The Kotlin built-in `use` extension function applies to `AutoCloseable` only, and throws an error if the object it's being called on is not an `AutoCloseable`. This causes `OnScreenView` to fail to inflate on SDK < 31 as it retrieved the current theme primary color with a `TypedArray`, which only implements `AutoCloseable` since SDK 31 (Android 12).
The AndroidX core library provides a `use` extension function that applies to `TypeArray` instead of `AutoCloseable` so the fix is just a simple import.
Stick regions extend the activation area of the sticks to rectangles covering the corresponding half of the screen.
E.g. for the left stick: when any point of the left side of the screen is touched, the stick is repositioned there, and acts as if it was centered in the touched position. When the finger is lifter, the stick is hidden.
When toggle mode is enabled, the button will toggle between the `Pressed` and `Released` state when it's pressed.
Without toggle mode:
ACTION_DOWN -> Pressed
ACTION_UP -> Released
ACTION_DOWN -> Pressed
ACTION_UP -> Released
With toggle mode:
ACTION_DOWN -> Pressed
ACTION_UP -> No event
ACTION_DOWN -> No event
ACTION_UP -> Released
A combination of factors caused inconsistent button movements when using the arrow buttons to move it, namely floating point approximation and the round down performed when snapping a button to the grid. Sometimes the layman solution is the best one: adding/subtracting one to the move amount depending on the direction ensures that the button always ends up on a grid line.
An unusual big commit, unfortunately needed because none of these changes would make sense nor work individual. A quick list of what have been done follows.
* Introduced a control panel to control buttons replacing the FAB bar
* `ConfigurableButton` and `OnScreenConfiguration` interfaces have been introduced to allow for easier proxying of actions when applying the same changes to all buttons
* Button resize logic has been stripped from the buttons in favor of the new sliders
* General cleanup and renaming of various methods to better reflect their functionality
* Add xml for the shader compilation screen
* Change ConstraintLayout for LinearLayout and adapt style to MD3
* Change some aspects of the progress indicator and the source of text color
Despite the trampoline size being hardcoded, it was previously dynamic and could change based off of the value stored in the target register potentially leading to instructions being missed.
The previous method would cause OOB reads for the last row to clamp, and adding an extra row would potentially encounter unmapped memory. So use this technique based on how Ryu does it.
These are mostly implemented how you would expect, however as opposed to copying out query pool results immeditely, doing so is delayed until the RP end in order to avoid splits.
The layout preview/editor doesn't instantiate an Application instance, therefore accessing `displayMetrics` from the app context would lead to a crash, and the view being mocked in the preview.
Additionally a default grid value is defined for `AlignmentGridView` to avoid a crash because of an invalid iteration step in the drawing loop.
As part of this commit, a `defaultEnabled` property was added to `OnScreenButton` to determine the default visibility of buttons. This is required because L3 and R3 should be hidden by default and only enabled by the user on demand.
Additionally, the buttons' mask values were added to `ButtonId` members, as adding entries in the middle of the class conflicted with the `ordinal` enum property, making it unfit to use for our purposes.
Finally, the `ControllerType` class was extended with an array of optional buttons. Optional buttons represent buttons that are allowed to be displayed on screen, but shouldn't be included in the controller mapping activity.
Edit mode configuration parameters are now shared between the view and the buttons in a small `OnScreenEditInfo` object, avoiding variable duplication about edit state. The `editingTouchHandler` has also been simplified to only lookup the button if one wasn't being edited already.
The yuzu audio_core code is mostly untouched, with a set of wrappers used to bridge it with skyline kernel primitives. Huge thanks to maide and their advice, whom without this wouldn't have been possible.
`PreferenceDialogFragment`s have been extended to use `MaterialAlertDialogBuilder`, which results in Material Design 3 dialogs. `DialogFragment` creation logic has been moved to `SettingsActivity` to reduce code duplication.
Now usagetracker is properly in place, indirect draw HLE can be used without requiring any hacks. Dirtiness is now ignored when fetching macro arguments, and it's now the duty of the HLE impls themselves to perform flushing if they require it.
This still requires usagetracker to avoid redundantly performing indirect draws when the memory isn't dirty, and to allow for using it with direct memory, but it's a start.
Indirect draws are implemented by having the macro arguments overflow into a seperate GP Entry that points directly to the indirect argument buffer. To HLE indirect draws a buffer needs to be created from this pointer, and it cannot be dereferenced on the CPU at any point to avoid hitting traps.
In the cases of indirect draws, we don't know the vertex offset to write into the driver info constant buffer ahead of time, and to do it at draw time on the GPU would mean marking the constant buffer as GPU dirty (slow). HLE them in the shader instead using the host draw parameters extension.
When GPU crashes aren't reproducable in renderdoc, it helps to have someway to figure out what exactly is going on when a crash happens or what operation caused it. Add a checkpoint system that reports the GPU execution state in perfetto in time with actual GPU execution, and use flow events to show the event's path through execution, vulkan record and executor record stages.
This is neccessary as e.g. shaders can be updated through a mirror and never hit modification traps. By tracking which addresses have sequenced writes applied, the shader manager can then correctly detect if a given shader has been modified by the GPU.
Due to the way Android Studio reads gradle configuration, a false positive warning for incompatible Java versions is fired when the Kotlin Java version is not specified first.
`One missing Bitmap to rule them all and one condition to find them.` Also eliminates passing that condition between methods. The data class can simply return the same instance every time it's necessary.
Since this is instantiated in `onCreate` and may be recycled with different settings, relying on the audio to be disabled to determine if a mute action is available seems like a risky gamble.
This should adapt to the package name, despite not actually relying on the value of it to function. Intents are one of the most analyzed items for vulnerabilities and exploits.
Some games, for example PGLE, have heavy contention in code that locks mutexes for only a brief period of time. This heavy contention over multiple threads results in futex latency (often ~20us) impacting performance heavily. Using an adaptive condition variable helps to reduce this latency.
By spin waiting for a small period before falling back to an actual condition variable, some of the overheads inherent to futex's can be avoided. The used constants were tuned for optimal performance on 8G1 on Skyrim and PGLE.
* Add bold text and antialiasing for osc buttons
* Fix osc dpad and button position (widder than taller)
* Set default OSC color to white background with black text
This helps to prevent issues that result from the overlapping of buffer and texture data, by only ever syncing back textures if they are actually used as RTs, which are much less likely to overlap buffers.
* Apply translations in fr
* Apply translations in ru
* Apply translations in b+zh+Hans
* Apply translations in b+zh+Hant
* Apply translations in de
* Apply translations in el
* Apply translations in ja
* Apply translations in ar
* Apply translations in ta
* Apply translations in pl
* Apply translations in ko
* Apply translations in es
* Apply translations in pl
* Apply translations in in
* Apply translations in it
* Apply translations in b+es+419
* Apply translations in hu
`PreferenceSettings` was removed in favor of:
* `AppSettings`: stores general purpose settings mostly used for UI configuration and state
* `EmulationSettings`: stores emulation-related settings, most of these are passed to native emulation code
This commit reverts PR #2037. Passing `NativeSettings` to emulation code through a member reference, instead of a local variable, caused unpredictable crashes when using custom GPU drivers (v615+) on some Qualcomm SoCs.
The exact cause of the issue remains unknown, my best guess is that it was caused by an incorrect optimization performed on the Kotlin bytecode in release mode, which caused an issue when reading memory that had been forked, because of running emulation in a separate process.
Runtime settings modification will be reimplemented in the future via an alternative method.
Indirect layers are used by the game to render layer on its own, the game allocates a buffer with the size from `GetIndirectLayerImageRequiredMemoryInfo` and uses `GetIndirectLayerImageMap` to draw the applet contents into the buffer.
As we don't LLE applet implementations nor do our HLE implementations draw equivalent applets, we cannot submit this to the guest. As a result, these functions are stubbed with the framebuffer being cleared to red.
Stubbing these functions allows titles such as Dark Souls to not crash while initializing indirect layers.
Accessing the settings class during the execution of the `OnChangedCallback` results in a deadlock, as accesses to values are protected by a mutex. Instead, we now keep a local copy of the relevant settings and update those with the new value.
I missed that addSubpass was only called once-per-subpass, meaning that if a new barrier req was discovered several draws into the RP it wouldn't be applied. Split out barriers into a seperate function to avoid this.
Full pipeline barriers between every RP can be extremely expensive on HW, by analysing the inputs and outputs of a draw it's possible to construct a much more optimal barrier that only syncs what is neccessary.
Sometimes view pointers may change despite the underlying Vulkan image view not actually changing, so use vk::ImageViews for tracking to keep RP breaks to a minimum.
The layer stride provided by the depth register in Maxwell3D needs to be shifted by 2, this caused the stride to be 1/4th of what it needed to be resulting in OOB access.
When calculating mip-level dimensions in terms of GOBs, they need to be divided by 2 while rounding upwards rather than downwards. This fixes corrupted textures and OOB access on lower mip levels across a substantial amount of titles, reducing arbitrary crashes as a result.
The default `compiler_check` strategy used by ccache was causing a 0% hit rate, as it was using the compiler's "modified time" as part of the hash. Since the script installs dependencies from scratch for every run, mtime was always different, causing different hashes even when source files were unchanged. To avoid this, use the NDK version as part of the hash instead.
This JSON file is generated for any APK builds, it's entirely unnecessary to commit to the repository and has no relevance outside of the local context therefore has been added to `.gitignore`.
mapped
Since we align up when allocating, not doing so when deallocating would result in a gradual buildup of boundary pages that eventually fill the whole address space.
These are about 100x as expensive on adreno than nvidia due to the lack of a dedicated instruction, since some games work fine without them add a hack to disable them.
The vulkan guest driver doesn't expect a 0xB return code from SyncptEventWait, even though this is valid when an event is being signalled. Just ignore the intermediate state instead as doing so avoids races without causing any more.
The excessive blocking caused by initial compilation happening async to the guest caused issues in some cases, now we have a Vulkan pipeline cache to speed it up we can wait for a full compile before launch without too many issues.
By only using what we need, and mirroring the descriptor structs to allow for much tighter packing (while keeping the same member names) we can reduce pipeline memory to about 1/3 of what it was before.
Certain titles such as Super Smash Bros Ultimate can use SVC `UnmapPhysicalMemory` to punch holes into physical memory mappings, this wasn't handled correctly as we completely deleted the portion after the hole. It has now been fixed which results in these titles which depend on this behavior to work now.
Since the waitermutex is only ever locked for a short amount of time, spinning in contention-heavy scenarios ends up quite a bit more efficient than a kernel wait.
This removes the need to concatenate the variable multiple times, recycles the scaled bitmap after it has been stored, addresses the Android Studio complaint about that method name, and generates a preview of the current profile image as the preference icon.
The implementation for this service function wasn't added to the service function table. Additionally, the type for the output `ScalingMode` was implicitly `int` as it was unspecified in the `enum class` which has now been corrected to `u64` as it should be.
Due to broken drivers, it's possible to find no Vulkan physical devices but this can lead to a cryptic segfault. This explicitly checks for it instead and throws an exception which will be emitted into logcat thus can be easily caught.
Due to the trampoline and save/load context functions, `GetHookSectionSize` returned a non-zero size for when there were no hooked symbols supplied to it. This is problematic as it isn't required and hooking is currently not stable so it can lead to crashes or freezes in certain titles.
A thread can be paused while it is in a synchronization primitive which will do `RemoveThread`, we need to update the state of `insertThreadOnResume` in this case by clearing it so it isn't incorrectly reinserted on resuming the thread.
`Scheduler::UpdateCore` implicitly depended on `KThread::coreMigrationMutex` being locked during calls to it, this requirement has now been made explicit to avoid confusion.
When a timeout occurs in `ConditionVariableWait`, we used to check `waitMutex` which is cleared by `MutexUnlock` but when we hit the CAS case in `ConditionVariableSignal` then we don't clear `waitMutex`. It's far more reliable to check `waitThread` as an indication for if the thread has already been unlocked as it's cleared at the start of `ConditionVariableWait` and would implicitly stay cleared in the CAS case while being set in `MutexLock` and being unset in `MutexUnlock`.
There's multiple locations where a thread is yielded in the scheduler and all of them repeat the code of checking for `pendingYield` and signalling with an optional optimization of checking if the thread being yielded is the calling thread.
All this functionality has now been consolidated into `Scheduler::YieldThread` which checks for `pendingYield` and does the calling thread yield optimization. This should lead to better readability and better performance in cases where `UpdatePriority` would signal the calling thread.
`forceYield` was incorrectly not set when pausing running threads if the thread already had `pendingYield` set. This could lead to cases where `Rotate` would later throw an exception due to it being unset.
Blocking while inserting a paused thread can lead to deadlocks where the inserting thread later resumes the paused thread.
Co-authored-by: Billy Laws <blaws05@gmail.com>
As we didn't hold `coreMigrationMutex`, the thread could simply migrate during `InsertThread` which would lead to the thread potentially never waking up as it's been inserted on a non-resident core.
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
`SignalToAddress`/`ConditionVariableSignal` need to wake waiters in priority order, while threads are inserted in order this doesn't remain the case as priority updates don't reinsert the thread into `syncWaiters`.
It was determined that reinsertion into `syncWaiters` would be fairly complex due to locking the `syncWaitersMutex` with the thread's mutexes. To avoid this, this commit instead sorts waiters by priority at signal time to always wake threads in the right order.
Calling `WaitSchedule` inside the block where `syncWaiterMutex` is locked causes a race with other threads which lock the core mutex and `syncWaiterMutex` together. This commit moves the `WaitSchedule` outside the block while simply setting a flag to wait later similar to `ConditionVariableWait`'s timeout case.
Co-authored-by: Billy Laws <blaws05@gmail.com>
This is a cause for a large amount of scheduler bugs so we should generally check for this on debug builds as it is a fairly easy way to check for issues for some performance cost.
The way we handled waking/timeouts of condition variables was fairly inaccurate to HOS as we moved locking of the mutex to the waker thread which could change the order of operations and would cause what were functionally spurious wakeups for all awoken threads.
This commit fixes it by doing all locks on the waker thread and only awakening the waiter thread once the condition variable was signalled and the mutex was unlocked. In addition, this fixes races between a timeout and a signal that could lead to double-insertion as a result of a refactor of how timeouts work in the new system.
`MutexLock` incorrectly returned `InvalidCurrentMemory` for cases where the userspace value didn't match the expected value. It's been corrected to return no error in those cases while preserving the error code for usage in `ConditionalVariableWait`.
We didn't read the values for arbitration atomically in all cases as we should have, this consolidates the reading of the value and uses the value across all cases.
A race could occur from the timeout path in `WaitForAddress` taking place at the same time as `SignalToAddress` has been caused, this causes a deadlock due to double-insertion.
Some games rely on the vsync event to schedule frames, by matching its timing with presentation we can reduce needless waiting as the game will immediely be able to queue the next frame after presentation.
This allows for the presentation engine to grab the presentation image early when direct buffers are in use, since it'll handle sync on its own using semaphores it doesn't need to wait for GPU execution.
By importing guest memory directly onto the host GPU we can avoid many of the complexities that occur with memory tracking as well as the heavy performance overhead in some situations. Since it's still desired to support the traditional buffer method, as it's faster in some cases and more widely supported, most of the exposed buffer methods have been split into two variants with just a small amount of shared code. While in most cases the code is simpler, one area with more complexity is handling CPU accesses that need to be sequenced, since we don't have any place we can easily apply writes to on the GPFIFO thread that wont also impact the buffer on the GPU, to solve this, when the GPU is actively using a buffer's contents, an interval list is used to keep track of any GPFIO-written regions on the CPU and any CPU reads to them will instead be directed to a shadow of the buffer with just those writes applied. Once the GPU has finished using buffer contents the shadow can then be removed as all writes will have been done by the GPU.
The main caveat of this is that it requires tying host sync to guest sync, this can reduce performance in games which double buffer command buffers as it prevents us from fully saturating the CPU with the GPFIFO thread.
This is necessary for the upcoming direct buffer support, as in order to use guest buffers directly without trapping we need to recreate any guest GPU sync on the host GPU. This avoids the guest thinking work is done that isn't and overwriting in-use buffer contents.
Extends the profile picture stub into a full-fledged implementation with the ability for users to set their profile picture in settings while having the Skyline icon as the default profile picture.
HOS's TIDs are one-based rather than zero-based, certain titles such as Pokémon Arceus, Naruto Shippuden: Ultimate Ninja Storm 3, Splatoon 3, etc. use the TID being zero as a sentinel value but as we assigned this ID to our first thread prior it broke this logic which has now been fixed by this commit as it now matches HOS behavior.
All writes are done async into a staging file, which is then merged into the main pipeline cache file at the time of the next launch. Upon encountering file corruption the cache can be trimmed up to the last-known-good entry to avoid any excessive loss of data from just one error.
By distributing the load of shader compiling onto multiple threads and then only waiting for completion until absolutely neccessary we can reduce compilation stutters significantly.
Introduces the base abstractions that will be used for pipeline caching, with a 'PipelineStateBundle' that can be (de)serialised to/from disk and an abstract accessor class to allow switching between creating disk-cached pipelines and fresh ones.
When caching pipelines we can't cache whole images, only their formats so refactor PackedPipelineState so that it can be used for pipeline creation, as opposed to passing in a list of attachments.
The problem is in StoreOpenContext wasn't storing any user, but ListOpenContextStoredUsers was writing default user (when it's not stored by StoreOpenContext)
Related service calls are called in a loop by SM3DW. A variable tracking zero drift mode has been added to `npad_device`, but it's unused at the moment.
This can reuse a fair bit of the now-commonised Maxwell 3D code and mostly consists of compute-specific pipeline code which was deemed not suitable for being commonised (e.g. descriptor update code is somewhat duplicated). Of note is how compute lacks any active state at all de to its use of QMDs which bundle up all state into a single object in memory.
A lot of pipeline code is difficult to commonise due to the inherent difference between compute and graphics pipelines, however the binding layout is shared so we can at least commonise that
This will be shared with the compute engine implementation, the only thing of note with this is that the binding register is now passed as a param since it is part of the compute QMD which can't be dirty tracked.
Although rtld and IPC prevent TLS/IO and code from being above the 36-bit AS limit, nothing depends the heap being below it. We can take advantage of this by stealing as much AS as possible for code in the lower 36-bits.
Exynos SoCs have a bug where the `CNTFRQ_EL0` register is either set to 0 or contain incoherent values. With this patch, the frequency value is loaded into a static variable and used instead of reading the register. The value will be initialised to the correct value for affected SoCs, while unaffected ones will use the value from the register.
* Close the input and output file streams before moving the output file to the final destination
* Clean up the destination path before moving the new file
* Introduce a `ImportResult` return value to differentiate between the possible causes of import errors
* Display more meaningful error messages in the UI
If a producer thread was waiting for the queue to have free space and the consumer thread hadn't yet acquired the production mutex a deadlock could occur
Capture HAT axes events ourselves instead of relying on the android framework to turn them into KeyCodes. Fixes handling of DPAD button presses on most controllers.
In the case of axis value being zero, polarity would favor one side of the stick resulting in invalid values. Fix that by taking into account axis history when calculating polarity.
This was incorrectly allocated in words, rather than bytes, meaning that guest allocations could overwrite the private memory and break inline syncpt operations
We need to use a shared_ptr to ensure that the present callback doesn't do any UAFs, also unlocks the GBP during presentation as if the queue is full a deadlock could a rise where the present callback wouldn't be able to run due to the (waiting) DequeueBuffer thread holding the lock.
Exiting from emulation has always been a big issue for Skyline, with guest and host threads that would keep running in the background unless the app was manually killed. Running emulation in a separate process allows us to kill it when we are done, avoiding the need for complex exiting management code.
The old message was being misinterpreted as if the device's gpu was not supported by the emulator. Reword that message to explicitly mention custom drivers.
* Add a drag indicator at the top
* Fix flex layout wrapping when buttons didn't fit on a single line
* Fix BottomSheetDialog peek height too small on landscape orientation
* General cleanup of the layout
A new `DragIndicatorView` had been introduced, which draws a small drag handle element. When used inside a `BottomSheetDialog`, this view will add a callback for hiding the indicator when the dialog is fully expanded.
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.
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.
DMA copies utilized `SubmitWithFlush` instead of `Submit`, this is not required and incurs significant additional synchronization penalties which will no longer be required.
We want to avoid blocking on surface creation unless necessary, this commit doesn't wait on the creation of the surface as it default initializes the value which'll generally be `Identity` or the transformation of the previous surface if it was lost.
Co-authored-by: Billy Laws <blaws05@gmail.com>
The V-Sync `KEvent` would be used by the presentation thread prior to construction leading to dereferencing an invalid value, this has been fixed by changing the order of construction to move the construction of the presentation thread after the V-Sync event.
The `TrapRegions` function performed a page-out on any regions that were trapped as read-only, this wasn't optimal as it would tie them both into the same operation while Buffers/Textures require to protect then synchronize and page-out. The trap was being moved to after the synchronize to get around this limitation but that can cause a potential race due to certain writes being done after the synchronization but prior to the trap which would be lost. This commit fixes these issues by splitting paging out into `PageOutRegions` which can be called after `TrapRegions` by any API users.
Co-authored-by: Billy Laws <blaws05@gmail.com>
`NCE::TrapRegions` was a bit too overloaded as a method as it implicitly trapped which was unnecessary in all current usage cases, this has now been made more explicit by consolidating the functionality into `NCE::CreateTrap` which handles just creation of the trap and nothing past that, `RetrapRegions` has been renamed to `TrapRegions` and handles all trapping now.
Co-authored-by: Billy Laws <blaws05@gmail.com>
Similar to `Buffer`s, `Texture`s suffered from unoptimal behavior due to using atomics for `DirtyState` and had certain bugs with replacement of the variable at times where it shouldn't be possible which have now been fixed by moving to using a mutex instead of atomics. This commit also updates the API to more closely match what is expected of it now and removes any functions that weren't utilized such as `SynchronizeGuestWithBuffer`.
Having a single variable denoting the exact state of a buffer and the operations that could be performed on it was found to be too restrictive, it's now been expanded into an additional `BackingImmutability` variable but due to these two. We can no longer use atomics without significant additional complexity so all accesses to the state are now mediated through `stateMutex`, a mutex specifically designed for tracking the state.
While designing the system around `stateMutex` it was determined to be more efficient than atomics as it would enforce blocking far less than it would generally have been compared to if the regular atomic fallback of locking the main resource lock which is locked for significantly longer generally.
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
As a performance sensitive part of code, the NCE Trapping API benefits from having tracing and it helps us better determine where guest code is spending its time for more targeted optimizations.
The lifetime of the `this` pointer in the trap callbacks could be invalid as the lifetime of the underlying `Buffer`/`Texture` object wasn't guaranteed, this commit fixes that by passing a `weak_ptr` of the objects into the callbacks which is locked during the callbacks and ensures that a destroyed object isn't accessed.
Co-authored-by: Billy Laws <blaws05@gmail.com>
The `CommandExecutor`'s `MegaBuffer` was not being updated with the latest `FenceCycle` on being flushed in `SubmitWIthFlush`, this led to the megabuffer being overwritten prior to its GPU-side usage being complete. This commit fixes that by replacing the cycle to the latest cycle and prevents any races that occurred prior.
`FindOrCreate` ended up being monolithic function with poor readability, this commit addresses those concerns by refactoring the function to split it up into multiple member functions of `BufferManager`, while some of these member functions may only have a single call-site they are important to logically categorize tasks into individual functions. The end result is far neater logic which is far more readable and slightly better optimized by virtue of being abstracted better.
In certain cases the move constructor may not suffice and the move assignment operator is required, this commit implements that and moves to using a pointer for storing the `resource` member rather than a reference as its semantics matched what we desired more and allowed for assignment of the `resource`.
It was determined that `FindOrCreate` has several issues which this commit fixes:
* It wouldn't correctly handle locking of the newly created `Buffer` as the constructor would setup traps prior to being able to lock it which could lead to UB
* It wouldn't propagate the `usedByContext`/`everHadInlineUpdate` flags correctly
* It wouldn't correctly set the `dirtyState` of the buffer according to that of its source buffers
The condition for `setDirty` in the dirty state CAS was inverted from what it should've been resulting in synchronizing incorrectly, this commit fixes the condition to correct synchronization.
The formats of the textures involved in a texture were checked for equality, this broke certain copies as the presentation engine would invoke copies between textures of different yet compatible formats.
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
`ContextLock` had unoptimal semantics in the form of direct access to the `isFirst` member which wasn't clearly defined, it's now been broken up into function calls `IsFirstUsage` and `OwnsLock` with explicit move semantics and a function for releasing the lock.
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
The position at which we call submit is a significant factor in performance and we did so at the end of PBs (PushBuffers), this isn't optimal as there could be multiple PBs queued up that would benefit from being in the same submission. We now delay the submission of the workload till we run out of PBs.
A buffer that's attached to a context could be coalesced into a larger buffer which isn't attached, this would break as it wouldn't keep the buffer alive till the end of the associated context. To fix this if any source buffers are attached then the resulting coalesced buffer is also attached now.
The CAS condition for KThread PI was inverted which lead to entirely incorrect behavior for CAS conditions which while it might work in the vast majority of cases would lead to significantly inaccurate behavior.
The lock callback would `continue` which would end up skipping over the current item as it applied to the inner loop rather than the outer loop as intended. This has now been fixed by using `break` and a check instead.
The buffer's non-blocking behavior could lead to an invalid state where the dirty state doesn't adequately represent the buffer's true state, the check has now been moved inside the CAS loop as its behavior changes depending on the dirty state. In addition, `SynchronizeGuest` returns a boolean denoting if the synchronization was successful now to make code flows depending on non-blocking synchronization cleaner.
`SynchronizeGuest` could only set the dirty state to `Clean` which was redundant since calls to it from inside the write trap handler would set it to `CpuDirty` directly after, this fixes that by doing it inside the function when necessary.
The trap callbacks did not wait on the `Texture` to complete synchronization to the guest, this resulted in races where the contents written to the texture would be overwritten by the synced content. This commit fixes that by waiting on the fences at the end of the trap callback.
The lifetime of `TextureView` objects wasn't correctly managed as they weren't being attached the the `FenceCycle` in `AttachTexture`, this led to them getting deleted and causing all sorts of UB.
The flush callbacks inside `CommandExecutor` weren't being called prior to submission as they should've been, this fixes that by calling them. It additionally removes the requirement to manually flush Maxwell3D at the end of `ChannelGpfifo` pushbuffers as it's a flush callback and will automatically be called by `Submit`.
Co-authored-by: Billy Laws <blaws05@gmail.com>
Any work that was done in a `ChannelGpfifo` pushbuffer needs to be submitted at the end of it, if it isn't done then the work might incorrectly be not done till the next submission. This commit fixes it by calling `CommandExecutor::Submit` at the end of a pushbuffer, submitting any buffers that would've been left over.
Co-authored-by: Billy Laws <blaws05@gmail.com>
Certain submissions might not utilize megabuffering but reserve a `MegaBuffer` regardless, this is not optimal since it can inflate the allocations and waste memory. This commit addresses the issue by eliding the allocation given the current submission doesn't utilize them.
If a `FenceCycle` isn't attached then `PollFence` returned `false` while it should return if the buffer has any concurrent GPU usages in flight, this has now been fixed by returning `true` in those cases.
Certain resources can be attached to an empty `Submit` with no nodes, this can cause it to become a false dependency and not be removed till the next non-empty submission. This has now been fixed by doing a reset regardless of if any nodes exist.
The GPU inline copy callback was broken for `Buffer::Write` as it wasn't always called when it needed to be and didn't handle attaching of the buffer to the executor which would cause it to be unlocked. This commit addresses both of these issues, it introduces a `AttachLockedBuffer` method to attach an already locked buffer to the executor.
The build folder was being deleted at the end of CI runs but it has to be cached and this deletion wasn't necessary as the disk would be wiped at the end of the CI build, this has now been fixed.
The FPS is implicitly bound to the refresh rate due to the timestamp being that of the presentation time, this leads to a misleading FPS figure for disabled frame throttling. It has now been fixed by using the frame submission time rather than the presentation time when frame throttling is disabled and to make this more apparent the color of the OSD FPS has been changed.
All `Packed` formats have their components stored in the opposite ordering to the label, this was not followed for `IsAdrenoAliasCompatible` prior and the ordering has now been flipped.
A deadlock was caused by holding `trapMutex` while waiting on the lock of a resource inside a callback while another thread holding the resource's mutex waits on `trapMutex`. This has been fixed by no longer allowing blocking locks inside the callbacks and introducing a separate callback for locking the resource which is done after unlocking the `trapMutex` which can then be locked by any contending threads.
The `end` pointer for `interval` was incorrectly calculated as `interval.data() + interval.size_bytes()` which would be incorrect when the interval span type is not `u8` as the pointer derived from `interval.data()` would be a pointer to the span type rather than a byte pointer and be subject to arithmetic of that object's size rather than in terms of a byte.
We generally don't need to lock the `Texture`/`Buffer` in the trap handler, this is particularly problematic now as we hold the lock for the duration of a submission of any workloads. This leads to a large amount of contention for the lock and stalling in the signal handler when the resource may be `Clean` and can simply be switched over to `CpuDirty` without locking and utilizing atomics which is what this commit addresses.
We utilized a `FenceCycle` to keep track of if the buffer was mutable or not and introduced another cycle to track GPU-side requirements only on fulfillment of which could the buffer be utilized on the host but due to the recent change in the behavior this system ended up being unoptimal.
This commit replaces the cycle with a boolean tracking if there are any usages of the resource on the GPU within the current context that may prevent it from being mutated on the CPU. The fence of the context is simply attached to the buffer based off this which was allowed as the new behavior of buffer fences matches all the requirements for this.
An atomic transactional loop was performed on the backing `std::shared_ptr` inside `BufferView`/`TextureView`'s `lock`/`LockWithTag`/`try_lock` functions, these locks utilized `std::atomic_load` for atomically loading the value from the `shared_ptr` recursively till it was the same value pre/post-locking.
This commit abstracts the locking functionality of `TextureView`/`BufferDelegate` into `LockableSharedPtr` to avoid code duplication and removes the usage of `std::atomic_load` in either case as it is not necessary due to the implicit memory barrier provided by locking a mutex.
`PresentationEngine` and `GraphicBufferProducer` methods that utilized textures for the surface utilized the `Texture` type rather than the `TextureView` type, this was never correct but at the time of authoring this code `TextureView` was not finalized and in a major flux which is why it was not utilized and `Texture` was utilized instead. Now that is is far more stable, it has been replaced with `TextureView`.
We want to block on the host thread during presentation while the host surface isn't present to implicitly pause the game, this can end up being fairly costly as it involves locking the `PresentationEngine` mutex which can lead to a lot of contention with the presentation thread. This fixes the issue by polling if there is a surface and only if there isn't then doing the wait as it isn't mandatory to wait always, we'll eventually run into the guest thread stalling.
Newer versions of the Deko3D homebrew were crashing due to this check and it was discovered that the check was incorrect and rather than comparing the `NvSurface` what had to be compared was the `GraphicBuffer` associated with the slot directly.
Co-authored-by: lynxnb <niccolo.betto@gmail.com>
The copyright headers for external project such as yuzu/Ryujinx were inconsistent in ordering, Skyline should always be the first item in the list. In addition, they didn't always link to the project's GitHub which has also been fixed.
Multiple threads concurrently accessing the `TextureManager`/`BufferManager` (Referred to as "resource managers") has a potential deadlock with a resource being locked while acquiring the resource manager lock while the thread owning it tries to acquire a lock on the resource resulting in a deadlock.
This has been fixed with locking of resource manager now being externally handled which ensures it can be locked prior to locking any resources, `CommandExecutor` provides accessors for retrieving the resource manager which automatically handles locking aside doing so on attachment of resources.
GPU resources have been designed with locking by fences in mind, fences were treated as implicit locks on a GPU, design paradigms such as `GraphicsContext` simply unlocking the texture mutex after attaching it which would set the fence cycle were considered fine prior but are unoptimal as it enforces that a `FenceCycle` effectively ensures exclusivity. This conflates the function of a mutex which is mutual exclusion and that of the fence which is to track GPU-side completion and led to tying if it was acceptable to use a GPU resource to GPU completion rather than simply if it was not currently being used by the CPU which is the function of the mutex.
This rework fixes this with the groundwork that has been laid with previous commits, as `Context` semantics are utilized to move back to using mutexes for locking of resources and tracking the usage on the GPU in a cleaner way rather than arbitrary fence comparisons. This also leads to cleaning up a lot of methods that involved usage of fences that no longer require it and therefore can be entirely removed, further cleaning up the codebase. It also opens the door for future improvements such as the removal of `hostImmutableCycle` and replacing them with better solutions, the implementation of which is broken at the moment regardless.
While moving to `Context`-based locking the question of multiple GPU workloads being in-flight while using overlapping resources came up which brought a fundamental limitation of `FenceCycle` to light which was that only one resource could be concurrently attached to a cycle and it could not adequately represent multi-cycle dependencies. `FenceCycle` chaining was designed to fix this inadequacy and allows for several different GPU workloads to be in-flight concurrently while utilizing the same resources as long as they can ensure GPU-GPU synchronization.
If we want to allow submitting multiple pieces of work to the GPU at once while still requiring CPU synchronization, we'll need to track all past fence cycles associated with a resource alongside the current one. To solve this the concept of chaining fences has been introduced, fences from past usages can be chained to the latest fence which'll then recursively forward operations to chained fences.
This change also ends up mandating a move away from `FenceCycleDependency` as it would prevent fences from concurrently locking the same resources which is required for chaining to work as two fences being chained fundamentally means they're locking the same resources. The `AtomicForwardList` is therefore used as the new container.
An implementation of a singly-linked list with atomic access to allow for lock-free access semantics, it eliminates the requirement for a mutex which can introduce additional consideration for synchronization.
Resources on the GPU can be fairly convoluted and involve overlaps which can lead to the same GPU resources being utilized with different views, we previously utilized fences to lock resources to prevent concurrent access but this was overly harsh as it would block usage of resources till GPU completion of the commands associated with a resource.
Fences have now been replaced with locks but locks run into the issue of being per-view and therefore to add a common object for tracking usage the concept of "tags" was introduced to track a single context so locks can be skipped if they're from the same context. This is important to prevent a deadlock when locking a resource which has been already locked from the current context with a different view.
We do not want to allow saving of user data on unsigned builds as they don't have a stable signature and will not properly handle reinstallation. This can lead to a situation where the user has to resort to complex techniques to completely uninstall the package such as ADB or calling into PM directly.
We currently present all frames synchronously on the thread that calls into SurfaceFlinger functions, this is unoptimal as it doesn't match guest behavior which can lead to delaying the guest from working on the next frame. This commit queuing up frames to non-blocking and handles all waiting then presenting the frame on a dedicated thread.
We utilize `pthread_setname_np` to set the thread names but didn't check for any errors which resulted in the `Skyline-Choreographer` and `ChannelCmdFifo` not having proper names as they exceeded the 16 character limit on thread names for the pthread function. This has now been fixed by changing the names and introducing error checking to invocations of this function.
All our normal alignment functions are designed to only handle power of 2 (`POT`) multiples as we only align or check alignment to `POT` multiples but there are cases where this is not possible and we deal with `NPOT` multiples which is why this function is required.
We waited on the host GPU after `Execute` but this isn't optimal as it causes a major stall on the CPU which can lead to several adverse effects such as downclocking by the governor and losing the opportunity to work in parallel with the GPU.
This has now been fixed by splitting `Execute`'s functionality into two functions: `Submit` and `SubmitWithFlush` which both execute all nodes and submit the resulting command buffer to the GPU but flushing will wait on the GPU to complete while the non-flush variant will not wait and work ahead of the GPU.
We need move-assignment semantics to viably utilize these objects as class members, they cannot be replaced without move-assign (or copy-assign but that is undesirable here). This commit fixes that by introducing a move assignment operator to them while making the `slot` a pointer which has the necessary nullability semantics.
This change lets items get the updated position of their view holder in the adapter. Fixes an issue where the position of items was not updated after being removed from a `SelectableGenericAdapter`.
This preference launches `GpuDriverActivity` for managing custom gpu drivers. When the device has an incompatible GPU, the preference will be disabled and greyed out.
The activity adds the following functionalities:
* Lists installed drivers
* Allows the user to install new drivers, or remove installed ones
* Allows the user to select the driver that will be used by the emulator
At some point we will call Submit within draws or constant buffer updates, to avoid any infinite recursion mark draw/cbuf pending as false before performing any operation
The previous name was chosen as an afterthought and didn't clearly indicate what the purpose of the class is. We needed a separate, simple class without delegates members (like PreferenceSettings), so that its fields can be easily accessed via JNI to get settings values from native code.
The `Settings` class now has a pure virtual `Update` method, and uses inheritance over template specialization for platform-specific behavior override.
A `Setting` delegate class has been introduced, holding the raw value of the setting and adding support for registering callbacks to that setting. Callbacks will then be called when the value of that setting changes.
As a result of this, raw setting values have been made accessible through pointer dereference semantics.
SharedPreferences will be partially swapped out in the future to support per-game settings. In the meantime, make it clear from which class settings are coming from.
Settings are now shared to the native side by passing an instance of the Kotlin's `Settings` class. This way the C++ `Settings` class doesn't need to parse the SharedPreferences xml anymore.
Mali GPU drivers utilize the `ppoll()` syscall inside `waitForFences` which isn't correctly restarted after a signal, which we can receive at any time on a guest thread. This commit fixes that by recursively calling the function on failure till it succeeds or returns an unexpected error.
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
These applets are used by applications to display a custom error message to the user. Both the error message and the detailed error message are printed to the error log.
Co-authored-by: lynxnb <niccolo.betto@gmail.com>
This conforms to the C++ 'Allocator' named requirement allowing it to be used with any STL type and allows drastically reducing allocation times in cases which are suited for linear allocation.
Certain non-indexed quad draws would mistakenly take the indexed quad path because of the assumption that they would not have a bound index buffer. This resulted in a crash for most games using quads due to a faulty exception `Indexed quad conversion is not supported`, when in fact they were not using indexed quads.
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
This commit implements several key optimisations in megabuffering that are all inherently interlinked.
- Megabuffering is moved from per-buffer to per-view copies, this makes megabuffering possible for small views into larger underlying buffers which is often the case with even the simplest of games,
- Megabuffering is no longer the default option, it is only enabled for buffer views that have had inline GPU writes applied to them in the past as that is the only case where they are beneficial. In any other case the cost of copying, even with a 128KiB limit can be significant.
- With both of these changes, there is now possibility for overlapping views where one uses megabuffering and one does not. In order to allow GPU inline writes to work consistently in such cases a system of 'host immutability' has been implemented, when a buffer is marked as host immutable for a given cycle, all writes to the buffer from that point to the point the cycle is signalled will be performed on the GPU, ensuring that the backing contents are correctly sequenced
We don't always have access to CI secrets, such as, when a certain CI action is triggered by a PR from an external repository then it won't have access to secrets and be signed. While we likely will allow for this in the future as all workflows do have to be approved, it is still important to not crash when keys are unavailable and have a graceful fallback for those situations.
Has the same guarantees of pointer stabilty while also being significantly faster in cases where a buffer has thousands of views. This is the case in RE4 and this change leads to an almost 1000% performance improvement in that game.
Uses an API found through RE since none of the AOSP APIs work, additionaly the code for setting RR was consolidated to a single function that can be ran after all display updates.
We currently have a global `MegaBuffer` instance that is shared across all channels, this is very problematic as `MegaBuffer` fundamentally works like a state machine with allocations (especially resetting/freeing) and is thread-specific. Therefore, we now have a pool of several `MegaBuffer`s which is allocated from by the `CommandExecutor` and kept channel specific as a result which also limits its usage to a single thread, this allows for individually resetting or freeing any allocations.
There was a lot of redundant code in the `CommandScheduler` when the same functionality could be achieved with much shorter and cleaner code which this commit fixes. This includes no changes to the user-facing API and does not require any changes on the user side as a result.
Some games remap rendertargets or map them late which would lead to weird graphical bugs or crashes. Drop the caching since VMM lookup is fairly cheap anyway.
The `VkBufferImageCopy` offset calculations were wrong inside `CopyIntoStagingBuffer` as it multiplied the mip level's linear size by `levelCount` rather than `layerCount`. This led to substantial UB in games which called this function as it led to an overflow and resulted in writing to other areas of the buffer which caused major issues such as vertex/index buffer corruption and corresponding graphical glitches alongside likely being the cause of some crashes.
BC7 CPU decoding had the red and blue channels swapped around as it outputted a BGRA image after decoding while we expected an RGBA image to be produced. This should fix the colors of certain textures in titles such as Cuphead or Sonic Forces.
The syncpoint maximum value represents the maximum possible syncpt value at a given time, however due to PBs being submitted before max was incremented, for a brief moment of time this is not the case which could lead to crashes or other such behaviour if a game waits on the fence at the right moment.
We used a `FileProvider` for log sharing prior, this is no longer necessary since it comes under the `DocumentsProvider` now which can be utilized to share the log document directly.
Any documents with the same name existing in a directory that is copied to would cause an exception due to existing already, this fixes that by handling conflict resolution in those cases and automatically determining a file name that would avoid a conflict.
Previously a broken state value was returned from GetState that caused crashes in games using newer SDKs and NFP, correctly handle state now by updating it after initialisation.
We can't render to a 3D texture through a 3D view, we instead have to create a 2D array view into it and render to that. The texture manager previously didn't support having a different view type/layer count between a guest texture view and the underlying storage texture that is required to support this so that was also implemented by reading the view layer count from the dimensions depth instead if the underlying texture is 3D (and the view type is 2D array). Additionally move away from our own view type enum to Vulkan, inline with other guest texture member types.
Sampler anisotropy was made a required feature in an earlier commit due to its widespread availability but this was determined to be incorrect as certain Mali GPUs that can otherwise run 2D games in Skyline do not have this feature, while they are still not officially supported as this was the only roadblock to support them, it has now been made an optional feature.
`android:hasFragileUserData` was added in an earlier commit but then removed due to it not functioning because of signature checks. Now that signatures are consistent across builds, it has been readded and should now allow carrying data across CI and developer builds.
The `restore-keys` parameter of `actions/cache@v3` is now utilized to add robust fallbacks for missing cache keys, it should automatically fall back to an older but still valid cache rather than entirely miss now.
The CI didn't cache the C++ build related directories under `app/build/` which caused a full recompilation of C++ code, this takes a significant amount of time.
Adds the CI run number to the APK name, they were `app-(debug/release).apk` but are now `skyline-${CI run number}-(debug/release).apk`. This makes it significantly easier to identify what version a specific build is, this alongside signing consolidates Skyline builds.
We've done no signing of any Skyline APKs to date which causes issues regarding authenticity of any APKs as they could be entirely unofficial builds which have not been vetted by the team. Additionally, the different keys remove the ability to reinstall a different build successively as Android checks for matching signatures before installing an APK.
With the Skyline document provider, easy access to the internal directory is required which may be hard to navigate to through the system file manager. This adds an option in settings to directly open up the directory in the system file manager.
The URIs (Document ID + Root) of the Skyline `DocumentsProvider` was unoptimal as it wasn't relative to a base directory. This is required for opening a root without knowledge of the full path in advance, it is therefore cleaner to provide a uniform `ROOT_ID` in a companion class.
On Android 12 and above, files from an application's external storage directory cannot be accessed by the user. The only proper SAF-compliant way to solve this is to create a `DocumentProvider` which proxies access to internal storage accordingly.
Certain GPU vendors such as ARM's Mali do not have support for BCn textures whatsoever while other vendors such as AMD only have partial support (BC1-BC3). Most titles on the guest utilize BC textures and to address this on host GPUs without support for BCn, we need to decompress the texture on the CPU. This commit implements a CPU BCn texture decoder based off Swiftshader's BC decoder, it also adds the necessary infrastructure to have different formats for the `GuestTexture` and `Texture` objects.
The iterations of the inner loop for sector deswizzling was miscalculated as `SectorWidth * SectorHeight` while the result was correct at `32`, it should be determined by the amount of sector lines within a GOB i.e.: `(GobWidth / SectorWidth) * GobHeight`.
Support for mipmapped textures was not implemented which is fairly crucial to proper rendering of games as the only level that would load is the first level (highest resolution), that might result in a lot more memory bandwidth being utilized. Mipmapping also has associated benefits regarding aliasing as it has a minor anti-aliasing effect on distant textures.
This commit entirely implements mipmapping support but it does not extend to full support for views into specific mipmap levels due to the texture manager implemention being incomplete.
Maxwell DMA requires swizzled copies to/from textures and earlier it had to construct an arbitrary `GuestTexture` to do so but with the introduction of the cleaner API, this has become redundant which this commit cleans up and replaces with direct calls to the API with all the necessary values.
The API for texture swizzling is now more concrete and abstracted out from `GuestTexture`, this allows for neater usage in certain areas such as MaxwellDMA while having a `GuestTexture` wrapper as well allowing for neater usage in those cases.
The code itself has also been cleaned up slightly with all usage of `u32`s being upgraded to `size_t` as this is simply more efficient due to the compiler not needing to emulate wraparound behavior for integer types smaller than the processor word size.
The Fermi 2D engine implements both image blit and resolve operations, supporting subpixel sampling with both linear and point filtering.
Resolve operations are performed by sampling from the center of each pixel in order to resolve the final image from the MSAA samples
MSAA images are stored in memory like regular images but each pixels dimensions are scaled: e.g for 2x2 MSAA
```
112233
112233
445566
445566
```
These would be sampled with both duDx and duDy as 2 (integer part), resolving to the following:
```
123
456
```
Blit operations are performed by sampling from the corner of each pixel, scaling the image as one would expect.
This implementation isn't fully complete as Vulkan blit doesn't support some combinations which Fermi does, most notably between colour and depth stencil. These will be implemented properly at a later date, likely after the texture manager rework.
Out of Bounds Blit, used by some OpenGL games is also missing since supporting it requires texture aliasing, this will also be supported after the texture manager rework.
Co-authored-by: Billy Laws <blaws05@gmail.com>
Certain writes during swizzling went out of bounds due to incorrect `blockExtentY` calculation, the previous commit to fix this ended up breaking it further. This commit returns to the original commit's calculations with the proper addendum of a check for exact alignment with a GOB which is the case that was broken earlier.
The `GuestTexture::GetLayerStride` function was not always being utilized to retrieve the layer stride inside `Texture`, it would instead directly access the `guestTexture::layerStride` member. This is problematic as it may not be initialized and return `0` which would lead to a broken image copy.
Most engines have the capability to release a semaphore payload (or reduce in the case of GPFIFO) when a method is called or action is complete. Semaphores are used by games for both timing how long things take on GPU and waiting on resources so missing them can cause deadlocks or other related issues.
Textures can have more than one layer which we currently don't handle, all layers past the initial one will be filled with random data or 0s, leading to incorrect rendering. This has now been implemented now which fixes any titles which utilize array textures, such as "Super Mario Odyssey" or "Hatsune Miku: Project DIVA MegaMix".
The Maxwell3D RT layer count wasn't being set correctly as it has the same register as the depth values and is toggled between the two based on another register value.
The Maxwell GPU supports 3D textures which are tiled with the block-linear layout which didn't handle swizzling 3D textures correctly till now. This commit addresses that by implementing proper swizzling for 3D textures. Titles such as Cluster Truck and Super Mario Odyssey utilize 3D textures alongside a vast majority of other titles.
As per VMA docs: 'Allocation size returned in this variable may be greater than the size requested for the resource e.g. as VkBufferCreateInfo::size. Whole size of the allocation is accessible for operations on memory e.g. using a pointer after mapping with vmaMapMemory(), but operations on the resource e.g. using vkCmdCopyBuffer must be limited to the size of the resource.'
There were two issues here:
- If a skyline span was passed as a param then the 'T &object' version would be called, filling the span itself with random values rather than its contents
- Random numbers were repeated every call since independent_bits_engine copied generator state and thus it was never actually updated
This calculation for the amount of lines on the Y axis relative to the start of the last block was wrong and would instead determine the amount of lines to the last Y-axis GOB which wasn't accurate when padding was considered, this resulted in titles like Celeste having broken texture decoding (on a 1922x1082 texture) for the last ROB as most pixels would be masked out.
Certain titles such as BOTW trigger behavior to reuse an attachment within the same subpass, this caused an exception inside `RenderPassNode::AddAttachment` as it cannot find corresponding subpass for attachment. To fix this issue, we now assume that when it cannot find a subpass for an existing attachment, it is attached to the latest subpass and return the attachment.
Certain textures may be unaligned with a GOB's height of 8 lines, we already handle the case of being unaligned with a GOB's width of 64-bytes. This case occurs on titles such as SMO when going in-game.
The function now returns from a segmentation fault when a debugger is present, this allows the entire context to be intact which can allow the debugger to correctly pick up variables from all stack frames while it could not extrapolate most variables when trapped inside the signal handler without the values of all registers.
In the Maxwell 3D engine, instanced draws are implemented by repeating the exact same draw in sequence with special flag set in vertexBeginGl. This flag allows either incrementing the instance counter or resetting it, since we need to supply an instance count to the host API we defer all draws until state changes occur. If there are no state changes between draws we can skip them and count the occurences to get the number of instances to draw.
Implements register state that corresponds to the size of a single point sprite in Maxwell 3D, this is emitted by the shader compiler in the preamble but needs to be only applied if the input topology is a point primitive and it is invalid to set the point size in any other case.
Earlier texture locking design required the lock to be retained but since the introduction of `AttachTexture`, this no longer needs to be done. This being done caused deadlocks when the depth texture is sampled by the fragment shader while being bound as an RT since it would attempt to lock the texture again.
A basic `bcat:u` implementation to prevent titles such as "Kirby and the Forgotten Land" dependent on BCAT support from crashing due to the lack of an implementation.
This is a widely supported feature that games may require conditionally but due to it being supported on effectively all target devices, it was made mandatory. This is used by titles such as ARMS.
Improves the readability of the log and replaces the previously uninformative prefix of `operator()` due to being in a lambda with `Controller support`.
Maxwell3D has a register for linking the TIC/TSC index in bindless texture handles, this is used by games to implement bindless combined texture-sampler handles.
Implements `GraphicsEnvironment::ReadCbufValue` & `GraphicsEnvironment::ReadTextureType` with a framework of heterogeneous lookups for caching and callbacks for querying constant buffer or TIC values with validation checks for successive draws to ensure unique IR is generated.
The `descriptorSetWrites` being filled is now optional and the case of it being empty is handled correctly, this is done by certain titles such as ARMS and is entirely valid behavior. It should be noted that not doing this leads to errors in the guest due to invalid GPU state while working on the host GPU.
SVC `SignalToAddress` had a bug with the behavior of `SignalAndModifyBasedOnWaitingThreadCountIfEqual` which was entirely incorrect and led to deadlocks in titles such as ARMS that were dependent on it. This commit corrects the behavior and refactors both SVCs and moves their arbitration/waiting to inside the corresponding `KProcess` function rather than the SVC to avoid redundancies and improve code readability.
Filtering of validation logs is now extended beyond BCn formats and now covers other format which have their feature set misreported by the driver, this significantly drives down the amount of logs depending on the title.
Implements an algorithm to determine formats that can be aliased as views without needing `VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT`, this avoids spamming warning logs on view creation when the aliased formats will function in practice.
There was an oversight with exclusive subpasses which could lead to RPs with more than one subpass could be created even though one pass was exclusive, this oversight was not finishing the render pass at the end of `AddSubpass`. This could lead to a future subpass adding to the end of that RP even though it was intended to exclusively have a single subpass.
This case occurs in titles such as Celeste (in-game) and breaks rendering on GPUs that may require exclusive subpasses for proper functionality.
The Khronos Validation Layer can often generate warning/error logs due to our intentional breakage from Vulkan specification, these can occur several times a frame resulting in the logs being spammed and making it difficult to extract useful information out of logs. The scope of these logs has now been reduced with more general filtering and the introduction of specialized filtering to handle complex cases such as BCn hacks with `libadrenotools` on Adreno devices.
Descriptor set updates were broken on the non-push-descriptor path due to lifetime issues with VkDescriptorSetLayout's usage during the execution phase which entirely broke rendering on AMD/Mali GPUs due to them not supporting `VK_KHR_push_descriptor`.
This commit addresses that by moving the allocation of a descriptor set to outside the lambda and into the recording phase, it also simplifies the semantics and resources passed into the lambda by removing redundancies.
The Vulkan render pass cache was fundamentally broken since it was designed around the Render Pass Compatibility clause due to being designed for framebuffer compatibility initially. As this scope was extended to a general render pass cache, the amount of data in the key was not extended to include everything it should have. This commit introduces the missing pieces in the RP cache and simplifies the underlying code in the process.
The backing for shader data would implicitly be zero-initialized due to a `resize` on every shader parse, this was entirely unnecessary as we would overwrite the entire range regardless.
We avoid this by using statically allocated storage and a span over it containing the shader bytecode which avoids any unnecessary clear semantics without resorting to more complex solutions such as a custom allocator.
Implements a cache for storing `VkFramebuffer` objects with a special path on devices with `VK_KHR_imageless_framebuffer` to allow for more cache hits due to an abstract image rather than a specific one.
Caching framebuffers is a fairly crucial optimization due to the cost of creating framebuffers on TBDRs since it involves calculating tiling memory allocations and in the case of Adreno's proprietary driver involves several kernel calls for mapping and allocating the corresponding framebuffer memory.
There are a lot of cases of `VkImageView` being recreated arbitrarily due to it being tied to the ephemeral object `TextureView` rather than `Texture`, this commit flips that by storing all `VkImageView`s inside `Texture` with `TextureView` simply holding a copy of the handle to them. Additionally, this change results in stable `VkImageView` handles and helps in paving the path for framebuffer caching when `VK_KHR_imageless_framebuffer` is unavailable.
As we desire more accurate profiling data in certain circumstances, making the app explicitly profilable will allow for this, it will also remove the (annoying) prompt to do this in the Android Studio profiler.
Implements a cache for storing `VkRenderPass` objects which are often reused, they are not extremely expensive to create generally but this is a required step to build up to a framebuffer cache which is an extremely expensive object to create on TBDRs generally since it involves calculating tiling memory allocations and in the case of Adreno's proprietary driver involves several kernel calls for mapping and allocating the corresponding memory.
We run into a lot of successive subpasses with the exact same framebuffer configuration which we now exploit to avoid the creation of a new subpass due to the overhead involved with this. This provides significant performance boosts in certain cases due to the magnitude of difference in the amount of subpasses being created while providing next to no benefit in other cases.
The check for the fence cycle being the same as the current cycle was incorrectly inverted to be the opposite of what it should have been, leading to bugs.
The responsibility for synchronizing a texture and locking it is now on the `PresentationEngine` rather than the API-user as this'll allow more fine grained locking and delay waiting until necessary.
We want to ignore all `.trace` files as they correspond to Android Studio profiler's native call traces which may be stored in the Skyline directory for easy access.
As we require a relaxed version of the Vulkan render pass compatibility clause for caching multi-subpass render passes, we now utilize a quirk to determine if this is supported which it is on Nvidia/Adreno while AMD/Mali where it isn't supported we force single-subpass render passes.
We found out that certain vendors such as Nvidia had a limitation on the global priority of a queue and requesting `VK_QUEUE_GLOBAL_PRIORITY_HIGH_EXT` would result in `VK_ERROR_NOT_PERMITTED_EXT`. A quirk has been introduced to supply the maximum supported global priority which is currently set on a per-vendor basis to avoid future crashes.
Implements a cache for storing `VkPipeline` objects which are fairly expensive to create and doing so on a per-frame basis was rather wasteful and consumed a significant part of frametime. It should be noted that this is **not** compliant with the Vulkan specification and **will** break unless the driver supports a relaxed version of the Vulkan specification's Render Pass Compatibility clause.
We can use inline push descriptors for writing to descriptor rather than allocating a descriptor set for a one time write and freeing it as this is rather inefficient while an inline push descriptor generally ends up being a direct `memcpy` on the driver side designed for this use-case.
We want Skyline to have the most favorable GPU scheduling possible due to low latency and high throughput requirements, we request high priority scheduling due to this reason.
This implements all Maxwell3D registers and HLE Vulkan state for Tessellation including invalidation of the TCS (Tessellation Control Shader) state during state changes.
Previously constant buffer updates would be handled on the CPU and only the end result would be synced to the GPU before execute. This caused issues as if the constant buffer contents was changed between each draw in a renderpass (e.g. text rendering) the draws themselves would only see the final resulting constant buffer.
We had earlier tried to fix this by using vkCmdUpdateBuffer however this caused significant performance loss due to an oversight in Adreno drivers. We could have worked around this simply by using vkCmdCopy buffer however there would still be a performance loss due to renderpasses being split up with copies inbetween.
To avoid this we introduce 'megabuffers', a brand new technique not done before in any other switch emulators. Rather than replaying the copies in sequence on the GPU, we take advantage of the fact that buffers are generally small in order to replay buffers on the GPU instead. Each write and subsequent usage of a buffer will cause a copy of the buffer with that write, and all prior applied to be pushed into the megabuffer, this way at the start of execute the megabuffer will hold all used states of the buffer simultaneously. Draws then reference these individual states in sequence to allow everything to work without any copies. In order to support this buffers have been moved to an immediate sync model, with synchronisation being done at usage-time rather than execute (in order to keep contents properly sequenced) and GPU-side writes now need to be explictly marked (since they prevent megabuffering). It should also be noted that a fallback path using cmdCopyBuffer exists for the cases where buffers are too large or GPU dirty.
As bindings weren't correctly handled due to the fact that `EmitSPIRV` would change the bindings, the shader module cache would not correctly function and have no cache hits in `find` and rather have them in `try_emplace` which negated any performance benefit of it. This has now been fixed by retaining the initial cache key for insertion into the cache while also storing the post-emit bindings and restoring them during a cache hit.
Implements caching of the compiled shader module (`VkShaderModule`) in an associative map based on the supplied IR, bindings and runtime state to avoid constant recompilation of shaders. This doesn't entirely address shader compilation as an issue since host shader compilation is tied to Vulkan pipeline objects rather than Vulkan shader modules, they need to be cached to prevent costly host shader recompilation.
This implements the first step of a full shader cache with caching any IR by treating the shared pointer as a handle and key for an associative map alongside hashing the Maxwell shader bytecode, it supports both single shader program and dual vertex program caching.
We desire the ability to hash and check equality of data across spans to use associative containers such as `std::unordered_map` with spans. The implemented functions provide an easy way to do that.
Mostly based off of yuzu's implementation, this will need to be extended in the future to open up a UI for configuring controllers according to the applications requirements.
As there was no check for the lack of a `GuestTexture`/`GuestBuffer`, it would lead to UB when a texture/buffer that had no guest such as the `zeroTexture` from `GraphicsContext` would be marked as dirty they would cause a call to `NCE::RetrapRegions` with a `nullptr` handle that would be dereferenced and cause a segmentation fault.
In certain situations such as constant buffer updates, we desire to use the guest buffer as a shadow buffer forwarding all writes directly to it while we update the host using inline buffer updates so they happen in-sequence. This requires special behavior as we cannot let any synchronization operations take place as they would break the shadow buffer, as a result, an external synchronization flag has been added to prevent this from happening.
It should be noted that this flag is not respected for buffer recreation which will lead to UB, this can and will break updates in certain cases and this change isn't complete without buffer manager support.
The offset of the view wasn't added to the `vkCmdUpdateBuffer`, this would cause the offset to be incorrect given the buffer was a view of a larger buffer that wasn't the start of it. This commit fixes that by adding the offset of the view to the buffer update.
We didn't call `MarkGpuDirty` on textures/buffers prior to GPU usage, this would cause them to not be R/W protected when they should be and provide outdated copies if there were any read accesses from the CPU (which are not possible at the moment since we assume all accesses are writes at the moment). This has now been fixed by calling it after synchronizing the resource.
The terminology "Non-Graphics pass" was deemed to be fairly inaccurate since it simply covered all Vulkan commands (not "passes") outside the render-pass scope, these may be graphical operations such as blits and therefore it is more accurate to use the new terminology of "Outside-RenderPass command" due to the lack of such an implication while being consistent with the Vulkan specification.
Previously constant buffer updates would be handled on the CPU and only the end result would be synced to the GPU before execute. This caused issues as if the constant buffer contents was changed between each draw in a renderpass (e.g. text rendering) the draws themselves would only see the final resulting constant buffer. Fix this by updating cbufs on the GPU/CPU seperately, only ever syncing them back at the start or after a guest side CPU write, at the moment only a single word is updated at a time however this can be optimised in the future to batch all consecutive updates into one large one.
We require certain buffers to only be on the host while being accessible through the same abstractions as a guest buffer as they must be interchangeable in usage.
We needed to block stack frame lookups past JNI code as Java doesn't follow the ARMv8 frame pointer ABI which leads to invalid pointer dereferences. Any JNI function that throws or handles exceptions must do this now or it may lead to a `SIGSEGV`.
Some games may pass empty TICs as inputs to shaders while not actually using them within the shader. Create an empty texture and pass this in instead when we hit this case, the nullDescriptor feature could be used but it's not supported by all devices so we chose to do it this way instead.
Skyline's `exception` class now stores a list of all stack frames during the invocation of the exception. These can later be parsed by the exception handler to generate a human-readable stack trace. To assist with more complete stack traces, `-fno-omit-frame-pointer` is now passed on debug builds which forces the inclusion of frames on function calls.
NCE is implicitly depended on by the `GPU` class due to the NCE Memory Trapping API so the destruction of it must take place after the destruction of the `GPU` class. Additionally, to prevent bugs the NCE destructor must set `staticNce` to `nullptr` as the signal handler will potentially access a destroyed instance of NCE otherwise.
Without this sRGB textures would be interpreted as RGB leading to colours being slighly off. The sRGB flag isn't stored as part of format word so we reuse the _pad_ field of it to store the flag for the switch case.
We don't want to actually exit the process as it'll automatically be restarted gracefully due to a timeout after being unable to exit within a fixed duration so we just want to infinite sleep during termination. This should fix issues where exiting any game would cause the app to force close after some time as exception signal handling would fail in the background, the app should stay open now and automatically restart itself when another game is loaded in.
A lot of logs are incomplete due to being unable to flush inside the signal handler, now we flush after any exceptions so that there is a guarantee of any exceptions being logged as this is crucial for proper debugging.
B5G6R5 isn't generally supported by the swapchain and the format is used for R5G6B5 with swapped R/B channels to avoid aliasing so we reverse that by using R5G6B5 as the underlying Vulkan format for the swapchain which should be automatically handled by the driver for any copies from B5G6R5 textures and the data representation should be the same as B5G6R5 with swapped R/B channels so not reporting the correct texture::Format should be fine.
The DMA engine is used to perform DMA buffer/texture copies directly on the GPU. It can deswizzle arbritary regions of input textures, perform component remapping and swizzle into output textures.
This impl only supports 1D buffer copies, 2D ones will come later.
If we have a Nx1x1 image then determining the type from dimensions will result in a 1D image being created thus preventing us from creating a 2D view. By using the image view type we can avoid this for textures from TICs since we know in advance how they will be used
This enforces that the depth RT outlives the draw, without this the depth RT could be freed while in active use by command executor leading to UAFs and crashes.
This was erroneously included while migrating from older code where stack creation was entirely handled with host constructs such as `mmap` directly to using `KPrivateMemory` to manage it, we would create a guard page with `mprotect` that the guest was unaware about and would cause a segfault when a guest accessed the extents of the stack as reported to the guest.
A partial implementation of the `GetThreadContext3` SVC, we cannot return the whole thread context as the kernel only stores the registers we need according to the ARMv8 ABI convention and so far usages of this SVC do not require the unavailable registers but all future usage must be monitored and potentially require extending the amount of saved registers.
The vibration device had to be set manually prior which led to it generally not being set at all even though a user might want vibration, this commit fixes that by making controller #0 use the built-in vibrator by default.
Any Skyline files that should have been user-accessible were moved from `/data/data/skyline.emu/files` to `/sdcard/Android/data/skyline.emu/files` as the former directory is entirely private and cannot be accessed without either adb or root. This made retrieving certain data such as saves or loading custom driver shared objects extremely hard to do while this can be trivially done now.
In some games such as SMO thousands of constant buffers are bound per frame which was causing an unreasonable number of lookups in both vmm and the buffer manager. Work around this by introducing a simple hashmap based cache, eviction is currently unsupported but not really necessary yet due to the small size of the buffers in the cache.
We cannot ignore accesses from the host to a region protected by the NCE Memory Trapping API, there's often access to regions which have overlap with a protected region unintentionally and those accesses need to be handled correctly rather than leading to a crash. This is done by implementing an additional signal handler `NCE::HostSignalHandler` to lookup any potential traps on a `SIGSEGV` and handle them correctly or when there isn't a corresponding trap raise a `SIGTRAP` when debugger is connected or delegate to `signal::ExceptionalSignalHandler` when it isn't.
To cut down memory usage we now page out memory that is RW trapped via the NCE memory trapping API, the callbacks are supposed to page in the memory. This behavior is backed up by Texture/Buffer syncing which would read the host copies of data and write it to the guest, by paging the corresponding data on the guest we're avoiding redundant memory usage.
The `FileDescriptor` class is a RAII wrapper over FDs which handles their lifetimes alongside other C++ semantics such as moving and copying. It has been used in `skyline::kernel::MemoryManager` to handle the lifetime of the ashmem FD correctly, it wasn't being destroyed earlier which can result in leaking FDs across runs.
Initially this commit was only intended to update LLVM but due to a compilation error on latest LLVM libcxx due to the C++ stdlib header `<algorithm>` being a transitive dependency that is no longer transitively included on the latest LLVM libcxx (as of https://reviews.llvm.org/D119667), this required changes in Skyline and Oboe which were done in https://github.com/google/oboe/pull/1521 and the submodule has been updated to include those changes.
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.
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.
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.
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.
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.
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.
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.
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`.
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>
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
`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.
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.
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.
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.
We always submit pipeline divisor descriptions regardless of binding input rate being vertex rather than instance. This is invalid behavior and has been fixed by only submitting binding descriptors when the input rate is per-instance.
Adreno proprietary drivers suffer from a bug where `VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER` requires 2 descriptor slots rather than one, we add a padding slot to fix this issue. `QuirkManager` was introduced to handle per-vendor/per-device errata and allow enabling this on Adreno proprietary drivers specifically as to not affect the performance of other devices.
Quirk terminology was deemed to be inappropriate for describing the features/extensions of a device. It has been replaced with traits which is far more fitting but quirks will be used as a terminology for errata in devices.
The texture handle offset calculation involved an incorrect shift by descriptor size which was found to be unnecessary and would result in an invalid handle that had the wrong TIC/TSC index and caused broken rendering.
`nodes` and `syncTextures` were cleared after waiting on the `CommandExecutor` fence rather than before, this wasted execution time after the wait for something that could be performed prior to the wait.
We now attempt to enable `VK_KHR_uniform_buffer_standard_layout` when present as lax UBO layout significantly reduces complexity. If a device doesn't support this extension, we still assume that the device supports it implicitly as this has proven to be true across all major mobile GPU vendors regardless of the driver version but enabling this prevents validation layer errors.
We depend on past commands to have completed execution in a renderpass, a subpass dependency on all graphics stages from `VK_SUBPASS_EXTERNAL` to subpass #0 is used to enforce this. Nvidia and Adreno proprietary drivers implicitly do this but Turnip or Mali drivers require this or they execute out of order.
Blocklinear texture decoding was broken for padding blocks and would incorrectly decode them resulting in major texture corruption for any textures with their widths not aligned to 64 bytes. This has now been fixed with neater code which avoids redundant repetition of any code using lambdas and functions where necessary.
Stencil operations are configurable to be the same for both sides or have independent stencil state for both sides. It is controlled via the previously unimplemented `stencilTwoSideEnable`.
Fermi2D supports macros in addition to Maxwell3D, these both share code memory. To support this we rework the macro interpreter to support passing in a target engine and abstract the communications out into an interface that can be implemented by applicable engines.
```
GPFIFO <-> MME <-> Maxwell3D
^ ^---> Fermi2D
X------------> I2M
X------------> MaxwellComputeB
X--Flush-----> MaxwellDMA
```
Shader programs allocate instructions and blocks within an `ObjectPool`, there was a global pool prior that was never reaped aside from on destruction. This led to a leak where the pool would contain resources from shader programs that had been deleted, to avert this the pools are now tied to shader programs.
The size of blocklinear textures did not consider alignment to Block/ROB boundaries before, it is aligned to them now. Incorrect sizes led to textures not being aliased correctly due to different size calculations for GraphicBufferProducer surfaces and Maxwell3D color RTs.
erase invalidated `it` leading to a potential segfault if the GPU was very far behind, bail out early to avoid that since there can only be one occurence at most in the buffer anyway.
Implements the entirety of Maxwell3D Depth/Stencil state for both faces including compare/write masks and reference value. Maxwell3D register `stencilTwoSideEnable` is ignored as its behavior is unknown and could mean the same behavior for both stencils or the back facing stencil being disabled as a result of this it is unimplemented.
We don't respect the host subresource layout in synchronizing linear textures from the guest to the host when mapped to memory directly, this leads to texture corruption and while the real fix would involve respecting the host subresource layout, this has been deferred for later as real world performance advantages/disadvantages associated with this change can be observed more carefully to determine if it's worth it.
Color RTs are disabled by setting their format as `None`, it was removed while transitioning to macros and resulted in a missing format exception. It has been readded as several applications depend on this behavior.
Using `std::vector` for shader bytecode led to a lot of reallocation due to constant resizing, switching over the static vector allows for a single static allocation of the maximum possible guest shader size (1 MiB) to be done for every stage resulting in a 6 MiB preallocation which is unnoticeable given the total memory overhead of running a Switch application.
The `OneMinusSourceAlpha` blending factor was converted to `eOneMinusSrcColor` rather than `eOneMinusSrcAlpha` leading to incorrect blending behavior in certain titles. A similar issue with the order of `MinimumGL`/`MaximumGL` and `SubtractGL`/`ReverseSubtractGL` being the opposite of what it should've been, both of these issues have been fixed.
`NextSubpassNode` didn't increment `subpassIndex` which runs commands with the wrong subpass index resulting in them accessing invalid attachments or other bugs that may arise from using the wrong subpass.
All Maxwell3D state was passed by reference to the draw command lambda, this would break if there was more than one pass or the state was changed in any way before execution. All state has now been serialized by value into the draw command lambda capture, retaining state regardless of mutations of the class state.
Any usage of a resource in a command now requires attaching that resource externally and will not be implicitly attached on usage, this makes attaching of resources consistent and allows for more lax locking requirements on resources as they can be locked while attaching and don't need to be for any commands, it also avoids redundantly attaching a resource in certain cases.
If an object is attached to a `FenceCycle` twice then it would cause `FenceCycleDependency::next` to be overwritten and lead to destruction of dependencies prior to the fence being signaled causing usage of deleted resources. This commit fixes this by tracking what fence cycle a dependency is currently attached to and doesn't reattach if it's already attached to the current fence cycle.
An assumption was hardcoded into `Shader::Profile` regarding devices supporting demotion of shader invocations to helpers. This assumption wasn't backed by enabling the `VK_EXT_shader_demote_to_helper_invocation` extension via a quirk leading to assertions when it was used by the shader compiler, a quirk has now been added for the extension and is supplied to the shader compiler accordingly.
If the controller type was changed from a type with a larger amount of buttons/axes to one with a fewer amount, a crash would occur due to the transition animation retaining those elements as children yet returning `NO_POSITION` from `getChildAdapterPosition` in `DividerItemDecoration` which was an unhandled case and led to an OOB array access.
A bug caused by not passing the index argument to `ControllerActivity` led to all preferences opening the activity that pertained to Controller #1. This was fixed by passing the `index` argument in the activity launch intent.
Fixes texture corruption due to incorrect synchronization, the barrier would not enforce waiting till the texture was entirely rendered causing an incomplete texture to be downloaded which lead to rendering bugs for certain GPUs including ARM's Mali GPUs.
A bug caused an assertion if both `VK_EXT_custom_border_color` and `VK_EXT_vertex_attribute_divisor` due to mistakenly unlinking `PhysicalDeviceVertexAttributeDivisorFeaturesEXT` instead of `PhysicalDeviceCustomBorderColorFeaturesEXT` when `VK_EXT_custom_border_color` isn't supported which would potentially lead to unlinking the same structure twice and cause the assertion.
Implements inline constant buffer updates that are written to the CPU copy of the buffer rather than generating an actual inline buffer write, this works for TIC/TSC index updates but won't work when the buffer is expected to actually be updated inline with regard to sequence rather than just as a buffer upload prior to rendering.
GPU-sided constant buffer updates will be implemented later with optimizations for updating an entire range by handling GPFIFO `Inc`/`NonInc`directly and submitting it as a host inline buffer update.
There should only ever be a single instance of a `ActiveDescriptorSet` that tracks the lifetime of a descriptor set as the destructor is responsible for freeing the descriptor set.
There are cases where a new object inheriting the descriptor set needs to be created in these cases we need to have move semantics and make the destructor of the prior object inert, this allows for moving to the new object without any side effects. If the copy constructor was used in these cases the older object would free the set on its destruction which would lead to the set being invalid on existing instances which is incorrect behavior and would likely lead to driver crashes.
The descriptor sets should now contain a combined image and sampler handle for any sampled textures in the guest shader from the supplied offset into the texture constant buffer.
Note: Games tend to rely on inline constant buffer updates for writing the texture constant buffer and due to it not being implemented, the value will be read as 0 which is incorrect.
We want read semantics inside the constant buffer object via the mappings to avoid a pointless GPU VMM mapping lookup. It is a fairly frequent operation so this is necessary, the ability to write directly will be added in the future as well.
Implements parsing for the Maxwell 3D TIC pool and conversion of a TIC into a `GuestTexture`, support is limited to pitch-linear RGB565/A8R8G8B8 textures at the moment but will be extended as games utilize more formats and layouts. Support for 1D buffers is also omitted at the moment since they need special handling with them effectively being treated as buffers in Vulkan rather than images.
The pitch of the texture should always be supplied in terms of bytes as it denotes alignment on a byte boundary rather than a pixel one, it is also always utilized in terms of bytes rather than pixels so this avoids an unnecessary conversion.
Note: GBP stride unit was assumed to be pixels earlier but is likely bytes which is why there are no changes to the supplied value there, if this is not the case it'll be fixed in the future
Maxwell3D `TextureSamplerControl` (TSC) are fully converted into Vulkan samplers with extension backing for all aspects that require them (border color/reduction mode) and approximations where Vulkan doesn't support certain functionality (sampler address mode) alongside cases where extensions may not be present (border color).
Code involving caching of mappings was copied from `RenderTarget` without much consideration for applicability in buffers, the reason for caching mappings in RTs was that the view may be invalidated by more than the IOVA/Size being changed but this doesn't hold true for buffers generally so invalidation can only be on the view level with the mappings being looked up every time since the invalidation would likely change them.
`std::hash` doesn't have a generic template where it can be utilized for arbitrary trivial objects and implementing this might result in conflicts with other types. To fix this a generic templated hash is now provided as a utility structure, that can be utilized directly in hash-based containers such as `unordered_map`.
Nullability allow for optional semantics where a span may be explicitly invalidated with `nullptr` being used as a sentinel value for it and a boolean operator that allows trivial checking for if the span is valid or not.
Adds support for index buffers including U8 index buffers via the `VK_EXT_index_type_uint8` extension which has been added as an optional quirk but an exception will be thrown if the guest utilizes it but the host doesn't support it.
Add support for parsing and combining `VertexA` and `VertexB` programs into a single vertex pipeline program prior to compilation, atomic reparsing and combining is supported to only reparse the stage that was modified and recombine once at most within a single pipeline compilation.
Atomically invalidate pipeline stages as runtime information that pertains to them changes rather than never recompiling pipelines on runtime information being updated resulting in out of date pipelines or recompiling all pipelines on any runtime information updates.
Shader compilation is now broken into shader program parsing and pipeline shader compilation which will allow for supporting dual vertex shaders and more atomic invalidation depending on runtime state limiting the amount of work that is redone.
Bindings are now properly handled allowing for bound UBOs to be converted to the appropriate host UBO as designated by the shader compiler by creating Vulkan Descriptor Sets that match it.
We need this to make the distinction between a shader and pipeline stage in as shader programs are bound at a different rate than that of pipeline stage resources such as UBO.
An instance of `Shader::Backend::Bindings` must be retained across all stages for correct emission of bindings, which is now done inside `GraphicsContext::GetShaderStages`.
The vertex attribute types supplied prior were just the default which is `Float`, this works for some cases but will entirely break if the attribute type isn't a float. The attribute types are now set correctly.
Only copying a single aspect was supported by `CopyIntoStagingBuffer` earlier due to not supplying a `VkBufferImageCopy` for each aspect separately, this has now been done with Color/Depth/Stencil aspects having their own `VkBufferImageCopy` for the `VkCmdCopyImageToBuffer` command.
The definition of the `TextureView` class was spread across `texture.cpp` and has now been moved to the top of the file above the other half of the definition.
A buffer with 0 as the start/end IOVA should be invalid as there shouldn't be any mappings at 0 in GPU VA, titles such as Puyo Puyo Tetris configure the Vertex Buffer with 0 IOVAs which leads to a segmentation fault without this exception.
The lifetime of a texture and buffer view is now bound by the `FenceCycle` in `CommandExecutor`, this ensures that a `VkImageView` isn't destroyed prior to usage leading to UB.
The lifetime of all textures bound to a RenderPass alongside syncing of textures is already handled by `CommandExecutor` and doesn't need to be redundantly handled by `RenderPassNode`. It's been removed as a result of this.
Adds the depth/stencil RT as an attachment for the draw but with `VkPipelineDepthStencilStateCreateInfo` stubbed out, it'll not function correctly and the contents will not be what the guest expects them to be.
Support for clearing the depth/stencil RT has been added as its own function via either optimized `VkAttachmentLoadOp`-based clears or `vkCmdClearAttachments`. A bit of cleanup has also been done for color RT clears with the lambda for the slow-path purely calling the command rather than creating the parameter structures.
Implements `AddClearDepthStencilSubpass` in `CommandExecutor` which is similar to `ClearColorAttachment` in that it uses `VK_ATTACHMENT_LOAD_OP_CLEAR` for the clear which is far more efficient than using `VK_ATTACHMENT_LOAD_OP_LOAD` then doing the clear.
The stage/access mask for `VkSubpassDependency` were hardcoded to only be valid for color attachments earlier, this has now been fixed by branching based on the format aspect.
Sets `VkImageUsageFlags` correctly rather than hardcoding it for color attachments and adds multiple `VkBufferImageCopy` to `VkCmdCopyBufferToImage` for Color/Depth/Stencil aspects of an image.
Support the Maxwell3D Depth RT for Z-buffering, this just creates an equivalent `RenderTarget` object with no support on the API-user side (IE: `Draw` and `ClearBuffers`).
This prefixes all RT functions that deal with color RTs with `Color` and abstracts out common functions that will be used for both color and depth RTs. All common Maxwell3D structures are also moved out of the `ColorRenderTarget` (`RenderTarget` previously) structure.
To allow for caching of pipelines on the host a `VkPipelineCache` has been added, it is entirely in-memory and is not flushed to the disk which'll be done in the future alongside caching guest shaders to further avoid translation where possible.
Uses all Maxwell3D state converted into Vulkan state to do an equivalent draw on the host GPU, it sets up RT/Vertex Buffer/Vertex Attribute/Shader state and creates a stubbed out `VkPipelineLayout` for the draw. Any descriptor state isn't currently handled and is yet to be implemented, currently there's no Vulkan pipeline cache supplied which will be implemented subsequently.
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.
A prior commit added the ability to utilize features with quirks but this implements the ability to require a feature be present on the host or an exception will be thrown. It allows us to make useful assumptions that result in a better architecture in certain cases.
Implements the infrastructure required to enable optional extensions set in `QuirkManager` alongside the required extensions in the `GPU` class. All extensions should be correctly resolved now and according to what the device supports.
The offset was incorrectly set to `0x4D` rather than `0x4ED` which is what it should be. This would've led to bugs in line width determination and likely broken any aliased line rendering entirely.
We selectively enable GPU features that we require as enabling all of them might result in extra driver overhead in certain circumstances. Setting them is handled by `QuirkManager` with the new `FEAT_SET` function that ties a quirk with a feature.
We stub alpha testing as it doesn't exist in Vulkan and few titles use it, it can be emulated in the future using a shader patch with manually discarding fragments failing the alpha test function but this'll be added in later as it isn't high priority at the moment and has associated overhead with it so other options might be explored at the time.
It is essential to know what quirks a certain GPU may have to debug an issue, these are now printed at startup into the log alongside all other GPU information. A new `QuirkManager::Summary` function was implemented to provide this functionality.
Implements a basic part of Vulkan blending state which are color logic operations applied on the framebuffer after running the fragment shader. It is an optional feature in Vulkan and not supported on any mobile GPU vendor aside from ImgTec/NVIDIA by default.
Any signals that lead to exception handling being triggered now attempt to flush all logs given that the log mutex is unoccupied, this is to mostly help logs be more complete when exiting isn't graceful.
A lot of calls in Maxwell3D register initialization ended up setting the register to 0 which should be implicit behavior and most calls would be eliminated by the redundancy check which had to be manually disabled. It was determined to be better to move this responsibility to the called function to initialize to state equivalent to the corresponding register being 0. All initialization calls with the argument as 0 have been removed now due to this, it was the vast majority of calls.
Maxwell3D Registers weren't initialized to the correct values prior, this commit fixes that by doing `HandleMethod` calls with all the register values being initialized. This is in contrast to the registers being set without calling the methods in `GraphicsContext` or otherwise resulting in bugs.
The function `GetFormat` was seemingly no longer required due to us never converting from a Vulkan format to a Skyline format, most conversions only went from Skyline to Vulkan and were generally lossy due to certain formats being missing in Vulkan and approximated using channel swizzles. As a result of this, it was pointless to maintain and has now been removed.
It's useful to place Skyline logs within the project folder for easy access in Android Studio but they shouldn't be committed to the repository. They have been added to `.gitignore` to prevent them from being tracked or committed.
Maxwell3D registers relevant to the Vulkan Rasterizer state have been implemented aside from certain features such as per-face polygon modes that cannot be implemented due to Vulkan limitations. A quirk was utilized to dynamically support the provoking vertex being the last vertex as opposed to the first as well.
We require a way to track certain host GPU features that are optional such as Vulkan extensions, this is what the `QuirkManager` class does as it checks for all quirks and holds them allowing other components to branch based off these quirks.
Due to compiler alignment issues, the bitfield member `increment` of `MacroInterpreter::MethodAddress` was mistakenly padded and moved to the next byte. This has now been fixed by making its type `u16` like the member prior to it to prevent natural alignment from kicking in.
This commit added basic shader program registers, they simply track the address a shader is pointed to at the moment. No parsing of the shader program is done within them.
A thread local LoggerContext is now used to hold the output file stream instead of the `Logger` class. Before doing any logging operations, a LoggerContext must be initialized.
This commit will not build successfully on purpose.
Dividers after titles were missing in `ControllerActivity` which made it look inconsistent with `SettingsActivity` which did have them. They have now been added by extending `DividerItemDecoration` to be drawn before any `ControllerHeaderItem`.
The icons in these FABs had the same color as the FAB prior which led them to being invisible. This has been fixed by setting a white tint on them which makes the icons clearly visible.
Additional padding has been added to the text alongside making it be left-aligned rather than center-aligned and justified. A newline has also been added to the copyright notice for Skyline to make it look nicer.
We wanted the color of the modals used by the dialogs to be the same as our regular background color rather than a lighter grey. This has now been enforced with style attributes in the case of `AlertDialog` and `setBackground` in the case of `BottomSheetDialog`.
We inconsistently used `AppCompat`'s `AlertDialog` theme in Settings while using `MaterialComponents`'s theme in Controller Configuration. This has now been fixed by universally using the `MaterialComponents` theme.
The Skyline logo was added to the title area but it ended up being too distracting with a light theme as the logo was designed purely for a white background. Ultimately, even though it looked good with the dark theme we had to remove it.
Aligning the buttons to the bottom of the game image was determined to look odd due to the amount of padding between the title and buttons. They are now back to being below the title but the buttons have been resized with "Play" being a wide button while "Pin" has been replaced with Google Material Icons's "Add To Home Screen" icon and sized down to an icon-only button.
- Logo is now displayed next to the app name
- Remove search bar animation
- New color accent
- Improve visibility of controller binding setting's glyphs
This pushes a set of command buffers into the Host1x command FIFO allocated for the channel, returning fence thresholds that can be waited on for completion,
The Host1x block of the TX1 supports 14 separate channels to which commands can be issued, these all run asynchronously so are emulated the same way as GPU channels with one FIFO emulation thread each. The command FIFO itself is very similar to the GPFIFO found in the GPU however there are some differences, mainly the introduction of classes (similar to engines) and the Mask opcode (which allows writing to a specific set of offsets much more efficiently).
There is an internal Host1x class which functions similar to the GPFIFO class in the GPU, handling general operations such as syncpoint waits, this is accessed via the simple method interface. Other channels such as NVDEC and VIC are behind the 'Tegra Host Interface' (THI) in HW, this abstracts out the classes internal details and provides a uniform method interface ontop of the Host1x method one. We emulate the THI as a templated wrapper for the underlying class.
Syncpoint increments in Host1x are different to GPU, the THI allows submitting increment requests that will be queued up and only be applied after a specific condition in the associated engine is met; however the option to for immediate increments is also available.
This avoids the excessive repetition needed for the case where array
members have no default constructor.
eg:
```c++
std::array<Type, 10> channels{util::MakeFilledArray<Type, 10>(typeConstructorArg, <...>)};
```
nvmap allows mapping handles into the SMMU address space through 'pins'. These are refcounted mappings that are lazily freed when required due to AS space running out. Nvidia implements this by using several MRU lists of handles in order to choose which ones to free and which ones to keep, however as we are unlikely to even run into the case of not having enough address space a naive queue approach works fine. This pin infrastructure is used by nvdrv's host1x channel implementation in order to handle mapping of both command and data buffers for submit.
host1x channels are generally similar to GPU channels however there is only one channel for each specific class (like a GPU engine) and an address space is shared between them all.
This PR implements the simple IOCTLs with the larger ones that will depend on changes outside of nvdrv being left for future commits. This is enough to partly run oss-nvjpeg.
The element containing the size first needs to be saved to a save slot with Save<T, slotId>, it can then be read back later as the size of a span with SlotSizeSpan<T, slotId>. This is needed to support the Host1XChannel Submit IOCTL.
Maxwell3D registers were primarily written with absolute offsets and ended up being fairly messy due to attempting to emulate this using struct relative positioning resulting in a lot of pointless padding members. This has now been improved by utilizing `OffsetMember` to directly use offsets resulting in much neater code.
It was found to be semantically advantageous to directly pass-through certain operators such as the assignment (`=`) and array index (`[]`) operators. These would require a dereference prior to their usage otherwise but now can be directly used.
The offset of a member in a structure was determined by its relative position and compiler alignment. This is unoptimal for larger structures such as those found in GPU Engines that are primarily named by offset rather than relative positioning and end up requiring a massive amount of padding to function as is. A solution to this problem was simply to supply member offsets directly which can be done by using `OffsetMember` alongside a `union`.
We used to manually call JNI UTF-8 string allocation and deallocation functions when utilizing a `jstring` but this could be erroneous and is just inconvenient. All of this has now been consolidated into an class `JniString` which is a wrapper around `std::string` and creates a copy of the contents of the `jstring` in its constructor and passes them into the `std::string` constructor.
The Vulkan Pipeline Barriers were unoptimal and incorrect to some degree prior as we purely synchronized images and not staging buffers. This has now been fixed and improved in general with more relevant synchronization.
`EmulationActivity.vibrateDevice` would assert when a `null` Vibrator is provided due to one not being set in the controller configuration. This has now been fixed by the code not playing a vibration when a vibration device isn't selected.
The guest -> host vibration conversion code was entirely broken as it didn't set the vibration `start`/`end` timestamps correctly for a cycle nor did it subtract from the `totalAmplitude` (`currentAmplitude` now) when it a cycle ended due to an incorrect `if` statement and contents. It would just end up saturating the amplitude as much as possible by adding more and more to `totalAmplitude` on every cycle while never subtracting which is entirely wrong and led to a very noticeable drop in amplitude when a vibration was repeated.
It's been entirely reworked to fix all the issues listed above and remove a lot of code that had no understandable purpose. More comments have also been added to the code to make it more readable with better variable and function naming alongside it.
Submodules were named as their relative paths prior which were not very readable, this has now been replaced with proper titles that correspond to the submodule.
To offset some of the performance overhead of using debug builds, we now optimize all libraries using `-Ofast` while building Skyline itself with `-O0`.
The version of libcxx shipped with Android NDK is fairly outdated and doesn't contain several features we desire such as C++ 20 ranges. This has been fixed by using libcxx directly from the LLVM Project which has been added as a submodule and can be updated independently of NDK.
We've moved to using a beta AGP as `7.0.2` is breaks `clangd` and other C++ features on Beta/Canary Android Studio. NDK was additionally updated with `mbedtls` to fix warnings caused by it alongside some other minor fixes to code for newer versions of libcxx.
The new AGP has a bug where it does not look for executables specified in `android_gradle_build.json` in `PATH` that includes `ninja` which is provided by the `ninja-build` package on the system rather than Android SDK's CMake on GitHub Actions (Ubuntu 20.04). This has been fixed by symlinking `/usr/bin/ninja` to the project root which is searched in for the `ninja` executable.
Locking `KProcess::threadMutex` when a process is being killed by another thread with `join` can lead to the non-joining killer effectively joining as it's waiting on the joining killer to relinquish the mutex. This has been fixed by having an atomic boolean tracking if the process has already been killed and if it has, immediately returning prior to locking the mutex for any non-joining killers.
Resampling would sometimes perform an OOB read into `inputBuffer` due it not containing enough data to calculate corresponding the output sample, this has been fixed by introducing bounds checking to ensure that the buffer has enough data.
The method used to finish (`finishAndRemoveTask`) an activity prior to going back to `MainActivity` or restarting the process led to the process prematurely exiting entirely and would result in it not being restarted or another activity not being launched. This has now been fixed by utilizing `finishAffinity` in its place which correctly only ends the activities with the same affinity as the caller.
Members of `GuestTexture` were apparently not being initialized and this led to UB since they would be read as random values. Titles such as Super Mario Odyssey avoided setting `baseArrayLayer` which led to it being left at the default value which was completely random and this would lead to crashes. This commit fixes this by initializing said values correctly.
Some titles don't clear the output buffer prior to submission, as the service is expected to fill all of it in, our audren implementation is incomplete and doesn't end up doing this leaving the contents of the buffer to be undefined leading to UB in the form of SEGFAULTs or the application throwing a fatal error. This has been patched over by 0-filling the buffer which is a sane default value for the fields that aren't filled in albeit not a replacement for a proper audren implementation.
Certain titles can submit logs where the last field is one off by the buffer end, the logger loop now considers this and terminates if there isn't enough data left to read the field type and length.
Access to the `vibrations` field in `vibrations[3].period` could lead to UB, this has been replaced with a proper check which adds up the period over all vibrations instead. A minor cleanup with variable names and explicit types for integer arithmetic has also been done.
If a non-builtin vibrator was attempted to be fetched, it'd insert it in the vibrator cache and return directly as opposed to playing the vibration on it prior to returning. This has now been fixed, the value is both put into the cache and the vibration is played on it.
The decomposition from `texture::Dimension` to `vk::Rect2D` was somehow implicit and completely incorrect resulting in wrong conversion with undefined values. It's now been fixed by explicitly setting `vk::Rect2D::extent` to `scissor` specifically.
The second parameter of `std::string_view::substr` was assumed to be an end position (similar to `std::span`) rather than `count` which it is. As a result of this, it was entirely broken but only held together by a constant factor being subtracted from it which was derived by trial and error. It's now been fixed by returning a count rather than the absolute position.
Library headers would produce errors that are out of our control and as a result of that, we just want to ignore this. This is possible by including the offending headers as system headers, compilers don't emit any warnings arising from them. This was extended to all libraries rather than just those which currently emitted warnings for consistency's sake.
Fix a bug where attempting to launch Skyline from the launcher while emulation was in progress would result in `MainActivity` launching rather than `EmulationActivity`. We always want `EmulationActivity` to stay on top of the stack and be launched whenever Skyline is resumed, no other activity should be able to run in parallel to `EmulationActivity` in any user-accessible manner.
Git became significantly slower for nearly all actions due to the inclusion of Boost as a submodule which in turn had an extremely large amount of submodules itself for every single Boost component, this especially effected clients like GitKraken which had multi-second delays in operations and became unusable due to it. The reason for this ended up being checking for modifications in the Boost submodule which has been disabled by using [`submodule.<name>.ignore`](https://git-scm.com/docs/git-config#Documentation/git-config.txt-submoduleltnamegtignore) which disables any checks on the Boost submodule for changes and fixes the prior performance degradation.
Guest-driven exiting could cause objects left on the heap due to a `std::longjmp` from high up in the host call stack, this has been fixed by introducing `ExitException` which implicitly unrolls the stack with the exception handling mechanism.
* Resolves dependency cycles in some components
* Allows for easier navigation of certain components like `span` which were especially large
* Some imports have been moved from `common.h` into their own files due to their infrequency
* Update licenses for dependent projects
* Add copyright notices (as provided)
* Revamp styling for `LicenseDialog`
* Fix invisible `PreferenceDialog` buttons in Settings
* Consolidating color variables into `colorPrimary`, `backgroundColor` and `backgroundColorVariant`
* Use `com.google.android.flexbox:flexbox:3.0.0` (Google Maven) rather than `com.google.android:flexbox:2.0.1` (Bintray)
* Clean Exiting was improved by implementing a robust system for when to abandon clean exiting and simply restart the process alongside moving clean exiting to the background when the application is quit by using the back button
* Audio is now automatically paused whenever the application is moved to the background and automatically resumed when it's brought to the foreground
* The system language setting had several errors and inconsistencies which have now been fixed, it's been brought more in line with HOS language (Albeit not entirely due to no region setting in Skyline)
* Fix a bug with `ThreadLocal` where the atomic `list` pointer was uninitialized resulting in a `SEGFAULT` during the destructor
* Fix handling `SA_EXPOSE_TAGBITS` bit being set in Android 12 `sigaction`
* Fix CMake bug using `CMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE` when not supported causing `-fuse-ld=gold` to be emitted as a linker flag
* Support using `VIBRATOR_MANAGER_SERVICE` rather than `VIBRATOR_SERVICE` on Android 12
* Optimize Imports for Kotlin code
* Move away from deprecated APIs in Kotlin or explicitly mark where it's not possible
* Update SDK, NDK and libraries
* Enable Gradle Configuration Cache
These are used heavily in OpenGL games, which now, together with the
previous syncpoint changes, work perfectly. The actual implementation is
rather novel as rather than using a per-class state machine for all
methods we only use it for those that are known to be split across
GpEntry boundaries, as a result only a single bounds check is added to
the hot path of contiguous method execution and the performance loss is
negligible.
* Fix `AddClearColorSubpass` bug where it would not generate a `VkCmdNextSubpass` when an attachment clear was utilized
* Fix `AddSubpass` bug where the Depth Stencil texture would not be synced
* Respect `VkCommandPool` external synchronization requirements by making it thread-local with a custom RAII wrapper
* Fix linear RT width calculation as it's provided in terms of bytes rather than format units
* Fix `AllocateStagingBuffer` bug where it would not supply `eTransferDst` as a usage flag
* Fix `AllocateMappedImage` where `VkMemoryPropertyFlags` were not respected resulting in non-`eHostVisible` memory being utilized
* Change feature requirement in `AndroidManifest.xml` to Vulkan 1.1 from OGL 3.1 as this was incorrect
Allows the execution of multiple channels at the same time, with locking
being performed on the host GPU scheduler layer, address spaces can be
bound to one or more channels.
Infrastructure for always syncing textures has been introduced now, they will be synced prior to and after every execution. This does considerably reduce the performance alongside waiting on GPU execution to finish but it will be partially recouped once conditional syncing is performed.
* Move Shared Font TTFs to AAsset storage + Support external shared font loading from `/data/data/skyline.emu/data/fonts`
* Fix bug in `IApplicationFunctions::PopLaunchParameter` caused by ignoring `LaunchParameterKind`
* Fix bug with Choreographer causing it to be awoken and exit prior to the destruction of `PresentationEngine`
* Fix bug with `IDirectory::Read` where it used `inputBuf` for the output buffer rather than `outputBuf`
* Improve `GetFunctionStackTrace` logs when `dli_sname` or `dli_fname` are missing
* Support more RT Formats
Support for subpasses was added by reworking attachment reuse code to account for preserved attachments and subpass dependencies. A lot of RT formats were also added to allow SMO to boot up entirely, it should be noted that it doesn't render anything.
`FenceCycle` had a cyclic dependency which broke clean exit, we now utilize `std::weak_ptr<FenceCycle>` inside the `Texture` object. A minor fix for broken stack traces was also made caused by supplying a `nullptr` C-string to libfmt when a symbol was unresolved which caused an `abort` due to invocation of `strlen` with it.
This commit introduces the `CommandExecutor` which is responsible for creating and orchestrating a Vulkan command graph comprising of `CommandNode`s that construct all the objects required for rendering. As a result of the infrastructure provided by `CommandExecutor`, `ClearBuffers` could be implemented and be appropriately utilized.
A bug regarding scissors was also determined and fixed in the PR, the extent of them were previously inaccurate and this has now been fixed.
Note: We don't synchronize any textures from the guest for now as this would override the contents on the host, this'll be fixed with the appropriate write tracking but it also results in a black screen for anything that writes to FB
This commit fixes a major issue with command buffer allocation which would result in only being able to utilize a command buffer slot on the 2nd attempt to use it after it's freed, this would lead to a significantly larger amount of command buffers being created than necessary. It also fixes an issue with the command buffers not being reset after they were utilized which results in UB eventually.
Another issue was fixed with `FenceCycle` where all dependencies are only destroyed on destruction of the `FenceCycle` itself rather than the function where the `VkFence` was found to be signalled.
This commit implements a filter by type for any validation layer output, this allows filtering out any logs which may be unnecessary and additionally triggering a breakpoint as required.
An issue concerning the `NDEBUG` flag never being set was fixed, it's now supplied as a release compiler flag. The issue can manifest itself by always relying on a validation layer even though it shouldn't on release, this is why the validation layer was mistakenly disabled entirely previously by using `#ifndef` rather than `#ifdef`.
An issue with the initial layout of a texture being supplied as neither `VK_IMAGE_LAYOUT_UNDEFINED` or `VK_IMAGE_LAYOUT_PREINITIALIZED` was fixed, these cases are now handled by transitioning to those layouts after creating the image rather than supplying it within `initialLayout`.
Another issue was fixed regarding not maintaining a transformation after a surface has been destroyed and recreated existed and manifested itself when the user would go out of the app and come back in, they would see the surface having an identity transformation rather than the desired one.
Fixes bugs with the Texture Manager lookup, fixes `RenderTarget` address extraction (`low`/`high` were flipped prior), refactors `Maxwell3D::CallMethod` to utilize a case for the register being modified + preventing redundant method calls when no new value is being written to the register, and fixes the behavior of shadow RAM which was broken previously and would lead to incorrect arguments being utilized for methods.
Implement the groundwork for the texture manager to be able to report basic overlaps and be extended to support more in the future. The Maxwell3D registers `RenderTargetControl`, `RenderTarget` and a stub for `ClearBuffers` were implemented.
A lot of changes were also made to `GuestTexture`/`Texture` for supporting mipmapping and multiple array layers alongside significant architectural changes to `GuestTexture` effectively disconnecting it from `Texture` with it no longer being a parent rather an object that can be used to create a `Texture` object.
Note: Support for fragmented CPU mappings hasn't been added for texture synchronization yet
Utilize Boost Container's `small_vector` for optimizing allocations, fix certain implicit casting issues and make `ILogger` not output an additional newline in the log when the application supplies one at the end of the log
The format provided in `GraphicBuffer` can be misleading and is supplied as `None` by the Deko3D Swapchain, it instead supplies the real format in the `NvGraphicHandle` which we now utilize instead of the one in `GraphicBuffer`.
KTransferMemory needs to be reset to RW on destruction unlike KSharedMemory which is simply freed on destruction, not emulating this behavior accurately leads to `deko_examples` from `switch-examples` to lead to a SEGFAULT on selecting an example as it expects the memory to be R/W while it ends up being freed instead
The unique pointer to a device in the map was simply reset rather than deleting the entry from the map, this resulted in the device not being properly closed and when the device was reopened then the `emplace` was a NOP as the entry already existed. This resulted in a `nullptr` dereference down the line when an application attempted to issue an IOCTL to a device that was previously closed and reopened. This is known to occur in Deko3D as it recreates the context when loading an example which includes closing and reopening devices.
A hotfix for a nvdrv bug where an IOCTL with no input/output buffers would crash and a major `nvmap` bug which broke the `FromId` IOCTL as it didn't write back the handle ID, another minor bug existed in `nvhost` where the `ZCullGetInfo` IOCTL was `INOUT` rather than `OUT`.
A bug with NACPs was also fixed caused by incorrect padding for the `NacpData` structure which resulted in the `saveDataOwnerId` member being read incorrectly and as a result the save data folder being incorrect.
Co-authored-by: artem8086 <artemsvyatoha@gmail.com>
Swapped out the usages of frozen constexpr unordered maps for switch statements, which are very likely to be turned into jump tables given the nature of the enums used, resulting in better performance than a map
Unlike `ListPreference`, this preference class uses integers as its values instead of strings, avoiding unnecessary casting. It also doesn't require an array for values: in that case it will be using the clicked entry position as its value.
Using a u32 for the loop index prevents masking on all increments,
giving a moderate performance increase.
Passing methods as u32 parameters and stopping subChannel being passed
gives quite a significant increase when combined with the inlining
allowed by subchannel based engine selection.
The implementation of GPU channels and Host1X channels will be split up
as it allows a much cleaner implementation and less undefined behaviour
potential.
This will be required later for NVDEC/SMMU support and fixes many
significant issues in the previous implementation.
Based off of my 2.0.0/12.0.0 nvdrv REs.
The syncpoint manager has beeen given convinience functions for fences
which remove the need to access the raw id/threshold most of the time
and various accuracy fixes and cleanups to match HOS 12.0.0 have also
been done.
Implements the 'csrng:' service using C++ <random>'s Mersenne Twister, this does make it insecure for cryptographic purposes but it is pointless to attempt to do this regardless as we cannot ensure that the guest will run in a secure environment which cannot be mutated by an attacker. Used by Prison Princess, Pokemon Cafe Mix, Paint your Pet and more.
Encountered in 不如帰大乱 when `HOS-3` is awoken at the same time as `HOS-0` called `SvcSetThreadCoreMask` resulting in a deadlock where `HOS-0` owns `HOS-3`'s `coreMigrationMutex` while `HOS-3` owns the core mutex with the both of them attempting to lock the other mutex
We've moved from using an AAR for Mbed TLS to a submodule as the AAR was packaged manually and used from a local repository which ended up being very hacky and resulted in Linter errors, it could also not be updated with ease as it would need to be repackaged. All of these issues have been solved by moving to a git submodule tied to the official Mbed TLS GitHub repository.
Sticky transforms have been stubbed, as they are on HOS/Android. Certain titles like Xenoblade Chronicles end up setting the sticky transform even if it doesn't do anything, as a result of this we cannot throw an exception for it and stub it without an exception (Aside from the cases where the value isn't recognized).
The following GraphicBufferProducer transactions were implemented:
* `SetBufferCount`
* `DetachBuffer`
* `DetachNextBuffer`
* `AttachBuffer`
It should be noted that `preallocatedBufferCount` (previously `hasBufferCount`) and `activeSlotCount` were adapted accordingly with how they were effectively the same value as all active buffers were preallocated prior but now there can be a non-preallocated active slot.
Additionally, a bug has been fixed where `SetPreallocatedBuffer` has the graphic buffer as an optional argument whereas it was treated as a mandatory argument prior and could lead to a SEGFAULT if an application were to not pass in a buffer.
VI/IHOSBinder suffered from major inaccuracies in their function due to being quickly thrown together initially with little concern for accuracy, this has now been fixed with them being substantially more accurate now.
`ENUM_STRING` now has a unified implementation in <common/macros.h> with a documented format and can be used throughout the codebase.
A major performance regression was added in the Host1X Syncpoint revamp as it did a syscall if there were any waiters during `Increment` even if they would just be woken up and go back to sleep as the threshold wasn't hit. It has now been optimized to only do a wake if any waiting thread needs to be awoken.
There was also a bug concerning increment where it would perform actions corresponding to the previous increment rather than the current one which has also been fixed.
We used instantaneous values for FPS previously which led to a lot of variation in it and the inability to determine a proper FPS value due to constant fluctuations. All FPS values are now averaged to allow reading out a stable value and a deviation statistic has been added for the frame-time to judge judder and frame-pacing which allows for a significantly better measure of overall performance. The formatting for all the floating-point numbers is now fixed-point to prevent shifting of position due to decimal digits becoming 0.
Support for the following parameters was added to `QueueBuffer`:
* Earliest Present Timestamp
* Swap Interval
* Crop
* Scaling Mode
* Transform
* Frame ID (Not returned to guest yet)
We utilize ANativeWindow APIs directly to achieve all of this in an efficient manner since HWC will be used directly for it, we do plan to introduce Vulkan equivalents for all of these operations later down the line for a port to non-Android platforms.
We had issues when combining host and guest presentation since certain configurations in guest presentation such as double buffering were very unoptimal for the host and would significantly affect the FPS. As a result of this, we've now made host presentation have its own presentation textures which are copied into from the guest at presentation time, allowing us to change parameters of the host presentation independently of the guest.
We've implemented the infrastructure for this which includes being able to create images from host GPU memory using VMA, an optimized linear texture sync and a method to do on-GPU texture-to-texture copies.
We've also moved to driving the V-Sync event using AChoreographer on its on thread in this PR, which more accurately encapsulates HOS behavior and allows games such as ARMS to boot as they depend on the V-Sync event being signalled even when the game isn't presenting.
This commit reworks the `Texture` class to include a Vulkan Image backing that can be optionally owning or non-owning and swapped in with consideration for Vulkan image layout, it also adds CPU-sided synchronization for the texture objects with FenceCycle. It also makes the appropriate changes to `PresentationEngine` and `GraphicBufferProducer` to work with the new `Texture` class while setting the groundwork for supporting swapchain recreation. It also fixes a log in `IpcResponse` and improves the display mode selection algorithm by further weighing refresh rate.
Implements a wrapper over fences to track a single cycle of activation, implement a Vulkan memory manager that wraps the Vulkan-Memory-Allocator library and a command scheduler for scheduling Vulkan command buffers
This commit makes GraphicBufferProducer significantly more accurate by matching the behavior of AOSP alongside mirroring the tweaks made by Nintendo.
It eliminates a lot of the magic structures and enumerations used prior and replaces them with the correct values from AOSP or HOS.
There was a lot of functional inaccuracy as well which was fixed, we emulate the exact subset of HOS behavior that we need to. A lot of the intermediate layers such as GraphicBufferConsumer or Gralloc/Sync are not emulated as they're pointless abstractions here.
This commit adds in VkSurface/VkSwapchain initialization and recreation. It also adapts GraphicsBuffferProducer and Texture to fit in with those changes but it doesn't yet implement presenting those buffers nor uploading guest buffers onto the host.
Vulkan Device initialization is handled now, it supports required extensions but support for optional extensions/features/properties will come in later when we require those. In addition, we now correctly report the version of Skyline to Vulkan which can be accessed from debugging tools.
There's also a minor change regarding the search pattern for `SkylineLibraries` which now only searches in headers of libraries and it also explicitly excludes the redundant `vulkan.hpp` from the `Vulkan-Headers` repository.
The GPU class has been extended in this for Vulkan initialization, this is done to the point of initializing the instance alongside loading in `VK_LAYER_KHRONOS_validation` which is also now packed into all Debug APKs for Skyline. In addition, `VK_EXT_debug_report` is also initialized and it's output is piped directly into the Logger.
A minor change regarding the type of the `Fps` and `Frametime` globals was changed to `skyline::i32`s which is a more suitable type due to those having a smaller chance of overflowing while being signed as Java doesn't have unsigned integral types.
As both of these are in the same memory segment they have no individual
alignment requirements, this created a bug in
にゃんらぶ~私の恋の見つけ方~ where the data segment would be larger
than the game expected and invalid command line arguments would be read.
armed.
It was discovered during testing of 'Hatsune Miku Project DIVA: Mega Mix'
that if a thread was starting while preemption was being enabled a NULL
pointer dereference could occur in the timer_settime call as
timer_create may not have been called yet.
This is used by games before calling into nvdec in order to clock up the
HW module, it can also be used to request a RAM frequency. Since we
obviously don't emulate the hardware down to this level a basic stub
that provides the correct reponses is enough.
Fixes a crash on first level of Super Mario Odyssey.
We used a custom version of Vulkan-Hpp which split the files a lot prior to avoid any developers needing to manually set IDE settings for IntelliJ to work but this wasn't practical due to how it required modifications to Vulkan-Hpp's generator which would make maintenance extremely difficult. It was determined that we should just add the requirement for changing the IDE settings and use Vulkan-Hpp directly.
An RAII scoped trace was used for SvcWaitSynchronization but it was placed within a condition scope which led to an incorrect lifetime for the traces. Minor changes regarding the CR not affecting functionality were made aside from that.
We decided to restructure Skyline to draw a layer of separation between guest and host GPU. We're reserving the `gpu` namespace and directory for purely host GPU and creating a new `soc` directory and namespace for emulation of parts of the X1 SoC which is currently limited to guest GPU but will be expanded to contain components like the audio DSP down the line.
This commit adds a default runConfiguration which just launches the default activity without any special parameters, it also adds `.idea/runConfigurations.xml` to `.gitignore` as it is a legacy file which may be generated by older versions of Android Studio.
The README had rendering issues on GitHub Mobile due to the "Special Thanks" ("Credits" previously) images not being correctly sized which has been resolved by removing those images. In addition, the badges at the top had unnecessary extra spacing on mobile which was required on desktop and has been fixed by exploiting differential behavior between them regarding nesting HTML line breaks (`<br>`) within a HTML hyperlink tag (`<a>`) which causes a space on desktop while not showing up on mobile.
This commit also refactors the entire file for better readability by changes such as using **bold** to emphasize points and explicit Markdown dividers (`---`) between sections.
A distinct change is clarifying that Skyline is not a Ryujinx derivative as we found a lot of people who thought this by:
* Renaming the "Credits" section to "Special Thanks"
* Explicitly specifying that Skyline is not based on it in **bold** at the end of the description
This just disables all compiler warnings generated while compiling TZCode as those are irrelevant while compiling Skyline and need to be tackled in that repository.
This fixes audio stuttering which occurred on certain BT audio devices by requesting an exclusive stream from Oboe alongside a low-latency stream.
Co-authored-by: Billy Laws <blaws05@gmail.com>
Add Tracing for SVCs, Services, NVDRV, and Synchronization Primitives. In addition, fix `TRACE_EVENT_END("guest")` being emitted when a signal is received while being in the guest rather than host which would cause an exception. This commit also disables warnings for the Perfetto library as we do not control fixing them.
This extend a descriptor table for the SVCs with names for every SVC alongside their function pointer. The names are then used for logging and eventually tracing.
This moves from using std::function with a this pointer binding (which would likely cause a heap allocation) to returning the this pointer in a structure which implements operator() to do the call with it. It also moves to using const char* for strings from std::string_view which was pointless in this scenario due to it's usage being limited to being a C-string for the most part, it also integrates the class name directly into the string which allows us to avoid runtime string concatenation in libfmt and RTTI for finding the class name.
* Improve KMemory Comments
* Add parameter prefix 'p-' to `KPrivateMemory::UpdatePermission`
* Fix the missing trailing double quote in missing service prints, this was due to `stringName` being padded with extra 0s
Mainly just adapts the rest of time to add some things missed in the
initial commit as they required TZ, everything else is just renames from
switchbrew and comments.
This serves as an extension to the initial time commit and combined
they provide a complete implementation of everything application facing
in time.
psc:ITimeZoneService and glue:ITimeZoneService are used to convert
between POSIX and calendar times according to the device location.
Timezone binaries are used during the conversion, details of them can
be read about in the previous commit.
This is based off my own glue RE and Thog's time RE.
This reimplements our time backend to be significantly more accurate to
the real PSC and provides complete implementations for every time IPC
allowing many newer games to work properly.
Time is unique in its use of glue services, the core sysmodule is fully
isolated and doesn't interface with any other services. Glue is instead
used where that is needed (e.g. for fetching settings), this distinction
is also present in our implementation.
Another unique feature of time is its global state, as time is
calibrated from the start of the service its state cannot be lost as
that would result in the application offsetting time incorrectly
whenever it closed a session.
A large proportion of this is based off of Thog's 9.0.0 PSC reversing.
These are used for timezone conversions between POSIX and calander time.
Tzdata is in exactly the same format as HOS to allow loading sysarchives
in the future if needed. See its README for more info.
Details on tzcode can be found in its own repo, there are several
changes done Vs the base release to allow for HOS compat.
These only implement the subset of VFS needed for time, implementing
more is difficult due to some issues in the AAsset API which make
support quite ugly. The abstract asset filesystem can be accessed by
services through the OS class allowing other implementations to be used
in the future.
There was a mistake in the code-style refactor where the signature in the instruction encoding of `MRS` was set to `0xD54` instead of `0xD53` which would cause a SIGILL (Illegal Instruction) for devices which had their HW timer frequency equivalent to the Switch (19.2MHz) as a modified `MRS` would be deployed there. This issue should not affect devices which perform clock rescaling as the `MRS` instruction there is encoded by the assembler.
Many users of VFS didn't check for nullptr or 0 results leading to
various potential issues, to mitigate this introduce error checking to
VFS by default. The original variants can still be used through the
*Unchecked family of functions.
This allows better validation and simplified default argument handling.
Could also be useful in the future when we switch to proper VFS error
reporting.
* Pushbuffer data is now stored in a member buffer to avoid reallocating
it for each pushbuffer which hampered performance before.
* Don't prefetch pushbuffers as it puts unnecessary load on the guest
thread that is better suited for the GPFIFO thread.
* Clean up some misc code to avoid pointless casts of a 4 byte object
and handle GPFIFO control opcodes.
NvHostEvents were renamed to SyncpointEvents which is a much clearer
name that more accurately describes them. Locking is needed as IOCTLs
can be called asynchronously and so event registration and signalling
can race.
The following scheduler bugs were fixed:
* It was assumed that all non-cooperative `Rotate` calls were from a preemptive yield and changed the state of `KThread::isPreempted` incorrectly which could lead to UB, an example of a scenario with it would be:
* * Preemptive thread A gets a signal to yield from cooperative thread B due to it being ready to schedule and higher priority
* * A complies with this request but there's an assumption that the signal was actually from it's preemption timer therefore it doesn't reset it (As it isn't required if the timer was responsible for the signal)
* * A receives the actual preemption signal a while later, causing UB as the signal handler is invoked twice
* `Scheduler::UpdatePriority`
* * A check for `currentIt == core->queue.begin()` existed which caused an incorrect early return
* * The preemption timer was armed correctly when a priority transition from cooperative priority -> preemption priority occurred but not disarmed when a transition from preemption priority -> cooperative priority occurred
* * The timer was unnecessarily disarmed in the case of updating the priority of a non-running thread, this isn't as much a bug as it is just pointless
* Priority inheritance in `KProcess::MutexLock` is fundamentally broken as it performs UB with `waitThread` being accessed prior to being assigned
* When a thread sets its own priority using `SvcSetThreadCoreMask` and its current core is no longer in the affinity mask, it wouldn't actually move to the new thread until the next time the thread is load balanced
This addresses all CR comments including more codebase-wide changes arising from certain review comments like proper usage of its/it's and consistent contraction of it is into it's.
An overhaul was made to the presentation and formatting of `KThread.h` and `LoadBalance` works has been superseded by `GetOptimalCoreForThread` which can be used alongside `InsertThread` or `MigrateToCore`. It makes the API far more atomic and neater. This was a major point of contention for the design prior, it's simplified some code and potentially improved performance.
The case of a thread not being in the core queue during a non-cooperative core affinity change would break things as the thread was non-conditionally removed and inserted, this has been fixed by adding a check to see if the thread exists in the core's queue prior to migration. In addition, `yieldWithCoreMigration` was broken by the previous commit as the fallthrough was intentional and removing it cause core migration without a yield which led to breakage in certain circumstances. The mutex locking logic was also improved in `ConditionalVariableWait` to use atomics in a more effective manner with less atomic operations being performed overall.
The code region's size was previously set at the same value as it is for 36-bit ASes, this value is inadequate for certain larger games and needed to be expanded. We've chosen 4GiB as the new value which should easily encompass all Switch games.
The SVCs improvements are as follows:
* Make SVC logs more concise for:
* * `SleepThread`
* * `ClearEvent`
* * `CloseHandle`
* * `ResetSignal`
* * `WaitSynchronization` (Special case for single handle)
* * `ArbitrateLock`
* * `ArbitrateUnlock`
* * `WaitProcessWideKeyAtomic`
* * `SignalProcessWideKey`
* Fix unintentional fallthrough into `yieldWithoutCoreMigration` from `yieldWithCoreMigration` in `SleepThread`
* Return `result::InvalidState` when an unsignalled handle is reset in `ResetSignal`
* Return `Result{}` (Success) in `CancelSynchronization`
* Do not return `result::InvalidCurrentMemory` in `ArbitrateLock` as it's not a failure condition
* Make `count` in `WaitProcessWideKeyAtomic` a `i32` from a `u32`, zero and all negative values result in waking all waiters
The entirety of the address arbiter is implemented in this commit, all three arbitration types: `WaitIfLessThan`, `DecrementAndWaitIfLessThan` and `WaitIfEqual`, and all three signal types: `Signal`, `SignalAndIncrementIfEqual` and `SignalAndModifyBasedOnWaitingThreadCountIfEqual` have been implemented.
This allows any application which uses levent (Light Events) to function which includes titles such as ARMS.
We did not support migration of threads which were running in a non-cooperative manner, this was partially due to the dependence on per-core conditional variables rather than per-thread which made this harder to do programmatically. This has been fixed by moving to per-thread cvars and therefore the limitation can be removed, this feature is used by Unity games.
SvcClearEvent previously set the `signalled` flag directly rather than
calling `ResetSignal`, which skipped the locking necessary to make it
globally visible. Switch it to use `ResetSignal` to fix this.
We've moved to using RS and GS from ASCII as delimiters rather than
'\n' and '|', this allows more robust parsing and increases the
readability of the log files
This prevents a race where two threads could read at the same time and
end up using the wrong IV leading to garbage data being read. This
caused crashes in several games including Celeste.
This was causing a significant amount of sched thrashing and pinning a
core to 100% as games constantly updated audren, now change it to only
signal on buffer release.
This caused the menus in Sonic Mania to be nonfunctional, futhermore,
default init is not ran for the input structs so the default max
definition in CommonHeader never actually applied.
CircularQueue was looping around too early resulting in the wrong
pushbuffers being used. The debug logging is useful for interpreting the
GPU method call logs.
Exefs loading was changed to check if an NSO exists before trying to
read it, preventing exceptions that get annoying while debugging.
* 'Fix' memory accounting to not measure reserved regions
* Fix some copy bugs introduced by switch to span
* Correct remap the behaviour of Modify so it actually works
An exceptional signal handler allows us to convert an OS signal into a C++ exception, this allows us to alleviate a lot of crashes that would otherwise occur from signals being thrown during execution of games and be able to handle them gracefully.
* Fix alignment handling in NvHostAsGpu::AllocSpace
* Implement Ioctl{2,3} ioctls
These were added in HOS 3.0.0 in order to ease handling ioctl buffers.
* Introduce support for GPU address space remapping
* Fix nvdrv and am service bugs
Syncpoints are supposed to be allocated from ID 1, they were allocated
at 0 before. The ioctl functions were also missing from the service map
* Fix friend:u service name
* Stub NVGPU_IOCTL_CHANNEL_SET_TIMESLICE
* Stub IManagerForApplication::CheckAvailability
* Add OsFileSystem Directory support and add a size field to directory entries
The size field will be needed by the incoming HOS IDirectory support.
* Implement support for IDirectory
This is used by applications to list the contents of a directory.
* Address feedback
This patch reduces the burden of adding services significantly, rather
than having to create an enum entry and add strings in the constructor
it will all be determined at runtime through RTTI. A macro is also used
in the service creation case to reduce clutter.
* Fix NvHostCtrl:EventSignal event ID parsing
* Divide the audout buffer length by the sample size
* Correct audout channel quantity handling
* A few bugfixes for audio tracks
* * Correctly lock in CheckReleasedBuffers and only call the callback once
* * Check if the identifier queue is empty before accessing it's iterator
* Refactor audio to better fit the codestyle
* Explictly specify reference when using GetReference
* Fix CheckReleasedBuffers
This commit significantly increases the accuracy of the prior HID code due to testing on the Switch. It is now fully accurate in all supported scenarios, them being assignment mode, orientation, color writes and system properties. In addition, review comments were addressed and fixed in the PR.
This fixes a Joy-Con Pair bug which caused a crash when a partner device was set to none while being set as a partner. In addition, the following HID service functions were implemented:
* GetSupportedNpadStyleSet
* ActivateNpadWithRevision
* GetNpadJoyHoldType
* AcquireNpadStyleSetUpdateEventHandle
This commit adds support to the C++ end of things for controller configuration. It isn't targeting being 1:1 to HOS for controller assignment but is rather based on intuition of how things should be.
This commit adds in the UI for Controller Configuration to Settings, in addition to introducing the storage and loading of aforementioned configurations to a file that can be saved/loaded at runtime. This commit also fixes updating of individual fields in Settings when changed from an external activity.
This commit focuses on making the UI completely usable using a controller so that a user won't have to switch between their device's touch screen and a controller constantly.
This commit refactors the C++ end of Input so it'll be in line with the rest of the codebase and be ready for the extension with multiple players and controller configuration.
This commit contains the Kotlin side of the initial Input implementation, this is based on the work done in the `hid` branch in `bylaws/skyline`.
Co-authored-by: ◱ PixelyIon <pixelyion@protonmail.com>
This commit contains the C++ side of the initial Input implementation, this is based on the work done in the `hid` branch in `bylaws/skyline`.
Co-authored-by: ◱ PixelyIon <pixelyion@protonmail.com>
interpreter.
The Maxwell 3D engine handles all 3D rendering, currently only non
rendering related methods are implemented. Macros are small pieces of
code that run on the GPU and allow methods to be quickly called for
things like instanced drawing.
These are used to allow the CPU to synchronise with the GPU as it
reaches specific points in its command stream.
Also fixes an nvmap bug where a struct was incorrect.
bugs
An engine is effectively a HW block in the GPU, the main one is the
Maxwell 3D which is used for 3D graphics. Engines can be bound to
individual subchannels and then methods within them can be called
through pushbuffers.
The engine side of the GPFIO is also included, it currently does nothing
but will need to be extended in the future with semaphores.
* Rework VFS to support creating and writing files and introduce OsFileSystem
OsFileSystem abstracts a directory on the device using the filesystem API.
This also introduces GetEntryType and changes FileExists to use it.
* Implement the Horizon FileSystem APIs using our VFS framework
Horizon provides access to files through its IFileSystem class, we can
closely map this to our vfs::FileSystem class.
* Add support for creating application savedata
This implements basic savedata creation using the OsFileSystem API. The
data is stored in Skyline's private directory is stored in the same
format as yuzu.
* Make sure icons have a 1:1 ratio
* Use recyclerview padding to increase grid edge margins
* Fix race condition in searching roms
* Use notify insert for adapter
The GPU has it's own seperate address space to the CPU. It is able to
address 40 bit addresses and accesses the system memory. A sorted vector
has been used to store blocks as insertions are not very frequent.
unmapped regions
svcQueryMemory will return a valid descriptor for anything in the
address space, from 0 to 1 << addrSpaceBits, this was handled
incorrectly before and we were only returning descriptors if the
address was in a mapped region.
If an address in an unmapped region is requested then the extents of the
unmapped region up to the address space end are returned. If the address
requested is outside of the address space then the extents of the
inaccessible address space are returned.
To facilitate this support was added to MemoryManager::Get for
generating the extents of unmapped regions using the chunk list.
As the stack is automatically mapped in the guest by `clone` we do not
need to explicitly map it. This adds a flag to solve the issue.
Also mark the stack as stack rather than reserved.
Not zeroing the sample buffer causes issues when a voice is started but
is playing no samples. The system event handling was also reworked
according to Thog's info.
This fixes two bugs in IPC that were discovered when running Puyo Puyo
Tetris.
The CloneCurrentObject control IPC will now correctly return the handle
of the newly created object through move handles, rather than pushing it
as a result.
The size array of u16s with the sizes of each C buffer is now taken into
account when reading them. Before this change C buffers were entirely
broken.
This gives some useful warnings for less significant issues.
Warnings for reordering are left disabled as they are rather pedantic
and serve little benefit.
This implements the base account service and stubs
InitializeApplicationInfoV0 which is used by Puyo Puyo Tetris. Support
for the entirety of account services will be added in the future.
lm is used by applications to print messages to the system log. Log
messages are made up of a header and then several fields containing
metadata or string messages.
In the case of am, IStorage is used to exchange buffers of data such
as application launch parameters or an applets result. It has no
relation to fsp-srv's IStorage.
Fonts are stored in an array of TTF data with an 8 byte header
containing a magic and an XOR'd length. Instead of requiring users to
provide original Nintendo fonts we pack open source replacements.
They are generated with the scripts here
https://github.com/FearlessTobi/yuzu_system_archives. All the fonts are
licenced under the Open Font or Apache 2 License so we can include them
all freely.
An NSP (Nintendo Submission Package) is effectively a PFS0 containing
NCAs, there are also tickets and a CNMT file which contains metadata
about updates. The current implementation is very basic and only
support Control and Program NCAs which is enough for loading games.
Support for updates and dlc will be added at a later date.
Nintendo Content Archives are used to store the assets, executables
and updates of applications. They support holding either a PFS0 or a
RomFS.
An NCA's ExeFS can be loaded by placing each NSO sequentially into
memory, starting with rtld which will link them together.
Currently only decrypted NCAs are supported, encryption and BKTR
handling will be added at a later time.
RomFS is a hierarchial filesystem where each level is made up of a
linked list of files and child directories. It is used in NCAs to store
the applications icon as well as by applications themselves for
accessing assets.
Partition FS encapsulates both the HFS0 found in XCIs and the PFS0 used
for ExeFS images and NSPs, it is purely file based and has no support at
all for directories aside from the root.
Mapping and writing segments into memory is now handled by a common
function that can be shared between all loaders. All they need to do now
is to pack each segment into a common struct.
* Correctly handle -WithContext IPC Requests
They should be treated the same as the non WithContext variants.
* Only send domain data on non-control IPC responses
Control IPC doesn't make use of domains so we shouldn't send extra data
in the response.
* Add the IStorage implementation to CMakeLists
This commit adds support for reading the RomFS data from an NRO and
obtaining an IStorage handle to it through 'OpenDataStorageByCurrentProcess'.
There is currently only support for reading and no support
for enlarging or writing.
Also fixup a few capitalisation issues.
- The backing system provides a flexible way to access a a region of
abstract memory.
- It is currently barebones and only has support for reading data but
this will be expanded as necessary.
The current implementations are:
- OsBacking - A backing that abstracts a linux file descriptor
- RegionBacking - A backing that creates a region from a portion of an
existing one
This commit makes a few improvements to the UI/UX:
* Crop Game Icons to ImageView
* Controller Support for Game List
* EmulationActivity is fullscreen now
This commit does some minor renaming/reordering in IPC and adds support for strings to IPC Push/Pop. It also fixes a tiny regression with the frametime display.
This commit mainly finishes up refactor by fixing everything brought up in the CR + Improving NCE somewhat and actually killing the child processes properly now.
We earlier moved to LGPLv3.0 or Later. This was a mistake as what we wanted was being able to link to proprietary libraries but LGPL is the opposite and it allows linking proprietary libraries to libskyline instead. After further consideration, we've moved to MPL-2.0, it allows linking to proprietary libraries and is a standardized license as compared to adding an exception to GPL.
This commit mainly fixes the issue with `AppDialog` where it didn't expand fully in landscape leading to UX issues. In addition, a race condition was fixed in `MainActivity::addEntries`, in regards to `foundCurrent` being returned incorrectly. The text in the performance counters were also made yellow and much more opaque.
This commit mainly fixes the problem with process leakage before where the guest process wouldn't be killed. In addition, it clears up the problem with naming differences with PID/TID where purely PID was used before but that term is generally used to refer to the PGID. So, `KProcess` has a `pid` member but `KThread` has a `tid` member.
This commit fixes a lot of style errors throughout the project by letting the Android Studio Formatter fix them. This commit also splits the Circular Buffer into it's own file.
This commit adds performance statistics to the emulator that can be toggled in preferences. The layout of `EmulationActivity` was also changed from `ConstraintLayout` to `RelativeLayout` due to poor performance of the former.
This optimizes a lot of audio by using a circular buffer rather than queues. In addition to handling device disconnection using oboe callbacks and fix bugs in regards to audio saturation.
This commit adds mutexes to the logger so they produce a valid log file rather than breaking due to a race condition. It also introduced `util::MakeMagic` so the magic functions are far more clear. A small refactor of IPC was also done which cleared up some of the for loops.
This commit mainly refactors all activities to bring them in-line with the guidelines and makes certain improvements such as using `Snackbar`s rather than `Toast`s where possible, Using `CoordinatorLayout` to allow the app bar to hide itself when possible, the app bar has also been consolidated into it's own layout file to increase layout redraw performance as existing views can be used.
This commit refactors `AppDialog` by bringing it in line with the guidelines. In addition, it improves the design of it substantially by modifying the layout and making it a `BottomSheetDialogFragment`.
This refactors all preferences and loaders in regards to This commit mainly refactors the adapters by adding spacing, comments and following other guidelines. In addition, preferences are now moved into their own sub-package and `LicensePreference` has a minor UI update.
With `RecyclerView` being used rather than `ListView` or `GridView`. It's now possible to display the items in a flexible manner and so support for a grid view in addition to the already existing list view was added in.
This commit mainly refactors the adapters by adding spacing, comments and following other guidelines. In addition, it moves from using `BaseAdapter` to `RecyclerView.Adapter` which leads to much cleaner adapter classes.
a
This commit fixes a tiny inaccuracy with the VMM which was a problem with block insertion, The mutexes on the other hand had a minor issue regarding owner checks.
This commit mainly fixes multiple headers in the game list, which was caused by using the wrong variable for the recursive function. In addition, it makes TinyXML2 statically linked to libskyline which makes it the lone shared objects present in APKs.
Clang-Tidy was disabled altogether in an earlier commit, it was due to having to not being able to configure individual checks and disable ones which weren't useful
This makes some tiny changes to audio to make them compliant with the guidelines. In addition, to changing `IUserManager:IUserManager` to `sm:IUserManager`.
This refactored common by:
* Moving out as many constants to class/function local scopes from being declared in `common`
* Spacing out common and any function to which a constant was moved out to
* Fixing comments here and there
In addition, some naming inconsistencies were fixed as well.
We used to link libraries dynamically before, this has obvious disadvantages and extra run-time overhead. Linking them statically instead has a lot of benefits as memory allocations and such don't need to be done independently, interaction with external libraries should be faster in general due to functions not being needed to be called virtually.
This commit mainly just refactors NCE by adding spacing and fixing other minor errors. In addition, it adds comments to `nce/guest.h` and `nce/instructions.h`.
This commit addresses the incorrect hierarchy of the GPU and refactors them at the same time. Now, the hierarchy much closely matches HOS. This commit also introduces a texture classes, albeit they're not complete and only partially implemented.
This commit adds Vulkan-Hpp as a library to the project. The headers are from a modified version of `VulkanHppGenerator`. They are broken into multiple files to avoid exceeding the Intellisense file size limit of Android Studio.
This commit mainly fixes GitHub Actions builds which were broken due to an outdated version of Android NDK. In addition, it moves all stack to shared memory.
* Add Gradle versions plugin for simple dependency updates
* Update dependency versions
* Refactor MainActivity to be more Kotlin-like
* Simplify LogActivity a little
* Remove useless run calls in GameDialog
Remove looping support - it is slow and no services use it.
Store service name in in base service class - removes the
need for having sub-services in the service name map.
General code clean up - remove {} from single if statements etc.
This commit fixed the issues outlined in the CR (Mainly correlated to formatting), moves to a sorted vector from a sorted list for the memory map in addition to using binary search for sorting through rather than iteratively and fixes item duplication in the game list when directory is changed in Settings.
This commit mainly fixes GroupMutex and clock rescaling. In addition, clock rescaling is no longer performed if the CNTFRQ_EL0 of the host device is same as that of the Switch (19.2MHz) which is fairly common on higher end devices.
This commit adds working conditional variables, in addition to the mutex and threading implementation. It directly depends on the memory optimization from the previous commit to be able to perform atomic operations on the mutex.
This commit further improves the memory implementation by using shared memory for all allocations so we won't have to depend on a kernel call for doing any host <-> guest memory transfers.
This commit adds support for threading and mutexes. However, there is also a basis of conditional variables but these don't work due to the lack of a shared memory model between the guest and host. So, conditional variables will be deferred to after the shared memory model is in place.
Forces all registers to be saved before signalling to the kernel that we
are ready; without this the kernel may read incorrect context data
causing undefined behaviour.
This commit does a major refactor of the memory implementation, it forms a memory map which is far cleaner than trying to access it through a handle table lookup. In addition, it creates a common interface for all memory kernel objects: KMemory from which all other kernel memory objects inherit. This allows doing resizing, permission change, etc without casting to the base memory type.
This commit causes Android Studio to use the .clang-tidy file for configuration and removes madvise DO_FORK/DONT_FORK calls as they cause problems on many devices and are mostly unnecessary.
This commit makes the kernel completely thread-safe and fixes an issue that caused libNX games to not work due to an error with KSharedMemory. In addition, implement GroupMutex to allow the kernel threads to run in parallel but still allow them to not overlap with the JNI thread.
This commit makes the kernel thread safe in some instances (but not fully) and showcases the significantly improved performance over the ptrace method used prior. In addition, scanning for ROMs is now done asynchronously.
This commit is a huge step in the direction of better performance, as we move from ptrace to junction branching and have kernel call overhead similar to that of a native kernel call! In addition, this sets the base for the kernel to go fully multi-threaded. However, the kernel is currently not thread-safe and therefore this commit currently causes a crash.
This commit removes support for more than one guest processes as it requires a fair bit of extra code to support in addition the HLE service implementations don't support it anyway.
This commit is the start of moving towards a lockless and faster kernel which can run multiple independent threads with fast userspace synchronization.
The PR: https://github.com/skyline-emu/skyline/pull/13 added in GetDefaultDisplayResolution but it used the older WriteValue function to write the data back. Moving to the Push/Pop system fixes this.
Before ROMs needed to be opened by setting the path, now they can be directly opened using the file picker. In addition, Document Tree URIs are now set to be persistent rather than being revoked after reboot.
This commit fixes JNI race conditions by usage of a mutex, fixes a bug in release builds due to ProGuard member obfuscation and fix searching by fixing the HeaderAdapter filter.
This commit adapts the C++ backend to the Kotlin frontend by moving to usage of file descriptors and, provides an interface to access frontend code via JNI which is used to check the state of the activity and catch events such as surface destruction. In addition, this commit fixes some minor linting errors and changes the CMake version to 3.10.2+.
This commit changes how IPC is interacted with in two ways:
* Simplify all buffers into just InputBuffer and OutputBuffer
* Use pushing/popping for data payload
The deswizzling implementation currently writes linearly and reads non-linearly, this is non optimal as the MMU cannot read ahead. This flips that and reads linearly while it writes non-linearly. This is based on: 324a3624ac/nx/source/display/framebuffer.c (L189).
This commit adds logging to almost all SVCs with the exception of svcGetSystemTick and adds accurate error handling to them. It also improves how KSharedMemory is handled.
This commit implements the services ISystemAppletProxy, IOverlayAppletProxy & IAppletCommonFunctions and implements the function GetDefaultDisplayResolution.
Android 10 and above block access to the legacy java file APIs on external storage without the 'android:requestLegacyExternalStorage' flag set. This is a temporary measure while we adopt newer APIs.
What was added:
* HID Service
* Support for Mutexes and Conditional Variables
What was improved:
* Service API now creates one instance per Session rather than a single instance for all Sessions
* Changed std::map objects into std::unordered_map in KProcess
* Comments on enumeration values
The following things were fixed:
* KSharedMemory
* KSyncObject (and how waiting on them works)
* Inclusion of Headers
What was added:
* Transfer Memory
* svcSleepThread
This commit introduces a new memory model that supports true shared memory with separate permissions for remote and local processes, implements svcQueryMemory and completes svcGetInfo further, adds IPC support with the IpcRequest and IpcResponse classes.
<details><summary><i>First time users only</i></summary>
<p>
> If you opened Android Studio for the first time, choose the `Standard` install type and complete the setup wizard leaving all settings to their default value.
> If you get any errors on "Intel® HAXM" or "Android Emulator Hypervisor Driver for AMD Processors", you can safely ignore them as they won't be used for Skyline.
</p>
</details>
Import the project by clicking on the `Open` icon, then in the file picker choose the `skyline` folder you just cloned in the steps above:
In the project view navigate to the `app/libraries` folder, right-click on the folder you want to exclude and navigate the menus to the `Exclude` option:
* `Cmake Error: CMake was unable to find a build program corresponding to "Ninja"`
Check that you installed the correct CMake version in the Android Studio SDK Manager. If you're sure you have the correct one, you may try adding the path to CMake binaries installed by Android Studio to the `local.properties` file:
You didn't clone the repository with symlinks enabled. Windows requires administrator privileges to create symlinks so it's likely it didn't create them.
In an **administrator** terminal prompt navigate to the Skyline root project folder and run:
We generally follow simple plain-English commit titles and summaries, which encapsulate what a commit has done. We don't use a distinct commit style like that of the Linux Kernel for any commits and they would look extremely out of place in the repository overall.
In addition, we stick to a single objective with one commit albeit ensure that the scope isn't too small so there'll be a huge amount of them or too large so it's a single commit that changes vast swaths of the codebase. Try to find the right balance between committing too less and too much.
### Use line-wrapping
There is no column limit in the codebase, this is so that the line width can adjust to everyone's display size using line-wrap. Do not manually wrap lines unless it can be done in a natural way and is needed at all, let line-wrap handle it for you.
### Use code formatter
Android Studio comes with a code formatter in-built, this can fix minor mistakes in code-style. To reformat code: Right-click on the relevant file/directory -> Reformat. We recommend doing so prior to all commits to ensure the codebase is clean.
This can also be done by using `Ctrl + Alt + L` on Windows, `Ctrl + Shift + Alt + L` on Linux and `Option + Command + L` on macOS.
### Skyline Edge
Any code that's been PR'd to the Skyline repository will only be in Edge builds for two weeks, after which it will be merged into the mainline branch. This is to ensure that any bugs that may have been introduced by the PR are caught and fixed before it's merged into the mainline branch. If you have any issues with this, you can request that we add the `CI` tag to your PRs so that CI builds are provided pre-merge.
## C++
### Include Order
* STD includes
* External library includes
* Includes in a parent directory with `<>` (where otherwise you would need `../`)
* Local includes with `""`
### Naming rules
* Macro: `SCREAMING_SNAKE_CASE`
* Namespaces: `camelCase`
* Enum: `PascalCase`
* Enumerator: `PascalCase`**(1)**
* Union: `PascalCase`
* Classes/Structs: `PascalCase`**(1)**
* Local Variable: `camelCase`
* Member Variables: `camelCase`
* Global Variables: `PascalCase`
* Functions: `PascalCase`
* Template Parameters: `PascalCase`
* Parameters: `camelCase`
* Files and Directories: `snake_case` except for when they correspond to a HOS structure (EG: Services, Kernel Objects)
**(1)** Except when the whole name is an abbreviation use UPPERCASE such as `OS` and `NCE` but not `JVMManager`
### Comments
Use doxygen style comments for:
* Classes/Structs - Use `/**` block comments with a brief
* Class/Struct Variables - Use `//!<` single-line comments on their utility
* Class/Struct Functions - Use `/**` block comments on their function with a brief, all arguments and the return value (The brief can be skipped if the function's arguments and return value alone explain what the function does)
* Enumerations - Use a `/**` block comment with a brief for the enum itself and a `//!<` single-line comment for all the individual items
Notes:
* The `DeviceState` object or other objects which are systematically used throughout multiple classes such as `ServiceManager` can be skipped from function argument documentation as well as class members in the constructor
* The `KSession`, `IpcRequest` and `IpcResponse` objects in IPC command function arguments and other such objects (Such as `IoctlData`) can be skipped from function argument documentation if used in those contexts, they will need to be documented if they're used as a class member or something on those lines
* Any class members don't need to be redundantly documented in the constructor
* Comments on virtual functions are optional
### Spacing
We generally follow the rule of **"Functional Spacing"**, that being spacing between chunks of code that do something functionally different while functionally similar blocks of code can be closer together.
Here are a few examples of this to help with intution:
* Spacing should generally follow multiple related variable declarations, this applies even more if error checking code needs to follow it
```cpp
auto a{GetSomethingA()};
auto b{GetSomethingB()};
auto c{GetSomethingC()};
auto result{DoSomething(a, b, c)};
if (!result)
throw exception("DoSomething has failed: {}", result);
```
* If a function doesn't require multiple variable declarations, the function call should be right after the variable declaration
```cpp
auto a{GetClassA()};
a.DoSomething();
auto b{GetClassB()};
b.DoSomething();
```
* If a single variable is used by a single-line control flow statement, there can be no spaces after it's declaration
```cpp
auto a{GetClass()};
if (a.fail)
throw exception();
```
* **Be consistent** (The above examples assume that `a`/`b`/`c` are correlated)
* Inconsistent
```cpp
auto a{GetClassA()};
a.DoSomething();
auto b{GetClassB()};
auto c{GetClassC()};
b.DoSomething();
c.DoSomething();
```
* Consistent #1
```cpp
auto a{GetClassA()};
auto b{GetClassB()};
auto c{GetClassC()};
a.DoSomething();
b.DoSomething();
c.DoSomething();
```
* Consistent #2
```cpp
auto a{GetClassA()};
a.DoSomething();
auto b{GetClassB()};
b.DoSomething();
auto c{GetClassC()};
c.DoSomething();
```
### Control flow statements (if, for and while)
#### If a child control-flow statement has brackets, the parent statement must as well
* Correct
```cpp
if (a) {
while (b) {
printf("A");
printf("B");
b = false;
}
}
```
* Incorrect
```cpp
if (a)
while (b) {
printf("A");
printf("B");
b = false;
}
```
#### If any cases of an if statement have curly brackets all must have curly brackets
* Correct
```cpp
if (a) {
printf("a");
a = false;
} else {
printf("none");
}
```
* Incorrect
```cpp
if (a) {
printf("a");
a = false;
} else
printf("none");
```
### Lambda Usage
We generally support the usage of functional programming and lambda, usage of it for assigning conditional variables is recommended especially if it would otherwise be a nested ternary statement:
* With Lambda (Inlined function)
```cpp
auto a{random()};
auto b{[a] {
if (a > 1000)
return 0;
else if (a > 500)
return 1;
else if (a > 250)
return 2;
else
return 3;
}()};
```
* With Ternary Operator
```cpp
auto a{random()};
auto b{(a > 1000) ? 0 : ((a > 500) ? 1 : (a > 250 ? 2 : 3))};
```
### References
For passing any parameter which isn't a primitive prefer to use references/const references to pass them into functions or other places as a copy can be avoided that way.
In addition, always use a const reference rather than a normal reference unless the argument needs to be modified in-place as the compiler knows the intent far better in that case.
Note: In constructors if you are copying to a member variable `std::move` is preferred as it allows copy-elision in some circumstances.
Use C++ range-based iterators for any C++ container iteration unless it can be performed better with functional programming (After C++20 when they are merged with the container). In addition, stick to using references/const references using them
### Usage of auto
Use `auto` to assign a variable the type of the value it's being assigned to, but not where a different type is desired. So, as a rule of thumb always specify the type when setting something from a number rather than depending on `auto`. In addition, prefer not to use `auto` in cases where it's hard to determine the return type due to assigned value being complex.
```cpp
u8 a{20}; // `20` won't be stored in a `u8` but rather in a `int` (i32, generally) if `auto` is used
auto b{std::make_shared<Something>()}; // In this case `auto` is used to avoid typing out `std::shared_ptr<Something>`
```
### Primitive Types
We generally use `in` and `un` where `n = {8, 16, 32, 64}` for our integer primitives in which `i` represents signed integers and `u` represents unsigned integers. In addition, we have some other types such as `KHandle` that are used to make certain operations more clear, use these depending on the context.
### Constants
If a variable is constant at compile time use `constexpr`, if it's only used in a local function then place it in the function but if it's used throughout a class then in the corresponding header add the variable to the `skyline::constant` namespace. If a constant is used throughout the codebase, add it to `common.h`.
In addition, try to `constexpr` as much as possible including constructors and functions so that they may be initialized at compile-time and have lesser runtime overhead during usage and certain values can be pre-calculated in advance.
We should also mention that this isn't promoting the usage of `const`, it's use is actually discouraged out of references, in which case it is extremely encouraged. In addition, pointers are a general exception to this, using `const` with them isn't encouraged nor discouraged. Another exception are class functions, they can be made `const` if used from a `const` reference/pointer and don't
modify any members but do not do this preemptively.
### Initialization
We use bracketed initialization as opposed to traditional initalization due to the better type checking it offers and the consistency with designated initalizers.
* Correct
```c++
int a{FindA()};
static constexpr size_t AConstant{1ULL <<63}
for (int i{}; i <a;i++);
```
* Incorrect
```c++
int a = FindA();
static constexpr size_t AConstant = 1ULL <<63;
for (int i = 0; i <a;i++);
```
### Wrapping
We do not enforce a particular limit on line lengths however excessively long lines that may be difficult to read when soft-wrapped should be wrapped semantically. See the below examples:
The size of the header imported for [Vulkan-Hpp](https://github.com/KhronosGroup/Vulkan-Hpp) is extremely large and exceeds the CLion default analysis limit, it is required to run for properly annotating any code which uses components from it. To override this limit, refer to this [article from JetBrains](https://www.jetbrains.com/help/objc/configuring-file-size-limit.html#file-size-limit) or navigate to Help -> Edit Custom Properties and add `idea.max.intellisense.filesize=20000` to set the maximum limit to 20MB which should be adequate for it.
## Kotlin
### Naming rules
* Enumerator: `PascalCase`**(1)**
* Classes: `PascalCase`**(1)**
* Local Variable: `camelCase`
* Member Variables: `camelCase`
* Global Variables: `PascalCase`
* Functions: `PascalCase`
* Parameters: `camelCase`
* Generics: `PascalCase`
* Files: `PascalCase`
* Directories: `camelCase`
**(1)** Except when the whole name is an abbreviation such as `OS` and `NCE` but not `JVMManager`
### Comments
Use KDoc comments (`/**`) for:
* Classes - A comment about the function of a class and any of it's parameters if required, albeit this can be skipped if the information is mundane enough to the point of it being useless which is generally the case with [Activities](https://developer.android.com/reference/android/app/Activity), albeit this isn't always the case. In addition, document any parameters in the primary constructor using `@param`.
* Variables/Functions - A comment about what the variable is used for or what it is depending on what's more applicable. This is mandatory and shouldn't be skipped.
* Functions - A comment about what the function is used for or what it is depending on what's more applicable and is mandatory, just like a variable. All parameters should be documented using `@param`. In addition, if it's an overridden function then it's description should cover more what it specifically does rather than what it is.
* Constructors - A comment about the constructor can be skipped if it simply calls another constructor or just assigns variables, assuming those variables are documented themselves. If the constructor does anything outside of that, it must be documented in accordance to the function comments.
Exceptions to `@param`:
* If a parameter has already been tagged in the comment using a KDoc link (`[]`), then it doesn't need to have it's own `@param`
* If a parameter is a standard Android class such as `Context` then it's documentation can be skipped entirely
Notes:
* Any class members don't need to be redundantly documented in the constructor
* Use a KDoc link (`[]`) when referencing any item
### Spacing
The spacing in Kotlin follows the same rule as C++ with "**Functional Spacing**", spacing between chunks of code that do something functionally different while functionally similar blocks of code can be closer together.
Here are a few examples of this to help with intution:
* Spacing should generally follow multiple related variable declarations
```kotlin
val a = GetSomethingA()
val b = GetSomethingB()
val c = GetSomethingC()
val result = DoSomething(a, b, c)
```
* If a function doesn't require multiple variable declarations, the function call should be right after the variable declaration
```kotlin
val a = GetClassA()
a.DoSomething()
val b = GetClassB()
b.DoSomething()
```
```kotlin
val a = GetClassA()
DoSomething(a)
val b = GetClassB()
DoSomething(b)
```
* If a single variable is used by a single-line control flow statement, there can be no spaces after it's declaration
```kotlin
val a = GetClass()
if (a.fail)
throw exception()
```
* In `when` statements, if cases generally have multi-line code blocks then have spacing between all the cases
```kotlin
when(num) {
1 -> {
a.Something()
a.SomethingElse()
}
2 -> {
b.Something()
b.SomethingElse()
}
else -> c.Something()
}
```
```kotlin
when(num) {
1 -> a.Something()
2 -> b.Something()
else -> c.Something()
}
```
* **Be consistent** (The above examples assume that `a`/`b`/`c` are correlated)
* Inconsistent
```kotlin
val a = GetClassA()
a.DoSomething()
val b = GetClassB()
val c = GetClassC()
b.DoSomething()
c.DoSomething()
```
* Consistent #1
```kotlin
val a = GetClassA()
val b = GetClassB()
val c = GetClassC()
a.DoSomething()
b.DoSomething()
c.DoSomething()
```
* Consistent #2
```kotlin
val a = GetClassA()
a.DoSomething()
val b = GetClassB()
b.DoSomething()
val c = GetClassC()
c.DoSomething()
```
### Control flow statements (if, for and while)
#### If a child control-flow statement has brackets, the parent statement must as well
* Correct
```cpp
if (a) {
while (b) {
Something(a)
Something(b)
}
}
```
* Incorrect
```cpp
if (a)
while (b) {
Something(a)
Something(b)
}
```
#### If any cases of an if statement have curly brackets all must have curly brackets
LightSwitch, a Nintendo Switch emulator for Android
=============
<p>
<h3align="center">Development on Skyline has been ceased</h3>
<palign="center">All Skyline code is within this repository or <ahref="https://github.com/skyline-emu/skyline-dev"><code>skyline-dev</code></a>. Anyone is free to fork the code to continue the work as long as they follow our <ahref="LICENSE.md">MPL-2.0 license</a>, it should be noted that Skyline branding isn't licensed.</p>
</p>
LightSwitch is an experimental Nintendo Switch emulator for Android phones, licensed under GPLv3. Please refer to the [license file](https://github.com/lightswitch-emu/lightswitch/blob/master/LICENSE) for more information. It currently does not run any games, nor Homebrew. It has no graphical output as of now.
<b>Skyline</b> was an experimental emulator that runs on <b>ARMv8 Android™</b> devices and emulates the functionality of a <b>Nintendo Switch™</b> system, licensed under <ahref="https://github.com/skyline-emu/skyline/blob/master/LICENSE.md"><b>Mozilla Public License 2.0</b></a>
</p>
---
### Contact
You can contact the core developers of LightSwitch at our [Discord](https://discord.gg/XnbXNQM). If you have any questions, feel free to ask.
You can contact the core developers of Skyline at our **[Discord](https://discord.gg/XnbXNQM)**. If you have any questions, feel free to ask. It's also a good place to just keep up with the emulator, as most talk regarding development goes on over there.
---
### Special Thanks
A few noteworthy teams/projects who've helped us along the way are:
* **[Ryujinx](https://ryujinx.org/):** We've used Ryujinx for reference throughout the project, the accuracy of their HLE implementations of Switch subsystems make it an amazing reference. The team behind the project has been extremely helpful with any queries we've had and have constantly helped us with any issues we've come across. **It should be noted that Skyline is not based on Ryujinx**.
* **[yuzu](https://yuzu-emu.org/):** Skyline's shader compiler is a **fork** of *yuzu*'s shader compiler with Skyline-specific changes, using it allowed us to focus on the parts of GPU emulation that we could specifically optimize for mobile while having a high-quality shader compiler implementation as a base. The team behind *yuzu* has also often helped us and have graciously provided us with a license exemption.
* **[Switchbrew](https://github.com/switchbrew/):** We've extensively used Switchbrew whether that be their **[wiki](https://switchbrew.org/)** with its colossal amount of information on the Switch that has saved us countless hours of time or **[libnx](https://github.com/switchbrew/libnx)** which was crucial to initial development of the emulator to ensure that our HLE kernel and sysmodule implementations were accurate.
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### Disclaimer
* **Nintendo Switch** is a trademark of **Nintendo Co., Ltd**
* [FontStandard](FontStandard.ttf), [FontKorean](FontKorean.ttf), [FontChineseSimplified](FontChineseSimplified.ttf), [FontChineseTraditional](FontChineseTraditional.ttf) and [FontExtendedChineseSimplified](FontExtendedChineseSimplified.ttf) are using [Noto Sans CJK](https://github.com/googlefonts/noto-cjk), which is licensed under [Open Font License](https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL)
* [FontNintendoExtended](FontNintendoExtended.ttf) is using [Roboto](https://fonts.google.com/specimen/Roboto), which is licensed under [Apache 2.0](https://www.apache.org/licenses/LICENSE-2.0)