges but they haven't been entirely implemented in libc++ so in the meantime we use the reference implementation for it which is Ranges v3.
Any primitive topologies that are directly supported by Vulkan were implemented but the rest were not and will be implemented with conversions as they are used by applications, they are:
* LineLoop
* QuadList
* QuadStrip
* Polygon
Translates all Maxwell3D vertex attributes to Vulkan with the exception of `isConstant` which causes the vertex attribute to return a constant value `(0,0,0,X)` which was trivial in OpenGL with `glDisableVertexAttribArray` and `glVertexAttrib4(..., 0, 0, 0, 1)` but we don't have access to this in Vulkan and might need to depend on undefined behavior or manually emulate it in a shader. This'll be revisited in the future after checking host GPU behavior.
`ENUM_STRING` can be used inside a `class`/`struct`/`union` for `enum`s contained within them. Making the function `static` allows doing this and doesn't require supplying a `this` pointer of the enclosing class for usage.
This being made implicit removes any confusion that all cases would need to be implemented and explicitly define that the CF should continue onto the 2nd switch-case when it cannot find any matches in the first one.
Implements the `isVertexInputRatePerInstance` register array which controls if the vertex input rate is either per-vertex or per-instance. This works in conjunction with the vertex attribute divisor for per-instance attribute repetition of attributes.
We order all registers in ascending order, a few registers namely `colorLogicOp`, `colorWriteMask`, `clearBuffers` and `depthBiasClamp` were erroneously not following this order which has now been fixed.
We inconsistently utilized `typeof` and `decltype` all over the codebase, this has now been fixed by uniformly using `decltype` as `typeof` is a GCC extension and not in the C++ standard alongside having the hidden side effect of removing references from the determined type.
Check for `vertexAttributeInstanceRateZeroDivisor` in `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` when the Maxwell3D register corresponding to the vertex attribute divisor is set to 0. If it isn't then it logs a warning and sets the value anyway which could result in UB since the only alternative is an exception that stops emulation which might not be optimal if the game mostly works fine without this, we will add a user-facing warning when we intentionally allow UB like this in the future.
Implement the infrastructure to depend on `VkPhysicalDeviceFeatures2` extended feature structures which can be utilized to retrieve the specifics of features from extensions. It is implemented in the form of `vk::StructureChain` with `vk::PhysicalDeviceFeatures2` that can be extended with any extension feature structures.
This implements everything in Maxwell3D vertex buffer bindings including vertex attribute divisors which require the extension `VK_EXT_vertex_attribute_divisor` to emulate them correctly, this has been implemented in the form of of a quirk. It is dynamically enabled/disabled based on if the host GPU supports it and a warning is provided when it is used by the guest but the host GPU doesn't support it.
The Maxwell3D `Address` class follows the big-endian register ordering for addresses while on the host we consume them in little-endian, the `IOVA` class is the host equivalent to the `Address` class with implicitly flipped 32-bit register ordering. It shares implicit decomposition semantics from `Address` due to similar requirements with a minor difference of being returned by reference rather than value as we want to have value setting semantics with implicit decomposition while we don't for `Address`.
The semantics of implicitly decomposing the `Address` class into a `u64` were determined to be appropriate for the class. As it is an integer type this effectively retains all semantics from using an integer directly for the most part.
Maxwell3D supports both independent and common color write masks like color blending but for common color write masks rather than having register state specifically for it, the state from RT 0 is extended to all RTs. It should be noted that color write masks are included in blending state for Vulkan while being entirely independent from each other for Maxwell, it forces us to use the `independentBlend` feature even when we are doing common blending unless the color write mask is common as well but to simplify all this logic the feature was made required as it supported by effectively all targeted devices.
Maxwell3D supports independent blending which has different blending per-RT and common blending which has the same blending for all RTs. There is a register determining which mode to utilize and we simply have two arrays of `VkPipelineColorBlendAttachmentState` for the RTs that we toggle between to make the transition between them extremely cheap.