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.
As the code was before, if we had a shader that was disabled and enabled again after without being invalidated the pipeline stage would stay disabled and break rendering.
We previously only supported non-indexed quads. Support for this is implemented by converting the index buffer at record time and pushing the result into the megabuffer, which is then used as the index buffer in the final draw command.
The `Allocate` method allocates the given amount of space in a megabuffer chunk, returning a descriptor of the allocated region. This is useful for situations where you want to write directly to the megabuffer, avoiding the need for an intermediary buffer.
Entirely rewrites the engine and interconnect code to take advantage of the subpixel and OOB blit support offered by the blit helper shader. The interconnect code is also cleaned up significantly with the 'context' naming being dropped due to potential conflicts with the 'context' from context lock
It is desirable for us to use a shader for blits to allow easily emulating out of bounds blits and blits between different swizzled colour formats. The helper shader infrastructure is designed to be generic so it can be reused by any other helper shaders that we may need in the future.
These sometimes spuriously occur in games during transitions, to avoid crashing during them just use the null texture if they occur and log an error log
The constant destruction and creation of `BufferView`s in cbuf-heavy games showed up as a large chunk of the profiler. Fix this by taking advantage of the fact that constant buffer `BufferView`s are never deleted and always kept around in the cache to just return a pointer to them in the cache.
Currently we heavily thrash the heap each draw, with malloc/free taking up about 10% of GPFIFOs execution time. Using a linear allocator for the main offenders of buffer usage callbacks and index/vertex state helps to reduce this to about 4%
Certain titles can have a display frames out of order due to not waiting on the copy from the final RT to the swapchain image to occur. Although `PresentFrame` does wait on the syncpoint, that isn't enough to ensure the source texture is up-to-date due to us signalling syncpoints early.
By waiting on the swapchain texture after the copy is submitted, we now implicitly wait on the source texture's cycle to be signalled thus waiting on the frame to be done which fixes the issue.
After the introduction of workahead a system to hold a single large megabuffer per submission was implemented, this worked fine for most cases however when many submissions were flight at the same time memory usage would increase dramatically due to the amount of megabuffers needed. Since only one megabuffer was allowed per execution, it forced the buffer to be fairly large in order to accomodate the upper-bound, even further increasing memory usage.
This commit implements a system to fix the memory usage issue described above by allowing multiple megabuffers to be allocated per execution, as well as reuse across executions. Allocations now go through a global allocator object which chooses which chunk to allocate into on a per-allocation scale, if all are in use by the GPU another chunk will be allocated, that can then be reused for future allocations too. This reduces Hollow Knight megabuffer memory usage by a factor 4 and SMO by even more.
Accesses to unset entries is now clearly defined as returning a 0'd out value, the prior behavior would be to optimize sets for border segments to use L2 atomicity when the specific segment had no L1 entries set. This would lead to any future lookups of offsets within the same L2 segment but a different L1 entry to incorrectly return an inaccurate value as the only prior guarantee was that lookups after setting a segment would return the same value as was set but lacked the guarantee for unset segments to also consistently return unset values.
This could lead to issues in practical usages such as the `BufferManager` lookups returning the existence of a `Buffer` at a location falsely even though the segment was never set to the value, this was problematic as raw pointers were utilized and bound checks would lead to a segmentation fault.
This commit fixes this issue by introducing this guarantee and refactoring the class accordingly, it also deletes the `Set` method for setting a single entry as the meaning is ambiguous and it's functionality was more akin to the past guarantee and no longer makes sense.
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
We would always write all L1 entries that correspond to an L2 entry, even if setting an input range ended before that. This would effectively reduce the atomicity of the segment table to that of the L2 range and lead to breaking API guarantees by returning entirely wrong segment values for a lookup covering a region that was overwritten.
It was determined that `RangeTable` was too ambiguous of a name as it could be interpreted to be holding ranges rather than looking them up, to avoid confusion the terminology has been changed to `range` to `segment`. As "segment table" is more clear in describing that it is a table comprised of descriptors regarding segments and it avoids any overlaps with terminology concerning "pages" which would be overly specific for this data structure or the ambiguous "ranges".
The PI CAS in `MutexUnlock` ends up loading `basePriority` rather than `priority` which could lead to an infinite CAS loop when `basePriority` doesn't equal to `priority` and the `highestPriorityThread`'s priority is lower than `basePriority`.
It was determined that `Texture::SynchronizeGuest`'s `TextureBufferCopy` had races that were exposed by the introduction of the cycle waiter thread, the synchronization did not take place under a locked context so the texture could be mutated at any point in addition to the destructor not being run during `FenceCycle::Wait` due to `shouldDestroy` being `false`.
This commit fixes the issue by making `SynchronizeGuest` entirely blocking as all usages of the function required blocking semantics regardless so it would be pointless to retain its async nature while solving any races that may arise from it being async.
Co-authored-by: Billy Laws <blaws05@gmail.com>
Since we don't call `SynchronizeHost` on source buffers which are GPU dirty, their mirrors will be out of date. The backing contents of this source buffer's region in the new buffer will be incorrect. By copying from the backing directly, we can ensure that no writes are lost and that if the newly created buffer needs to turn GPU dirty during recreation no copies need to be done since the backing is as up to date as the mirror at a minimum.
The code is much simpler to reason about when reading the code as it doesn't require evaluating all the potential edge cases of trap handlers in different states. It should be noted that this should not change behavior in any meaningful way, at most it can prevent a minor race where the protection could be upgraded after being downgraded by the signal handler leading to a redundant trap.
Two issues exist with locking of `KThread::waiterMutex`:
* It was not always locked when accessing waiter members such as `waitThread`, `waitKey` and `waitTag` which would lead to a race that could end up in a deadlock or most notably a segfault inside `UpdatePriorityInheritance`
* There could be a deadlock from `UpdatePriorityInheritance` locking `waiterMutex` of a thread and waiting to get the owner's `waiterMutex` while on another thread `MutexUnlock` holds the owner's `waiterMutex` and waits on locking the `waiterMutex` held by `UpdatePriorityInheritance`
This commit fixes both issues by adding appropriate locking to all locations where waiter members are accessed in addition to adding a fallback mechanism inside `UpdatePriorityInheritance` that unlocks `waiterMutex` on contention to avoid a deadlock.
The condition for exiting the CAS loops is incorrect in several places which leads to additional loops, while this doesn't make the behavior incorrect it does lead to redundant iterations.
Co-authored-by: Billy Laws <blaws05@gmail.com>
A substantial amount of time would be spent on creation/destruction of `VkDescriptorSet` which scales on titles doing a substantial amount of draws with bindings, this leads to poor performance on those titles as the frametime is dragged down by performing these tasks while they repeatedly create descriptor sets of the same layouts.
This commit fixes it by pooling descriptor sets per-layout in a dynamically resizable pool and keeping them around rather than destroying them after usage which leads to the vast majority of cases not requiring a new descriptor set to even be created. It leads to significantly improved performance where it would otherwise be spent on redundant destruction/recreation or push descriptor updates which took a substantial amount of time themselves.
Additionally, the `BaseDescriptorSizes` were not kept up to date with all of the descriptor types, it led to no crashes on Adreno/Mali as they were purely used for size calculations on either driver but has been corrected to avoid any future issues.
A substantial amount of time is spent destroying dependencies for any threads waiting or polling `FenceCycle`s, this is not optimal as it blocks them from moving onto other tasks while destruction is a fundamentally async task and can be delayed.
This commit solves this by introducing a thread that is dedicated to waiting on every `FenceCycle` then signalling and destroying all dependencies which entirely fixes the issue of destruction blocking on more important threads.
Buffer lookups are a fairly expensive operation that we currently spend `O(log n)` on the simplest and most frequent case of which is a direct match, this is a very frequent operation where that may be insufficient. This commit optimizes that case to `O(1)` by utilizing a `RangeTable` at the cost of slightly higher insertion/deletion costs for setting ranges of values but these are minimal in frequency compared to lookups.
A data structure that can represent the same value for a range of addresses (pages) is required for fast lookup in certain cases. This commit implements a near optimal data structure for mass insertion and O(1) lookup of range-based data, this is achieved using the host MMU and implementing multiple levels of atomicity for the ranges.
It should be noted that the table is limited to two levels but can be extended to a variable amount of ranges in the future, it was determined that additional levels of ranges can be beneficial for performance depending on the specific use-case.
Adreno drivers have certain errata which leads to Vulkan Push Descriptors to be broken on them in certain cases which leads to a descriptor set update being swallowed. This has been worked around by disabling push descriptors on Adreno drivers, this may lead to reduced performance on certain titles which frequently bind new descriptors.
Any semaphore releases are implicit synchronization events that can be utilized by the guest to pick up that the GPU has executed till a certain point and therefore we must submit all prior work accordingly.