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.
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".
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.
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.
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.'
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
Improves the readability of the log and replaces the previously uninformative prefix of `operator()` due to being in a lambda with `Controller support`.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.