Commit Graph

1397 Commits

Author SHA1 Message Date
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