Commit Graph

1076 Commits

Author SHA1 Message Date
MK73DS
6e929e6f6a Stub ICommonStateGetter::SetCpuBoostMode
This makes Metroid Dread boot
2022-04-14 14:14:52 +05:30
Billy Laws
d033ff2478 Fix draws when no colour RTs and only depth is bound 2022-04-14 14:14:52 +05:30
Billy Laws
d137051833 Add basic support for 3d/cubemap textures
These are mostly used in 3D games like SMO, support is still quite basic and synchronising block linear 3D texture will crash in most cases due to them being unimplemented.
2022-04-14 14:14:52 +05:30
Billy Laws
bcc00216b7 Fix incorrect Bc2/3 block sizes 2022-04-14 14:14:52 +05:30
PixelyIon
7e9b0fec77 Increase reported audren revision to 11
Some games crash due to requiring an `audren` version greater than 7. The `audren` version can be increased without any issues as `audren` is stubbed and therefore the reported version doesn't matter.
2022-04-14 14:14:52 +05:30
PixelyIon
e294fa8c91 Add subpass limit quirk to fix Adreno driver bug
Older Adreno proprietary drivers (5xx and below) will segfault while destroying the renderpass and associated objects if more than 64 subpasses are within a renderpass due to internal driver implementation details. This commit introduces checks to automatically break up a renderpass when that limit is hit.
2022-04-14 14:14:52 +05:30
PixelyIon
65d5a3bce5 Align all Buffers to page boundary
We have support for overlapping buffers which allows us to merge a lot of smaller buffers located on a single page into a single larger buffer which allows for better performance. It additionally ensures that all host buffers match the alignment guarantees of the guest and adequately fulfill host alignment requirements.
2022-04-14 14:14:52 +05:30
PixelyIon
cb1ec9a7f4 Rework BufferManager, Buffer and BufferView
This commit encapsulates a complex sequence of cascading changes in the process of supporting overlaps for buffers:
* We determined that it is impossible to resolve overlaps with multiple intervals per buffer within the constraints of each overlap being a contiguous view, support for multiple intervals was therefore dropped. The older buffer manager code was entirely reworked to be simpler due to only handling one interval per buffer with code now being based off `IntervalMap` but tailored specifically for buffers.
* During overlap resolution, the problem of how existing views into the buffer being recreated would be updated, it had to be replaced with a larger buffer that could contain all overlaps and all existing views would need to be repointed to it. This was addressed by a buffer owning all views to itself, we could automatically recalculate the offset of all views and update the buffers with it.
* We still needed to update usage of existing views which was done by handling all access (such as inside a recorded draw) to buffer view properties via `BufferView::RegisterUsage` which dispatches a callback with the view and the corresponding backing buffer. This callback can be stored and called during overlap resolution with the new buffer.
* We had issues with lifetime of the buffer with the handle-like semantics of `BufferView` introduced in the last buffer-related commit, if we updated the view to be owned by a new buffer we'd need to extend the lifetime of the new buffer not the older one and the only way to do this was a proxy owner object `BufferDelegate` which holds a shared pointer to the real `Buffer` which in-turn holds a pointer to all `BufferDelegate` objects to update on repointing. A `BufferView` is effectively just a wrapper around `std::shared_ptr<BufferDelegate>` with more favorable semantics but generally just forwarding calls.
It should be additionally noted that to support usage of `RegisterUsage` the code around buffers in `GraphicsContext` was refactored to defer truly binding till the recording phase.
2022-04-14 14:14:52 +05:30
PixelyIon
a6781b38f4 Clear syncBuffers after CommandExecutor execution
Due to an oversight, we weren't clearing the list of buffers that needed to be synced after every execution which led to them building up. Due to the relatively cheap synchronization of buffers and only doing so on faults this wasn't caught until now, it does depress the framerate significantly over time due to the size of the list growing to be in the range of 100k buffer views depending on the title.
2022-04-14 14:14:52 +05:30
kaikecarlos
49c0ba1207 Implement IAccountServiceForApplication::IsUserRegistrationRequestPermitted 2022-04-14 14:14:52 +05:30
kaikecarlos
e8cc760b10 Implement IHidServer Functions
Add GetVibrationDeviceInfo and StartSixAxisSensor
2022-04-14 14:14:52 +05:30
kaikecarlos
9f51664b1d Stub IRS Service 2022-04-14 14:14:52 +05:30
lynxnb
707c0cc0af Stub aocsrv::IAddOnContentManager::ListAddOnContent 2022-04-14 14:14:52 +05:30
lynxnb
873ed641ea Stub nfp::IUser::ListDevices and nfp::IUser::GetState 2022-04-14 14:14:52 +05:30
lynxnb
7d518cba2b Stub am::ICommonStateGetter::IsVrModeEnabled 2022-04-14 14:14:52 +05:30
Billy Laws
c55e1a135e Update adrenotools 2022-04-14 14:14:52 +05:30
Robin Kertels
594f061b21 Implement SSBOs
Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-04-14 14:14:52 +05:30
Billy Laws
82d2a9ab56 Unify engine related macros to avoid excessive code duplication 2022-04-14 14:14:52 +05:30
Billy Laws
ae41ddf4f0 Implement a skeleton compute engine
The Kepler compute engine is used to run compute jobs encapsulated in to QMDs on the GPU, this commit doesn't implement compute itself but adds the register and QMD structs that will be needed for it in the future.
2022-04-14 14:14:52 +05:30
Billy Laws
0298a7b1f6 Implement the actual inline to memory engine on subch 2
Used mostly by OGL games for copying stuff around.
2022-04-14 14:14:52 +05:30
Billy Laws
ba7111d33a Add maxwell3d I2M support 2022-04-14 14:14:52 +05:30
Billy Laws
8c73b62b2c Implement basic inline2memory engine support
Not currently used by anything but will be used by both compute, 3D and its own engine in the future. Block linear copies are currently unsupported.
2022-04-14 14:14:52 +05:30
Billy Laws
5c387f5c5a Fixup depth mode init value to allow ignoring redundant calls 2022-04-14 14:14:52 +05:30
PixelyIon
7a5c771f44 Rework GPU BufferView to have handle-like semantics
We wanted views to extend the lifetime of the underlying buffers and at the same time preserve all views until the destruction of the buffer to prevent recreation which might be costly in the future when we need `VkBufferView`s of the buffer but also require a centralized list of all views for recreation of the buffer. It also removes the inconsistency between `BufferView*` being returned in `GetXView` in `GraphicsContext`.
2022-04-14 14:14:52 +05:30
Billy Laws
fae5332f20 Disable descriptor aliasing on Adreno to workaround shader compiler bug
Alised descriptor sets are incorrectly interpreted by the shader compiler causing it to bugger up LLVM function argument types and crash

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-04-14 14:14:52 +05:30
Billy Laws
fc2c123ae2 Implement GPU depthMode register
This controls the depth range used by the shader, hades already has support for the necessary patching so we only need to pass the current mode over to it and it'll do the necessary work.
2022-04-14 14:14:52 +05:30
Billy Laws
7e088ca465 Fix constbuf updates to actually increment the write offset
Uses the register directly now as when we modify it we want the changes to be visible from macros too.
2022-04-14 14:14:52 +05:30
PixelyIon
d2f3479610 Use eB5G6R5UnormPack16 VkFormat for B5G6R5Unorm and R5G6B5Unorm
Using `eB5G6R5UnormPack16` (with a swizzle for `R5G6B5Unorm`) removes the need for `VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT` when those formats are aliased which happens in Sonic Mania among other titles.
2022-04-14 14:14:52 +05:30
PixelyIon
24d7066d8b Add quirk to avoid VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT on Adreno GPUs
Adreno GPUs have significant performance penalties from usage of `VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT` which require disabling UBWC and on Turnip, forces linear tiling. As a result, it's been made an optional quirk which doesn't supply the flag in `VkImageCreateInfo` and logs a warning if a view with a different Vulkan format from the original image is created.
2022-04-14 14:14:52 +05:30
PixelyIon
731d06010d Set eMutableFormat in Texture Image Creation
We often need to alias the underlying data as multiple Vulkan formats which requires the `eMutableFormat` bit to be set in `VkImageCreateInfo`, without doing this there'll be validation layer errors and potentially GPU bugs.
2022-04-14 14:14:52 +05:30
PixelyIon
dafcfa68ca Transition texture layout to eGeneral after creation
As we no longer set the layout to general inside the Texture constructor, yet, we need it to be set prior to the image being used as an attachment. We need to transition the layout to `eGeneral` after creation of the texture object.
2022-04-14 14:14:52 +05:30
PixelyIon
5dea15632c Add Controller Setup Guide
A setup guide for controllers that goes through every available button/stick sequentially and opens up a corresponding dialog to map them.
2022-04-14 14:14:52 +05:30
PixelyIon
e2cae74425 Fix RecyclerView height in CoordinatorLayout for non touch-mode
Any `RecyclerView`s with an app bar in a `CoordinatorLayout` would end up going off-screen due to the layout behavior implementing an offset by using a transform which would not correctly handle focusing on off-screen objects. This has now been fixed by manually adjusting height to be clipped to what is visible on the screen.
2022-04-14 14:14:52 +05:30
PixelyIon
3ae62c7fcc Collapse appBarLayout on appList focus
We collapse the app bar when the focus is on the app list which only occurs while using a controller, this is required as the app bar will never be collapsed otherwise. It also removes the older code to work around the limitation on `View.FOCUS_DOWN` by collapsing only when the end of the list was reached.
2022-04-14 14:14:52 +05:30
PixelyIon
3e4ec7323b Tweak grid compact items
Removes card elevation as it visually conflicts with the scrim, this also makes the scrim a bit darker to emphasize the text and slightly reduces the border radius.
2022-04-14 14:14:52 +05:30
PixelyIon
1d984b6de3 Add padding to end of app_list
A small amount of padding at the end of `app_list` to signify that the end of the list has been reached was added.
2022-04-14 14:14:52 +05:30
PixelyIon
bac7c526ef Make layout selectable for grid items
The entire layout is now selectable for grid items rather than just the card, this greatly increases the visibility of the selection when not in touch mode as the contrast of a darken effect on the icon can be minimal depending on how dark the icon already is.
2022-04-14 14:14:52 +05:30
PixelyIon
1d070e6332 Close InputStream after usage in KeyReader
The `InputStream` would not be closed after reading the key file in `KeyReader#import`, it's now wrapped with `use{ }` which handles closing the stream after usage.
2022-04-14 14:14:52 +05:30
MK73DS
647cb07dc8 Stub functions in IAccountServiceForApplication:
- GetUserCount
- InitializeApplicationInfo
- IsUserAccountSwitchLocked
2022-04-14 14:14:52 +05:30
PixelyIon
b41d8b7997 Use Surface#setFrameRate for suggesting display refresh rate
Setting the refresh rate via the Display API's`preferredDisplayModeId` is an outdated method to do it on Android 11 and above, we now use `Surface#setFrameRate` alongside it to suggest a refresh rate for the display.
2022-04-14 14:14:52 +05:30
PixelyIon
730bf504f8 Correct Adreno texture binding quirk
We incorrectly determined an Adreno driver bug to require padding between binding slots but the real issue was not supporting consecutive binding writes for `VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER` and was fixed by the padding slot unintentionally requiring individual writes. The quirk has now been corrected to explicitly specify this as the bug and the solution is more apt.
2022-04-14 14:14:52 +05:30
PixelyIon
da8cb48933 Fix Interval Map GetAlignedRecursiveRange lookup bug
Any lookups done using `GetAlignedRecursiveRange` incorrectly added intervals in the exclusive interval entry lookups as the condition for adding them was the reverse of what it should've been due to a last minute refactor, it led to graphical glitches and crashes. This has been fixed and the lookups should return the correct results.
2022-04-14 14:14:52 +05:30
PixelyIon
f2faa74707 Fix crashes due to SEGV_ACCERR check
On certain devices, accesses to a protected memory region can return `si_code` as non-`SEGV_ACCERR` values, this leads to a crash as we only pass access violations to the trap handler and would lead to not doing so on those devices which would then result in going to the crash handler.
2022-04-14 14:14:52 +05:30
PixelyIon
0849d8b116 Update .idea for Android Studio Dolphin
The `codeStyle`/`inspectionProfiles` format has been updated alongside minor changes to the syntax for search scopes and they have been fixed to match it accordingly.
2022-04-14 14:14:52 +05:30
PixelyIon
62c16fa73e Upgrade Gradle (7.4), AGP (7.1.2) and Kotlin Dependencies 2022-04-14 14:14:52 +05:30
PixelyIon
77e2797219 Delete expired weak_ptrs for Texture/Buffer views
A large amount of Texture/Buffer views would expire before reuse could occur in `Texture::GetView`/`Buffer::GetView`. These can lead to a substantial memory allocation given enough time and they are now deleted during the lookup while iterating on all entries.

It should be noted that there are a lot of duplicate views that don't live long enough to be reused and the ultimate solution here is to make those views live long enough to be reused.
2022-04-14 14:14:52 +05:30
PixelyIon
881bb969c4 Implement access-driven Buffer synchronization
Similar to constant redundant synchronization for textures, there is a lot of redundant synchronization of buffers. Albeit, buffer synchronization is far cheaper than texture synchronization it still has associated costs which have now been reduced by only synchronizing on access.
2022-04-14 14:14:52 +05:30
PixelyIon
7532eaf050 Attach Texture to Cycle in Texture::TransitionLayout
Not doing so could result in the texture being destroyed before the completion of a transition and lead to undefined behavior.
2022-04-14 14:14:52 +05:30
PixelyIon
3268b3779a Implement access-driven Texture synchronization
There was a lot of redundant synchronization of textures to and from host constantly as we were not aware of guest memory access, this has now been averted by tracking any memory accesses to the texture memory using the NCE Memory Trapping API and synchronizing only when required.
2022-04-14 14:14:52 +05:30
PixelyIon
3e33d49faf Implement NCE Memory Trapping API
An API for trapping accesses to guest memory and performing callbacks based on those accesses alongside managing protection of the memory. This is a fundamental building block for avoiding redundant synchronization of resources from the guest and host.

Note: All accesses are treated as write accesses at the moment, support for picking up read accesses will be implemented later
2022-04-14 14:14:52 +05:30