Commit Graph

16 Commits

Author SHA1 Message Date
eff5711c49 Split monolithic common.h into smaller chunks
* 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
2021-10-26 10:46:36 +05:30
f8acc1e131 Improve Shared Fonts + Fix AM PopLaunchParameter & Choreographer Bug
* 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
2021-10-16 12:13:30 +01:00
ec1da1b3f5 Address CR Comments + Increase minSdkVersion to 29 (Android 10) 2021-07-12 21:27:49 +05:30
19be9f4b66 Support Sticky Transforms + Minor Formatting Fixes
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).
2021-07-12 21:27:49 +05:30
6595670a5d Rework Performance Statistics
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.
2021-07-12 21:27:49 +05:30
ce804254ab Support Swap Interval + Cropping + Transforms and more for QueueBuffer
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.
2021-07-12 21:27:49 +05:30
b2bb855a02 Revamp Host1X Syncpoint + Address Review Comments 2021-07-12 21:27:49 +05:30
216e5cee81 Separate Guest and Host Presentation + AChoreographer V-Sync Event
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.
2021-07-12 21:27:49 +05:30
36547cd5dc Redesign Texture Class + Improve Presentation Engine
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.
2021-07-12 21:27:49 +05:30
d8025e7178 Rework GraphicBufferProducer
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.
2021-07-12 21:27:49 +05:30
795472004e Presentation Engine Vulkan Surface + Swapchain Initialization
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.
2021-07-12 21:27:49 +05:30
ae68009f9b Extend Perfetto Tracing
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.
2021-03-23 02:40:02 +05:30
6c6e665569 Implement Perfetto Tracing
This commit implements tracing Skyline using https://perfetto.dev/ for SVCs, IPC, Scheduler and Presentation
2021-03-23 02:40:02 +05:30
4c9d453008 Update formatter config for new AS and reformat 2020-11-22 23:56:17 +05:30
668f623256 Implement Exceptional Signal Handler + Fix Destruction Behavior
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.
2020-11-22 23:56:17 +05:30
3cde568c51 Run Guest on Main Emulator Thread + Remove Mutex/GroupMutex + Introduce PresentationEngine 2020-11-22 23:56:17 +05:30