We require a handle to the current renderpass and the index of the subpass in certain cases, this is now tracked by the `CommandExecutor` and passed in as a parameter to `NextSubpassFunctionNode` and the newly-introduced `SubpassFunctionNode`.
Switch from `SubmitWithCycle` to manually allocating the active command buffer to tag dependencies with the `FenceCycle` that prevents them from being mutated prior to execution. This new paradigm could also allow eager recording of commands with only submission being deferred.
`CommandScheduler` API users can now directly allocate an active command buffer that they need to manage alongside its fence, this can allow for more efficient recording as it doesn't need to be immediately submitted after, it can also allow attaching objects to a `FenceCycle` prior to submission that can be useful for locking resources.
Compiles shaders supplied by the guest with caching and automatic invalidation, the size of the shader is also automatically determined by looking for `BRA $` instructions which cause an infloop, it should be noted that we have a maximum shader bytecode size, any shader above this size will not be supported.
Graphics shaders can now be compiled using the shader compiler and emit SPIR-V that can be used on the host. The binding state isn't currently handled alongside constant buffers and textures support in `GraphicsEnvironment` yet.
The operands of the subtraction in the X/Y translation calculation were the wrong way around which led to negative translations that would translate the viewport off the screen.
The default color write mask should mask no channels and write all of them and should be mutated to mask out certain channels as required by the guest.
We cannot statically construct the vertex buffer/attribute arrays for Vulkan due to inactive attributes or buffers which isn't possible on Vulkan, we also cannot just change the count dynamically as there might be disabled buffers or attributes in the middle. We just have a `static_array` which should dynamically be filled in with buffer binding/attribute Vulkan structures before submission.
Buffers generally don't have formats that are fundamentally associated with them unless they're texel buffers, if that is the case it can be manually set in `BufferView`.
The Buffer Manager handles mapping of guest buffers to host buffer views with automatic handling of sub-buffers and eventually supporting recreation of overlapping buffers to create a single larger buffer.
Implements infrastructure for using guest buffers on the host for rendering, a `BufferManager` is still missing which'd handle mapping from guest buffers to host buffers and will be subsequently committed. It should be noted that `BufferView` is also disconnected from `Buffer` and shared for every instance with the same properties like `TextureView` is now.
We want `TextureView`(s) to be disconnected from the backing on the host and instead represent a specific texture on the guest with a backing that can change depending on mapping of new textures which'd invalidate the backing but should now be automatically repointed to an appropriate new backing. This approach also requires locking of the backing to function as it is mutable till it has been locked or the backing has an attached `FenceCycle` that hasn't been signaled which will be added for `CommandExecutor` in a subsequent commit.
Introduces the `supportsShaderViewportIndexLayer` quirk and sets `Shader::Profile::support_int64_atomics` depending on if the `supportsAtomicInt64` quirk is available.
Introduces the `floatControls`, `supportsSubgroupVote` and `subgroupSize` quirks for the shader compiler which are based on Vulkan `PhysicalDevice` properties.
Vulkan has officially deprecated `VK_VERSION_*` macros for versioning as it has introduced the variant into the version. It should however be `0` for the Vulkan APi and doesn't need to be printed.
Introduces several quirks for optional features used by the shader compiler which are now reported in the `Shader::HostTranslateInfo` and `Shader::Profile` structure. There are still property-related quirks for the shader compiler which haven't been implemented in this commit.
A `Buffer` class was created to hold any generic Vulkan buffer object with `span` semantics, `StagingBuffer` was implemented atop it as a wrapper for `Buffer` that inherits from `FenceCycleDependency` and can be used as such.
It was determined that `backing` wasn't a very descriptive name and that it conflicted with the texture's own backing, the name was changed to `texture` to make it more apparent that it was specifically the `Texture` object backing the view.
A memory manager function to read into a vector till it satisfies the supplied function or hits an early stop condition like hitting the end of vector or reaching an unmapped region. This can be used to efficiently scan for values in GPU VA.
When `VK_EXT_vertex_attribute_divisor` is not available, `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` is unlinked from the device enabled feature list as it is undefined behavior to link a structure provided by an extension without enabling that extension.
`EXT_SET_V` would enable the extension regardless of if it was actually the correct extension or if the version was high enough as long as the hash matched.
Co-authored-by: Billy Laws <blaws05@gmail.com>
`shaderImageGatherExtended` is required by the shader compiler, to avoid complications associated with making it optional and considering that it's supported by the vast majority of Vulkan mobile devices, it was made a mandatory feature.
This class will be entirely responsible for any interop with the shader compiler, it is also responsible for caching and compilation of shaders in itself.
We want to utilize features from C++ 20 ranges but they haven't been entirely implemented in libc++ so in the meantime we use the reference implementation for it which is Ranges v3.
Any primitive topologies that are directly supported by Vulkan were implemented but the rest were not and will be implemented with conversions as they are used by applications, they are:
* LineLoop
* QuadList
* QuadStrip
* Polygon
Translates all Maxwell3D vertex attributes to Vulkan with the exception of `isConstant` which causes the vertex attribute to return a constant value `(0,0,0,X)` which was trivial in OpenGL with `glDisableVertexAttribArray` and `glVertexAttrib4(..., 0, 0, 0, 1)` but we don't have access to this in Vulkan and might need to depend on undefined behavior or manually emulate it in a shader. This'll be revisited in the future after checking host GPU behavior.
`ENUM_STRING` can be used inside a `class`/`struct`/`union` for `enum`s contained within them. Making the function `static` allows doing this and doesn't require supplying a `this` pointer of the enclosing class for usage.
This being made implicit removes any confusion that all cases would need to be implemented and explicitly define that the CF should continue onto the 2nd switch-case when it cannot find any matches in the first one.
Implements the `isVertexInputRatePerInstance` register array which controls if the vertex input rate is either per-vertex or per-instance. This works in conjunction with the vertex attribute divisor for per-instance attribute repetition of attributes.
We order all registers in ascending order, a few registers namely `colorLogicOp`, `colorWriteMask`, `clearBuffers` and `depthBiasClamp` were erroneously not following this order which has now been fixed.
We inconsistently utilized `typeof` and `decltype` all over the codebase, this has now been fixed by uniformly using `decltype` as `typeof` is a GCC extension and not in the C++ standard alongside having the hidden side effect of removing references from the determined type.
Check for `vertexAttributeInstanceRateZeroDivisor` in `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` when the Maxwell3D register corresponding to the vertex attribute divisor is set to 0. If it isn't then it logs a warning and sets the value anyway which could result in UB since the only alternative is an exception that stops emulation which might not be optimal if the game mostly works fine without this, we will add a user-facing warning when we intentionally allow UB like this in the future.
Implement the infrastructure to depend on `VkPhysicalDeviceFeatures2` extended feature structures which can be utilized to retrieve the specifics of features from extensions. It is implemented in the form of `vk::StructureChain` with `vk::PhysicalDeviceFeatures2` that can be extended with any extension feature structures.
This implements everything in Maxwell3D vertex buffer bindings including vertex attribute divisors which require the extension `VK_EXT_vertex_attribute_divisor` to emulate them correctly, this has been implemented in the form of of a quirk. It is dynamically enabled/disabled based on if the host GPU supports it and a warning is provided when it is used by the guest but the host GPU doesn't support it.
The Maxwell3D `Address` class follows the big-endian register ordering for addresses while on the host we consume them in little-endian, the `IOVA` class is the host equivalent to the `Address` class with implicitly flipped 32-bit register ordering. It shares implicit decomposition semantics from `Address` due to similar requirements with a minor difference of being returned by reference rather than value as we want to have value setting semantics with implicit decomposition while we don't for `Address`.
The semantics of implicitly decomposing the `Address` class into a `u64` were determined to be appropriate for the class. As it is an integer type this effectively retains all semantics from using an integer directly for the most part.
Maxwell3D supports both independent and common color write masks like color blending but for common color write masks rather than having register state specifically for it, the state from RT 0 is extended to all RTs. It should be noted that color write masks are included in blending state for Vulkan while being entirely independent from each other for Maxwell, it forces us to use the `independentBlend` feature even when we are doing common blending unless the color write mask is common as well but to simplify all this logic the feature was made required as it supported by effectively all targeted devices.
Maxwell3D supports independent blending which has different blending per-RT and common blending which has the same blending for all RTs. There is a register determining which mode to utilize and we simply have two arrays of `VkPipelineColorBlendAttachmentState` for the RTs that we toggle between to make the transition between them extremely cheap.
Independent blending is supported by effectively every Vulkan 1.1 Android GPU, it gives us the ability to architecture Maxwell3D blending emulation better as we can avoid additional checks for independent blending state and having a fallback path for when the host doesn't support the feature.