Symbol hooking is required for HLE implementations of certain features in the future such as `nvdec` and for more in-depth debugging of games as we can inspect them on a SDK function level which allows us to debug issues far more easily.
The register wouldn't be cleared with a `MOVZ` when a value was zero due to the condition for writing an instruction requiring the `offsetValue` to be non-zero.
Since the register writes technically happen after the draw, issues can occur if they happen before: e.g. skyrim updates ctSelect and disables all RTs after a draw, but this would happen before it previously and crash the driver.
Vulkan doesn't allow sampling a texture and using it as an RT in the same RP, by tracking the texture usage status and splitting RPs when this occurs we can avoid such potential sync errors.
Previously, both I2M uploads and DMA copies would force GPU serialisation if they happened to hit a trap or were used to copy GPU dirty buffers. By using the buffer manager to implement them on the host GPU we can avoid such slowdowns entiely.
The lock release within the wait for submission means that another thread could end up signalling the cycle and then the VK wait still happen after when the lock has been reacquired.
Readback can be especially slow on mobile due to the varying load pattern it creates which often prevents the CPU/GPU from clocking up. Since some games perform texture readback but don't actually use it for anything significant implement a hack to skip it and significantly improve performance in such cases.
Due to the frequency at which is is called megabuffering performance is critical to the performance of the entire emulator, especially in high-drawcall-count scenarios. After the view redesign, megabuffering on a per-view level was no longer possible nor desirable, and thus megabuffering was modified to just copy for every usage of a view. This worked great at the time since there were other bottlenecks, however gpu-new has since removed almost all of them and megabuffering is now a major sore point. Fix this by megabuffering small chunks and storing them in a page-table like structure within the buffer, these chunks can be referenced by multiple views and will be smartly invalidated whenever the sequence number or execution number changes to avoid any sequencing issues. In addition to this, to help the case where almost the whole buffer is read every single frame across a set of multiple views, an optimisation to skip the chunked tracking and use one large single megabuffer allocation and one single memcpy has been introduced. This reduces the overall amount of time spent in memcpy since large memcpys are quicker.
Rather than using just bpb for format compat, additionally check that the exact component bit layout matches since many games end up reusing RTs for unrelated textures. The texture size requirements have also been weaked to only check the resulting layer size as opposed to width/height - this is somewhat hacky but it gets around the problem of blocklinear alignment.
Prevents situations where nothing would otherwise be waiting on the GPU and since presentation no longer blocks too many images would be submitted for presentation.
In some cases like presentation, it may be possible to avoid waiting on the CPU by using a semaphore to indicate GPU completion. Due to the binary nature of Vulkan semaphores this requires a fair bit of code as we need to ensure semaphores are always unsignalled before they are waited on and signalled again. This is achieved with a special kind of chained cycle that can be added even after guest GPFIFO processing for a given cycle, the main cycle's semaphore can be waited and then the cycle for the wait attached to the main cycle and it will be waited on before signalling.
TIC sizes may not be aligned to block linear dimensions whereas RT sizes are and then limited by the surface clip. By using this to determine surface size we are more likely to get a match in texture manager for any future usages.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
gpu-new will use a monolithic pipeline object for each pipeline to store state, keyed by the PackedPipelineState contents. This allows for a greater level of per-pipeline optimisations and a reduction in the overall number of lookups in a draw compared to the previous system.
Caching here was deemed unnecessary since it will be done implicitly by the pipeline cache and creates issues with the legacy attribute conversion pass. It now purely serves as a frontend for Hades.
It was determined that a general purpose Vulkan pipeline cache isn't viable for the significant performance reqs of Draw(), by using a Maxwell 3D specific key we can shrink state significantly more than if we used Vulkan structs.
Removes all usage of graphics_context.h from the codebase, exclusively using the new interconnect and its dirty tracking system. While porting the code a number of bugs were discovered such as not respecting the base instance or primitive type override, which have all been fixed. Currently only clears and constant buffer updates are implemented but due to the dirty state system allowing register handling on the interconnect end there shouldn't end up being many more changes.
This mainly distributes operations down to activeState and pipelineState, aside from clears which are implemented in-place. The exposed interface is much reduced as opposed to the previous GraphicsContext system due to the newly introduced dirty system, this should hopefully make the code more maintainable and keep actual rendering operations seperate from primitive restart state or whatever. Currently draws are unimplemented and the only full implemented things are clears and constant buffer operations.
Active state encapsulates all state that isn't part of a pipeline and can be set dynamically with Vulkan calls. This includes both dynamic state like stencil faces, and command buffer state like vertex buffer bindings.
Simililarly to the last commit, the main goal of this is to reduce the number of redundant work done per draw by employing dirty state as much as possible. Without using dirty state for this every active state operation would need to be performed every draw, which gets very expensive when things like buffer lookups end up being reqiored. Code has also been heavily cleaned up as is described in the previous commit.
The main goal of this is to reduce the number of redundant lookups and work done per draw as much as possible, this is mainly achived through heavy used of dirty tracking though other optimisations like heavily using the linear allocator are also in play. In addition to the goal of performance, the code has been cleaned up and abstracted significantly from its state in graphics_context, hopefully making the GPU interconnect code much more maintainable in the future and reducing the boilerplace needed to add even simple functionality. This commit includes partial pipeline state, enough for implementing clears + a slight bit extra.
Adepted from the previous code to use dirty state tracking. The cache has also been removed since with the new buffer view and GMMU optimisations it actually ended up slowing lookups down, another result of the buffer view optimisations is that raw pointers are no longer used for buffer views since destruction is now much cheaper.
This common code will be used across the entirety of the 3D rewrite, it also includes a stub for StateUpdateBuilder, which will be used by active state code to apply state updates.
All the names are directly translated from Nvidia docs, with minimal conversions to enums/structs when appropriate. Not all registers have been rewritten, only those that are needed to implement clears and dynamic state, the rest will be added as they are used in the GPU rework.
This will be heavily used by the upcoming GPU rework. It provides an intuitive way to track dirtiness based on using the underlying pointers of objects, as opposed to other methods which often need an enum entry per dirty state and don't support overlaps. Wrappers for dirty state objects are also provided to abstract as much of the dirty tracking as possible from user code. The pointer based mechanism also serves to avoid having to handle dirty bindings on the user side of the dirty resources, allowing them to bind things internally instead.
Constant buffer updates result in a barrage of std::mutex calls that take a lot of time even under no contention (around 5%). Using a custom spinlock in cases like these allows inlining locking code reducing the cost of locks under no contention to almost 0.
This can be inlined by the compiler much easier which helps perf a fair bit due to the number of times buffers are looked up, also avoids the need for small vector construction that was done in the previous fast-path.
This isn't a guarantee provided by actual HW so we don't need to provide it either, the sync can be skipped once the buffer already been synced at least once within the execution.
Constructing the GPU copy callback in `ConstantBuffers::Load()` ended up taking a fair amount of time despite it almost never being used in practice. By making it optional it can be skipped most of the time and only done when it's actually neccessary by calling `Write()` again if the initial call returned true.
Buffer views creation was a significant pain point, requiring several layers of caching to reduce the number of creations that introduced a lot of complexity. By reworking delegates to be per-buffer rather than per-view and then linearly allocating delegates (without ever freeing) views can be reduced to just {delegatePtr, offset, size}, avoiding the need for any allocations or set operations in GetView. The one difficulty with this is the need to support buffer recreation, which is achived by allowing delegates to be chained - during recreation all source buffers have their delegates modified to point to the newly created buffer's delegate. Upon accessing a view with such a chained delegate the view will be modified to point directly to the end delegate with offset being updated accordingly, skipping the need to traverse the chain for future accesses.
In the upcoming GPU code each state member will hold a reference to its corresponding Maxwell 3D regs, this helper is needed to allow easy transformation from the the main 3D register struct into them.
Example:
```c++
struct Regs {
std::array<View, 10> viewRegs;
u32 enable;
} regs;
struct ViewState {
const View &view;
const u32 &enable;
size_t index;
};
std::array<ViewState, 10> viewStates{MergeInto<ViewState, 10>(regs.viewRegs, regs.enable, IncrementingT{})
```
Useful for cases where allocations are guaranteed to be unused by the time `Reset()` is called and calling `Free()` would be difficult or add extra performance cost due to how the allocation is used.
In some games performing the binary search in `TranslateRange()` ended up taking a fairly large (~8%) proportion of GPFIFO time. By using a segment table for O(1) lookups this is reduced to <2% for non-split mappings at the cost of slightly increased memory usage (2GiB in the absolute worse case but more like 50MiB in real world situations).
In addition to adapting `TranslateRange()` to use the segment table, a new function `LookupBlock()` for cases where only a single mapping would ever be looked up so the small_vector handling and fallback paths can be skipped and the entire lookup be inlined.
Forward this function to OpenSaveDataFileSystem for now. A proper implementation should wrap the underlying filesystem with nn::fs::ReadOnlyFileSystem.
We want to know when the `KProcess` is being killed and flushing log during it is important since it can often result in hangs due to joining not working correctly.
We currently don't wait on a slot to be freed if none are free, this worked prior to async presentation as GBP's slots wouldn't change their state until other commands were called but now slots can be held by the presentation engine. As a result, we now have to wait on the presentation engine to free up slots.
This commit also fixes the behavior of the `async` flag in `DequeueBuffer` as it was treated as a non-blocking flag but isn't supposed to do anything on HOS.
Needed for games such as AC:NH.
The `Auto` option automatically selects a region based on the currently selected system language.
Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
As part of this commit, a new preference category for debug settings is being introduced. All future settings only relevant for debugging purposes will be put there. The category is hidden on release builds.
Host synchronization of a guest texture with a different guest format represents a valid use case where the host doesn't support the guest format and conversion to a host-compatible format must be performed. The issue is most evident on Mali GPUs, as they don't support BCn texture formats thus needing manual decoding before submission. It was disabled by mistake in a previous commit, this commit re-enables it.
Unindexed quad draws were broken when multiple draw calls were done on the same vertex buffer, with a non-zero `first` index.
Indexed quad draws also suffered from the same issue, but was never encountered in games.
This commit fixes both cases by accounting for the `first` drawn index when generating conversion index buffers.
TIPC is a much lighter layer ontop of the Horizon IPC system than CMIF and is used by SM in 12.0.0+. This implementation is slightly hacky since it doesn't really keep a seperation between the underlying kernel IPC stuff and userspace like CMIF/TIPC, this should be fixed eventually, probably together with an IPC dispatch rewrite to avoid the mess of frozen maps.
Tested with Hentai Uni, which now crashes needing 'ldr:ro'.
Tapping anything in titles that supported touch (such as Puyo Puyo Tetris or Sonic Mania) wouldn't work due to the first touch point never being removed from the screen, it is supposed to be removed after a 3 frame delay from the touch ending.
This commit introduces a mechanism to "time-out" touch points which counts down during the shared memory updates and removes them from the screen after a specified timeout duration.
Certain titles depend on HID LIFO entries being written out at a fixed frequency rather than on actual state change, not doing this can lead to applications freezing till the LIFO is filled up to maximum size, this behavior is seen in Super Mario Odyssey. In other cases such as Metroid Dread, the game can run into race conditions that would lead to crashes, these were worked around by smashing a button during loading prior.
This commit introduces a thread which sleeps and wakes up occasionally to write LIFO entries into HID shared memory at the desired frequencies. This alleviates any issues as it fills up the LIFO instantly and correctly emulates HID Shared Memory behavior expected by the guest.
Co-authored-by: Narr the Reg <juangerman-13@hotmail.com>
It was determined that deadlocks inside `KThread::UpdatePriorityInheritance` would not only arise from the first level of locking with `waitingOn->waiterMutex` but also the second level of locking with `nextThread->waiterMutex` which has now also been fixed to fallback when facing contention.
PR #1758 introduced a bug where the game list would be entirely loaded every time the app was opened. This commit addresses that issue, which was caused by the `version` member of the cached game list being serialized to file (although incorrectly) but never actually read back when deserializing.
* Remove `package` from manifest and from activity prefixes, gradle `namespace` will be used instead
* Removed deprecated `android.support.PARENT_ACTIVITY` metadata
entries
* Make `MainActivity` and `SettingsActivity` launched in `singleTop` mode to avoid unnecessary activity restarts while navigating the app
Using `__attribute__((packed))` doesn't work in new NDKs when a struct contains 128-bit integer members, likely because of a ndk/compiler bug. We now enclose the requiring structs in `#pragma pack` directives to tightly pack them.
Since the blit engine itself samples from pixel corners and the helper shader from pixel centres teh src coordinates need to be adjusted to avoid the helper shader wrapping round on the final column.
We previously missed the hades pass for attribute conversion leading to crashes when games would attempt to use such an attribute. The hades pass for this isn't a proper fix however as it modifies the IR directly and will break if any of the previous stages in the pipeline change. Enable it to allow for games using them to at least have a chance at working. In the long term the pass will be reworked on the hades side to avoid modifying the IR in a way that can't be undone.
This vertex state must only be present for the last pipeline stage that touches vertices, if it is present for other stages it could result in incorrect behaviour like performing TFB in the fragment shader or flipping device coordinates twice.