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.
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 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.
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.
* 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.
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.
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.
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
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.