Commit Graph

1843 Commits

Author SHA1 Message Date
PixelyIon
1eb4eec103 Allow locking external thread in MutexLock
We want the ability to lock mutexes on behalf of other threads to refactor condition variables to match HOS on waking behavior.
2023-01-11 00:13:15 +05:30
PixelyIon
6bbe9de881 Fix result returned by MutexLock
`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`.
2023-01-11 00:13:15 +05:30
PixelyIon
08ef88b156 Add early-timeout path for WaitForAddress 2023-01-11 00:13:15 +05:30
PixelyIon
d0c56235f4 Read address atomically in WaitForAddress
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.
2023-01-11 00:13:15 +05:30
PixelyIon
e8a1bd1aad Fix WaitForAddress timeout signal race
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.
2023-01-11 00:13:15 +05:30
Billy Laws
0f1d97fe2c Update edge supporter names 2023-01-08 21:35:14 +00:00
Billy Laws
31fb6d30eb Fake maxwell occlusion query results 2023-01-08 19:30:52 +00:00
Billy Laws
a92c26531e Keep holes in descriptors for unsupported bindings 2023-01-08 19:30:52 +00:00
Billy Laws
81d82008c7 Pre-signal suspend ticks event 2023-01-08 19:30:52 +00:00
Billy Laws
3e5992e366 Update hades 2023-01-08 19:30:52 +00:00
Billy Laws
45bbf3bb2a Fix indirect draws with direct buffers
We need to wait on the GPFIFO manually as we won't hit the traps when accesing the indirect params with direct as we usually would.
2023-01-08 19:30:52 +00:00
Billy Laws
68ad052cb1 Add geometry passthrough shader support for vertex layer writes 2023-01-08 19:30:52 +00:00
Billy Laws
ec519a7d52 Return null texture on encountering unmapped textures 2023-01-08 19:30:52 +00:00
Billy Laws
97e127153b Make shader trap mutex recursive
There are cases there we hit a shader trap within the GPU, by making it recursive we avoid deadlocking on reads within the GPU.
2023-01-08 19:30:52 +00:00
Billy Laws
1a6165f74d Fix GetReadOnlyBackingSpan for non-direct buffers
This was missed in the initial implementation
2023-01-08 19:30:52 +00:00
Billy Laws
4e5141f879 Fix missed attempt increment in spinlock
Should hog CPU slightly less and correctly yield now
2023-01-08 19:30:52 +00:00
Billy Laws
35a46acbb1 Determine storage buffer alignment dynamically 2023-01-08 19:30:52 +00:00
Billy Laws
12d80fe6c2 Use a shared mutex for GPU VMM to avoid deadlocks
Two reads need to be able to occur simultanously or deadlocks ccan occur (e.g read traps to wait on GPU but GPU needs to read).
2023-01-08 19:30:52 +00:00
Billy Laws
28b2a7a8a1 Dynamically apply GPU turbo clocks only when GPU submissions are queued
Allows for the GPU to clock down in cases where it's idle for most of the time, while still forcing maximum clocks when we care.
2023-01-08 19:30:52 +00:00
Billy Laws
81f3ff348c Transition memory handling from memfd to anonymous shared mappings
Memfd mappings are incompatible with KGSL user memory importing on older kernels, transition to shared anon mappings to avoid this.
2023-01-08 19:30:52 +00:00
Billy Laws
cc3c869b9f Attempt to signal the vsync event at present time if possible
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.
2023-01-08 19:30:52 +00:00
Billy Laws
918a493a45 Implement wfi and setReference GPFIFO barriers 2023-01-08 19:30:52 +00:00
Billy Laws
7315ba04e6 Fixup optional flattenable binder obj structure 2023-01-08 19:30:52 +00:00
Billy Laws
90e21b0ca1 Split syncpoints into host-guest pairs
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.
2023-01-08 19:30:52 +00:00
Billy Laws
966c31810a Return appropriate fences in surfaceflinger queue buffer 2023-01-08 19:30:52 +00:00
Billy Laws
afef6c5123 Always populate all colour attachments
This better follow the Vulkan spec, which doesn't mention anything about writes to OOB attachments, only those marked as unused.
2023-01-08 19:30:52 +00:00
Billy Laws
3571737392 Reset maxwell3d quick bind state before adding subpasses to executor
If a submission happens during the call to addsubpass we could end up with invalid quick bind state, move this to to before to prevent that.
2023-01-08 19:30:52 +00:00
Billy Laws
3d31ade35f Implement an alternative buffer path using direct memory importing
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.
2023-01-08 19:30:52 +00:00
Billy Laws
b3f7e990cc Allow for tying guest GPU sync operations to host GPU sync
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.
2023-01-08 19:30:52 +00:00
Billy Laws
89c6fab1cb Implement a way to check if the command record thread is idle
Useful for debugging and testing
2023-01-08 19:30:52 +00:00
Billy Laws
c67f27e914 Add a setting to control the maximum number of accumulated GPU cmds
This helps to keep the GPU fed when processing large command buffers which don't have any syncpoints to force a flush inbetween.
2023-01-08 19:30:52 +00:00
Billy Laws
77214a98dd Add a setting to force maximum GPU clocks on KGSL devices 2023-01-08 19:30:52 +00:00
Billy Laws
83ecc33a77 Update adrenotools 2023-01-08 19:30:52 +00:00
Billy Laws
3ecaedd71e Add adrenotools direct mapping support 2023-01-08 19:30:52 +00:00
Pablo
8846a85d3a Stub some IPurchaseEventManager functions 2022-12-31 10:45:18 +00:00
PabloG02
80c0f8f04d
Implement full profile picture support
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.
2022-12-27 22:53:41 +05:30
PixelyIon
7a3d2e4a26 Start KThread TID from 1 rather than 0
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.
2022-12-27 22:36:06 +05:30
Billy Laws
bab659587f Use e1 sample count for blits 2022-12-22 18:05:45 +00:00
Billy Laws
516ece6b04 Calculate renderarea from attachment min size 2022-12-22 18:05:45 +00:00
Billy Laws
4a3cd69257 Populate graphics pipeline manager from cache at launch-time 2022-12-22 18:05:45 +00:00
Billy Laws
e9bcdd06eb Introduce a pipeline cache manager for simple read/write cache accesses
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.
2022-12-22 18:05:45 +00:00
Billy Laws
06bf1b38af Introduce a pipeline state accessor that reads from a bundle 2022-12-22 18:05:45 +00:00
Billy Laws
7dd3a1db0f Avoid InterconnectContext use in graphics PipelineManager
We will soon move to a global pipeline manager instance, so it wont be possible to use InterconnectContext at pipeline-creation time anymore
2022-12-22 18:05:45 +00:00
Billy Laws
ffe7263848 Add quirk for 615 drivers with broken multithreaded compilation 2022-12-22 18:05:45 +00:00
Billy Laws
755f7c75af Add pipeline (de)serialisation support to bundle
See comments in code for details on the on-disk format.
2022-12-22 18:05:45 +00:00
Billy Laws
937eff392f Switch execution-numbers to be globally unique tags
This is required for making pipelines usable across channels without introducing caching bugs.
2022-12-22 18:05:45 +00:00
Billy Laws
072b8193a1 Implement thread pool based async pipeline compilation with futures
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.
2022-12-22 18:05:45 +00:00
Billy Laws
186549748d Implement HelperShader-local pipeline cache and use dynamic state
Avoids the heavy overhead of the VK pipeline cache when we really only have a few bits of non-dynamic state
2022-12-22 18:05:45 +00:00
Billy Laws
9115b8cae8 Properly hash dynamic states in pipeline cache 2022-12-22 18:05:45 +00:00
Billy Laws
7c4b4765bf Reduce thresholds for slot increase and buffer/texture fast readback 2022-12-22 18:05:45 +00:00