Commit Graph

1923 Commits

Author SHA1 Message Date
Billy Laws
1da1698f90 Disable unused Vulkan HPP setters and smart handles 2022-08-08 14:57:44 +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