Commit Graph

990 Commits

Author SHA1 Message Date
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
PixelyIon
50a8b69f7b Optimize descriptor set writes using push descriptors
We can use inline push descriptors for writing to descriptor rather than allocating a descriptor set for a one time write and freeing it as this is rather inefficient while an inline push descriptor generally ends up being a direct `memcpy` on the driver side designed for this use-case.
2022-04-24 13:45:09 +05:30
PixelyIon
5adafbff04 Set VkQueue's global priority to high
We want Skyline to have the most favorable GPU scheduling possible due to low latency and high throughput requirements, we request high priority scheduling due to this reason.
2022-04-24 13:34:09 +05:30
PixelyIon
f9c052d1b7 Implement Maxwell3D Tessellation State
This implements all Maxwell3D registers and HLE Vulkan state for Tessellation including invalidation of the TCS (Tessellation Control Shader) state during state changes.
2022-04-24 13:23:00 +05:30
Billy Laws
de796cd2cd Implement overhead-free sequenced buffer updates with megabuffers
Previously constant buffer updates would be handled on the CPU and only the end result would be synced to the GPU before execute. This caused issues as if the constant buffer contents was changed between each draw in a renderpass (e.g. text rendering) the draws themselves would only see the final resulting constant buffer.

We had earlier tried to fix this by using vkCmdUpdateBuffer however this caused significant performance loss due to an oversight in Adreno drivers. We could have worked around this simply by using vkCmdCopy buffer however there would still be a performance loss due to renderpasses being split up with copies inbetween.

To avoid this we introduce 'megabuffers', a brand new technique not done before in any other switch emulators. Rather than replaying the copies in sequence on the GPU, we take advantage of the fact that buffers are generally small in order to replay buffers on the GPU instead. Each write and subsequent usage of a buffer will cause a copy of the buffer with that write, and all prior applied to be pushed into the megabuffer, this way at the start of execute the megabuffer will hold all used states of the buffer simultaneously. Draws then reference these individual states in sequence to allow everything to work without any copies. In order to support this buffers have been moved to an immediate sync model, with synchronisation being done at usage-time rather than execute (in order to keep contents properly sequenced) and GPU-side writes now need to be explictly marked (since they prevent megabuffering). It should also be noted that a fallback path using cmdCopyBuffer exists for the cases where buffers are too large or GPU dirty.
2022-04-23 22:48:28 +01:00
lynxnb
0d9992cb8e Implement QuadList support for non-indexed draws 2022-04-20 18:17:10 +02:00
lynxnb
bcaf7dfe1c Make GetVertexBuffer return a pointer to the requested buffer
This avoids a redundancy in the `Draw` function and makes code easier to read
2022-04-20 18:16:45 +02:00
Billy Laws
5c3559e888 Revert "Implement support for GPU-side constant buffer updating"
This reverts commit d79635772f.
2022-04-18 13:28:58 +01:00
Billy Laws
7bf3580031 Revert "Allow external synchronization for buffers"
This reverts commit 372ab8befa.
2022-04-18 13:28:58 +01:00
PixelyIon
ddc9622b90 Fix Shader Module Cache
As bindings weren't correctly handled due to the fact that `EmitSPIRV` would change the bindings, the shader module cache would not correctly function and have no cache hits in `find` and rather have them in `try_emplace` which negated any performance benefit of it. This has now been fixed by retaining the initial cache key for insertion into the cache while also storing the post-emit bindings and restoring them during a cache hit.
2022-04-18 12:18:15 +05:30
Billy Laws
32fe01e145 Implement batch constant buffer updates
Avoids spamming the driver with hundreds of cbuf updates per frame by batching all consecutive updates into one.
2022-04-17 00:35:00 +01:00
PixelyIon
02f99273ac Implement Shader Module Cache
Implements caching of the compiled shader module (`VkShaderModule`) in an associative map based on the supplied IR, bindings and runtime state to avoid constant recompilation of shaders. This doesn't entirely address shader compilation as an issue since host shader compilation is tied to Vulkan pipeline objects rather than Vulkan shader modules, they need to be cached to prevent costly host shader recompilation.
2022-04-16 18:45:56 +05:30
PixelyIon
76d8172a35 Implement Shader IR Cache
This implements the first step of a full shader cache with caching any IR by treating the shared pointer as a handle and key for an associative map alongside hashing the Maxwell shader bytecode, it supports both single shader program and dual vertex program caching.
2022-04-16 18:45:56 +05:30
PixelyIon
0baa90d641 Implement SpanEqual and SpanHash
We desire the ability to hash and check equality of data across spans to use associative containers such as `std::unordered_map` with spans. The implemented functions provide an easy way to do that.
2022-04-16 18:45:56 +05:30
Billy Laws
df5d1256c2 Implement an object backed IStorage backing
This is more convinient and efficient to use when passing structured data out of applets
2022-04-16 18:45:56 +05:30
Billy Laws
d115ce3c05 Stub the controller applet
Mostly based off of yuzu's implementation, this will need to be extended in the future to open up a UI for configuring controllers according to the applications requirements.
2022-04-16 18:45:56 +05:30
Billy Laws
9a8e39cba1 Slightly refactor controller code in HID
Now uses ranges where possible and a function to get the number of connected controllers has been added.
2022-04-16 18:45:56 +05:30
Billy Laws
2873f11baa Pass shared pointers by value in applet infrastructure
This is more optimal than crefs when used together with std::move
2022-04-16 18:45:56 +05:30
PixelyIon
8ccef733ff Fix UB with guest-less Texture/Buffers in MarkGpuDirty
As there was no check for the lack of a `GuestTexture`/`GuestBuffer`, it would lead to UB when a texture/buffer that had no guest such as the `zeroTexture` from `GraphicsContext` would be marked as dirty they would cause a call to `NCE::RetrapRegions` with a `nullptr` handle that would be dereferenced and cause a segmentation fault.
2022-04-16 18:45:56 +05:30
PixelyIon
372ab8befa Allow external synchronization for buffers
In certain situations such as constant buffer updates, we desire to use the guest buffer as a shadow buffer forwarding all writes directly to it while we update the host using inline buffer updates so they happen in-sequence. This requires special behavior as we cannot let any synchronization operations take place as they would break the shadow buffer, as a result, an external synchronization flag has been added to prevent this from happening. 

It should be noted that this flag is not respected for buffer recreation which will lead to UB, this can and will break updates in certain cases and this change isn't complete without buffer manager support.
2022-04-16 18:44:53 +05:30
PixelyIon
c0c4db68a8 Fix BufferView offset not being added in vkCmdUpdateBuffer
The offset of the view wasn't added to the `vkCmdUpdateBuffer`, this would cause the offset to be incorrect given the buffer was a view of a larger buffer that wasn't the start of it. This commit fixes that by adding the offset of the view to the buffer update.
2022-04-14 18:06:15 +05:30
PixelyIon
a1c06e0401 Mark GPU resources as dirty before GPU usage
We didn't call `MarkGpuDirty` on textures/buffers prior to GPU usage, this would cause them to not be R/W protected when they should be and provide outdated copies if there were any read accesses from the CPU (which are not possible at the moment since we assume all accesses are writes at the moment). This has now been fixed by calling it after synchronizing the resource.
2022-04-14 17:20:05 +05:30
PixelyIon
41a6afed01 Fix GraphicsContext code formatting for auto formatter 2022-04-14 15:27:22 +05:30
PixelyIon
624df92616 Change AddNonGraphicsPass to AddOutsideRpCommand
The terminology "Non-Graphics pass" was deemed to be fairly inaccurate since it simply covered all Vulkan commands (not "passes") outside the render-pass scope, these may be graphical operations such as blits and therefore it is more accurate to use the new terminology of "Outside-RenderPass command" due to the lack of such an implication while being consistent with the Vulkan specification.
2022-04-14 15:20:22 +05:30
Billy Laws
a31332e35f Align Maxwell 3D macro newline slashes 2022-04-14 14:14:52 +05:30
Billy Laws
d79635772f Implement support for GPU-side constant buffer updating
Previously constant buffer updates would be handled on the CPU and only the end result would be synced to the GPU before execute. This caused issues as if the constant buffer contents was changed between each draw in a renderpass (e.g. text rendering) the draws themselves would only see the final resulting constant buffer. Fix this by updating cbufs on the GPU/CPU seperately, only ever syncing them back at the start or after a guest side CPU write, at the moment only a single word is updated at a time however this can be optimised in the future to batch all consecutive updates into one large one.
2022-04-14 14:14:52 +05:30
Robin Kertels
036faedabd Implement a way to run non-graphics passes with command executor
These commands will end the current renderpass and run on their own, this is useful for compute, blits etc.
2022-04-14 14:14:52 +05:30
Billy Laws
feb179fcff Implement primitive restart support
Maxwell3D also supports using an arbitrary restart index value however no games are known to use this so leave it for now.
2022-04-14 14:14:52 +05:30
Billy Laws
3f3acc31d8 Rework swizzle infrastructure to support arbritary format swizzles
This is required to support R4G4B4A4 which has no directly corresponding Vulkan format.

Co-authored-by: Lunar-Pixel <lunarn452@gmail.com>
2022-04-14 14:14:52 +05:30
PixelyIon
6f85a66151 Implement host-only Buffers
We require certain buffers to only be on the host while being accessible through the same abstractions as a guest buffer as they must be interchangeable in usage.
2022-04-14 14:14:52 +05:30
Billy Laws
2c697ec36a Determine depth/stencil texture aspect based off of image swizzle
Required since we can't have a non-rt image with both a depth/stencil aspect at the same time according to vk spec.
2022-04-14 14:14:52 +05:30
PixelyIon
1878e582ad Add ScopedStackBlocker to RomFile.populate
We needed to block stack frame lookups past JNI code as Java doesn't follow the ARMv8 frame pointer ABI which leads to invalid pointer dereferences. Any JNI function that throws or handles exceptions must do this now or it may lead to a `SIGSEGV`.
2022-04-14 14:14:52 +05:30
Billy Laws
68e693d9f4 Fix DMA Engine debug logs to not crash emu
Address causes some type issues when printing directly so explicitly cast to u64 first to prevent them.
2022-04-14 14:14:52 +05:30
Billy Laws
8eaca87de8 Use an empty host texture in place of invalid TIC entries on guest
Some games may pass empty TICs as inputs to shaders while not actually using them within the shader. Create an empty texture and pass this in instead when we hit this case, the nullDescriptor feature could be used but it's not supported by all devices so we chose to do it this way instead.
2022-04-14 14:14:52 +05:30
PixelyIon
41b98c7daa Add stack tracing to skyline::exception
Skyline's `exception` class now stores a list of all stack frames during the invocation of the exception. These can later be parsed by the exception handler to generate a human-readable stack trace. To assist with more complete stack traces, `-fno-omit-frame-pointer` is now passed on debug builds which forces the inclusion of frames on function calls.
2022-04-14 14:14:52 +05:30
PixelyIon
cd8fa66326 Fix NCE Destruction
NCE is implicitly depended on by the `GPU` class due to the NCE Memory Trapping API so the destruction of it must take place after the destruction of the `GPU` class. Additionally, to prevent bugs the NCE destructor must set `staticNce` to `nullptr` as the signal handler will potentially access a destroyed instance of NCE otherwise.
2022-04-14 14:14:52 +05:30
Billy Laws
815f1f4067 Add support for sRGB TIC textures
Without this sRGB textures would be interpreted as RGB leading to colours being slighly off. The sRGB flag isn't stored as part of format word so we reuse the _pad_ field of it to store the flag for the switch case.
2022-04-14 14:14:52 +05:30
Billy Laws
1ba4abf950 Add Astc{6x6,8x8} and R4G4B4A4 image formats 2022-04-14 14:14:52 +05:30
MCredstoner2004
dec0571eee Infrastructure for applets to be implemented
This removes a stub for an applet and implements several applet related service calls.
2022-04-14 14:14:52 +05:30
PixelyIon
164d4852fa Sleep-loop rather than abort during termination
We don't want to actually exit the process as it'll automatically be restarted gracefully due to a timeout after being unable to exit within a fixed duration so we just want to infinite sleep during termination. This should fix issues where exiting any game would cause the app to force close after some time as exception signal handling would fail in the background, the app should stay open now and automatically restart itself when another game is loaded in.
2022-04-14 14:14:52 +05:30
PixelyIon
ea00f1bb82 Flush emulation logs after exceptions
A lot of logs are incomplete due to being unable to flush inside the signal handler, now we flush after any exceptions so that there is a guarantee of any exceptions being logged as this is crucial for proper debugging.
2022-04-14 14:14:52 +05:30
PixelyIon
62ba180550 Use R5G6B5 as Vulkan swapchain format rather than B5G6R5
B5G6R5 isn't generally supported by the swapchain and the format is used for R5G6B5 with swapped R/B channels to avoid aliasing so we reverse that by using R5G6B5 as the underlying Vulkan format for the swapchain which should be automatically handled by the driver for any copies from B5G6R5 textures and the data representation should be the same as B5G6R5 with swapped R/B channels so not reporting the correct texture::Format should be fine.
2022-04-14 14:14:52 +05:30
MK73DS
e54f86e923 Fix IApplicationFunctions::GetDisplayVersion id
(https://switchbrew.org/wiki/Applet_Manager_services#IApplicationFunctions)
2022-04-14 14:14:52 +05:30
Billy Laws
77cf33b643 Trigger command executor before DMA copies
DMA copies can use textures currently in active use on the GPU as dst/src so Execute before to prevent a deadlock
2022-04-14 14:14:52 +05:30
Billy Laws
dbbc5704d2 Implement DMA engine Block Linear->Linear copies 2022-04-14 14:14:52 +05:30
Billy Laws
3e4e8de1d2 Implement primitive Linear->Block Linear DMA engine copies
Slightly inaccurate and misses some features but good enough for most games, should be revisted later.
2022-04-14 14:14:52 +05:30
Billy Laws
3c26921d54 Implement the Maxwell DMA engine
The DMA engine is used to perform DMA buffer/texture copies directly on the GPU. It can deswizzle arbritary regions of input textures, perform component remapping and swizzle into output textures.
This impl only supports 1D buffer copies, 2D ones will come later.
2022-04-14 14:14:52 +05:30
Billy Laws
3df76e84c3 Stub IRequest::GetAppletInfo in nifm 2022-04-14 14:14:52 +05:30
Billy Laws
6c5f9941ad Stub additional IAddOnContentManager functions
Used mainly by UE4 games
2022-04-14 14:14:52 +05:30
Billy Laws
486a835d0a Use guest texture view type to determine the underlying image type
If we have a Nx1x1 image then determining the type from dimensions will result in a 1D image being created thus preventing us from creating a 2D view. By using the image view type we can avoid this for textures from TICs since we know in advance how they will be used
2022-04-14 14:14:52 +05:30
Billy Laws
05966f34e5 Stub a pair of ISelfController functions
Both used by SMO, SetScreenShotPermission and SetAlbumImageOrientation
2022-04-14 14:14:52 +05:30
Billy Laws
fe37d7c9be Implement ICommonStateGetter::SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled 2022-04-14 14:14:52 +05:30
Billy Laws
9813f9f8dc Implement ICommonStateGetter::GetDefaultDisplayResolutionChangeEvent 2022-04-14 14:14:52 +05:30
Billy Laws
7e7c0252ca Implement IApplicationFunctions::GetDisplayVersion 2022-04-14 14:14:52 +05:30
Billy Laws
b1f10865a0 Attach depth RT to command executor before draws
This enforces that the depth RT outlives the draw, without this the depth RT could be freed while in active use by command executor leading to UAFs and crashes.
2022-04-14 14:14:52 +05:30
Billy Laws
0182fabc50 Stub {Set,Get}NpadHandheldActivationMode in HID 2022-04-14 14:14:52 +05:30
Billy Laws
2e197cead5 Support D32S8_Float_Uint_Unorm_Unorm depth/stencil format 2022-04-14 14:14:52 +05:30
Billy Laws
7717a86fb1 Implement VMM region->region copies
Required by the DMA engine, a simple memcpy doesn't work since the buffers could span multiple blocks.
2022-04-14 14:14:52 +05:30
Billy Laws
af90d4f977 Implement audren Surround->Stereo downmixing 2022-04-14 14:14:52 +05:30
PixelyIon
ad0005f398 Remove guard-page from main thread stack
This was erroneously included while migrating from older code where stack creation was entirely handled with host constructs such as `mmap` directly to using `KPrivateMemory` to manage it, we would create a guard page with `mprotect` that the guest was unaware about and would cause a segfault when a guest accessed the extents of the stack as reported to the guest.
2022-04-14 14:14:52 +05:30
PixelyIon
de81d28b1d Implement SVC GetThreadContext3
A partial implementation of the `GetThreadContext3` SVC, we cannot return the whole thread context as the kernel only stores the registers we need according to the ARMv8 ABI convention and so far usages of this SVC do not require the unavailable registers but all future usage must be monitored and potentially require extending the amount of saved registers.
2022-04-14 14:14:52 +05:30
PixelyIon
b706aa3463 Implement SVC SetThreadActivity
This SVC can pause/resume a thread, it is used by engines like Unity to pause a thread during a GC world stop.
2022-04-14 14:14:52 +05:30
PixelyIon
36a7ad06bd Use built-in vibrator by default for controller #0
The vibration device had to be set manually prior which led to it generally not being set at all even though a user might want vibration, this commit fixes that by making controller #0 use the built-in vibrator by default.
2022-04-14 14:14:52 +05:30
lynxnb
69ba4f8abb Swap out boostorg/boost for skyline-emu/boost 2022-04-14 14:14:52 +05:30
PixelyIon
b45437b78b Move Skyline internal files to external directory
Any Skyline files that should have been user-accessible were moved from `/data/data/skyline.emu/files` to `/sdcard/Android/data/skyline.emu/files` as the former directory is entirely private and cannot be accessed without either adb or root. This made retrieving certain data such as saves or loading custom driver shared objects extremely hard to do while this can be trivially done now.
2022-04-14 14:14:52 +05:30
Billy Laws
e5e20f39c9 Implement a simple constant buffer cache
In some games such as SMO thousands of constant buffers are bound per frame which was causing an unreasonable number of lookups in both vmm and the buffer manager. Work around this by introducing a simple hashmap based cache, eviction is currently unsupported but not really necessary yet due to the small size of the buffers in the cache.
2022-04-14 14:14:52 +05:30
PixelyIon
cb2614f80e Handle host accesses for NCE Memory Trapping API
We cannot ignore accesses from the host to a region protected by the NCE Memory Trapping API, there's often access to regions which have overlap with a protected region unintentionally and those accesses need to be handled correctly rather than leading to a crash. This is done by implementing an additional signal handler `NCE::HostSignalHandler` to lookup any potential traps on a `SIGSEGV` and handle them correctly or when there isn't a corresponding trap raise a `SIGTRAP` when debugger is connected or delegate to `signal::ExceptionalSignalHandler` when it isn't.
2022-04-14 14:14:52 +05:30