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.
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 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.
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.
`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.
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.
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.
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.
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.
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.
* 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 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.
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
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.
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.
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.
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.
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.
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.