Commit Graph

677 Commits

Author SHA1 Message Date
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
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
MK73DS
647cb07dc8 Stub functions in IAccountServiceForApplication:
- GetUserCount
- InitializeApplicationInfo
- IsUserAccountSwitchLocked
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
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
PixelyIon
08510d75b0 Implement Interval Map
An interval map is a crucial piece of infrastructure required for memory faulting to track any regions that have an associated callback and their protection. Additionally, efficient page-aligned lookups with semantics optimal for memory faulting are also a requirement and the ability to associate multiple regions with a single callback/protection entry rather than doing so on a per-region basis as we deal with split-mapping resources.
2022-04-14 14:14:52 +05:30
PixelyIon
5c9e42e384 Use mirror mappings for Textures and Buffers
This is a prerequisite to memory trapping as we need to write to the mirror to avoid a race condition with external threads writing to a texture/buffer while we do so ourselves for the sync on a read/write, it also avoids an additional `mprotect` to `-WX`/`RWX` on a read access.

An additional advantage for textures especially is that we now support split-mapping textures due to laying them out in a contiguous mirror and they will not require costly algorithmic changes. Buffers should also benefit from not needing to iterate over every region when they are split into multiple mappings.
2022-04-14 14:14:52 +05:30
PixelyIon
577a67babd Support mirrors of multiple non-contiguous memory regions
`CreateMirror` is limited to creating a mirror of a single contiguous region which does not work when creating a contiguous mirror of multiple non-contiguous regions. To support this functionality, `CreateMirrors` which expects a list of page-aligned regions and maps them into a contiguous mirror.
2022-04-14 14:14:52 +05:30
PixelyIon
e35ab6d1e0 Move to mapping guest AS as shared memory
We want to create arbitrary mirrors in the guest address space and to make this possible, we map the entire address space as a shared memory file. A mirror is mapped by using `mmap` with the offset into the guest address space.
2022-04-14 14:14:52 +05:30
Billy Laws
a5dd961f01 Add support for batched method sending
Important for constbuf updates which would be very slow if done one at a
time.
2022-04-14 14:14:52 +05:30
Robin Kertels
43879e2476 Round up when calculating size of compressed texture in bytes 2022-04-14 14:14:52 +05:30
Robin Kertels
d889550e84 Don't set COLOR_ATTACHMENT_BIT for compressed formats.
The better solution would be to only set this for formats that support
it on original HW but this will get rid of the validation errors for now.
2022-04-14 14:14:52 +05:30
Robin Kertels
82296ac5b8 Use buffer size instead of allocation size for Buffer constructor
Fixes a validation error.
2022-04-14 14:14:52 +05:30
Robin Kertels
752245c3c8 Enable provoking vertex feature 2022-04-14 14:14:52 +05:30
Robin Kertels
dd45d054e7 Enable shaderDrawParameters 2022-04-14 14:14:52 +05:30
Billy Laws
7e16c1f989 Heavily optimise GPFIFO command dispatch to reduce redundant checks
Previously for methods with count > 1 the subchannel and engine would be looked up for each part of the method rather than only doing so at the start. Each call also needed to be looked up to see if it touched a macro or GPFIFO method. Fix this by doing checks outside of the main dispatch loop with templated helper lambdas to avoid needing to repeat lots of code. Maxwell3D is the only subchannel with a fast path for now but more can be added later if needed.
2022-04-14 14:14:52 +05:30
Billy Laws
b4927d0138 Add support for turnip and driver file redirection via libadrenotools 2022-04-14 14:14:52 +05:30
Billy Laws
dd91d063a5 Pass native library dir to OS + reorder OS init order so paths are first
This is required for integrating libadrenotools, which needs access to
library and app directories in the GPU class constructor.
2022-04-14 14:14:52 +05:30
Billy Laws
011de98940 Rework formats to support passing through guest swizzle values
Almost every Maxwell format now directly corresponds to a Vulkan format. This allows formats to be passed through and the swizzle used directly from guest (with some extra swizzle handling for edge cases) thus saving the need to explicitly support each swizzle combination which is adds a lot of code bloat. The format header is additionally reordered with line breaks to separate formats by their bits-per-block.
2022-04-14 14:14:52 +05:30
Billy Laws
6f17d1351f Fixup ordering for B10G11R11Float texture format 2022-04-14 14:14:52 +05:30
Billy Laws
78238d550a Add 6 channel downmixing support for Audout
The specific attenuations used for each channel are taken from Ryujinx.
2022-04-14 14:14:52 +05:30