The D3D12 backend's existing check only validated the last page of the
range. The Vulkan backend had no check at all and did not respect the
gpu_allow_invalid_upload_range cvar. Both now verify start and
end pages are mapped before copying, preventing access violations when
games reference unmapped guest physical memory during transitions.
Switch between even and odd 16-byte element sequences along X by simply
flipping a bit rather than going to a different resolution-scaled group of
pixels, by increasing the size of the group within the constraints imposed
by tiling.
Replace the `SubmissionTracker`s with new `GPUCompletionTimeline`s with a
more unified interface (using a base class), and without the internal logic
for queue ownership transfers since that idea was scrapped during the
development of the `Presenter`.
Also use this fence management logic for GPU emulation, though without
architectural reworks for now, just on the bottom level.
Still very messy, but can be cleaned up in further GPU command processor
and presenter reworks.
Introduce "fast" readback resolve that reads from previous frame's
resolve buffers, quick swap between buffers each frame to avoid
copies so minimal performance impact and mostly correct bahavior.
Checks if previous frame had a buffer for the current resolve and
falls through to the slow path, which also allows to support
"screenshot" features in the games that do that without stalling
on normal resolve operations.
Re-enabled readback_memexport as separate feature, was previously
bundled with readback_resolve (probably not intentionally) and
ensures destination address is writeable to avoid memory access
related crashes and unnecessary work.
readback_resolve cvar changes from bool to string ternary with
"none", "fast" and "full" options, defaulting to the new "fast"
mode.
Enable portability subset physical device enumeration.
Don't use Vulkan 1.1+ logical devices on Vulkan 1.0 instances due to the
VkApplicationInfo::apiVersion specification.
Make sure all extension dependencies are enabled when creating a device.
Prefer exposing feature support over extension support via the device
interface to avoid causing confusion with regard to promoted extensions
(especially those that required some features as extensions, but had those
features made optional when they were promoted).
Allow creating presentation-only devices, not demanding any optional
features beyond the basic Vulkan 1.0, for use cases such as internal tools
or CPU rendering.
Require the independentBlend feature for GPU emulation as working around is
complicated, while support is almost ubiquitous.
Move the graphics system initialization fatal error message to xenia_main
after attempting to initialize all implementations, for automatic fallback
to other implementations in the future.
Log Vulkan driver info.
Improve Vulkan debug message logging, enabled by default.
Refactor code, with simplified logic for enabling extensions and layers.
VS/PS_NUM_REG is 6-bit on Adreno 200, and games aren't seen using the
bit 7 to indicate that no GPRs are used. It's not clear why Freedreno
configures it this way.
Some texture fetch fields were deprecated or moved during the development
of the Xenos, reflect that in the comments.
Add definitions of the registers configuring the conversion of vertex
positions to fixed-point. Although there isn't much that can be done with
it when emulating using PC GPU APIs, there are some places in Xenia that
wrongly (though sometimes deliberately, for results closer to the behavior
of the host GPU) assume that the conversion works like in Direct3D 10+,
however the Xenos supports only up to 4 subpixel bits rather than 8. The
effects of this difference are largely negligible, though.
Also add more detailed info about register references and differences from
other ATI/AMD GPUs for potential future contributors.
- Testing currently doesn't work
- VFS Dump is unused. You can use internal function for it
- Demos are only for fun
- Trace Dump & Trace Viewer (unsure, but ok)
You can re-enable them by changing values: enableTests and enableMiscSubprojects in main premake file.
In the future there should be xb command support to overwrite them
- Renamed CommonGPUSetting to GPUSetting
- Removed readback_resolve and memexport from d3d12 exclusive option. In the future it will be available for Vulkan too.
- Removed unused enum class: gpu_cvar
- Removed OS specific code from emulator_window
Hopefully prevents some potential #1971-like situations.
WAIT_REG_MEM's implementation also allowed the compiler to load the value
only once, which caused an infinite loop with the other changes in the
commit (even in debug builds), so it's now accessed as volatile. Possibly
it would be even better to replace it with some (acquire/release?) atomic
load/store some day at least for the registers actually seen as
participating in those waits.
Also fixes the endianness being handled only on the first wait iteration in
WAIT_REG_MEM.
There's no limit on the number of memory exports in a shader on the real
Xenos, and exports can be done anywhere, including in loops. Now, instead
of deferring the exports to the end of the shader, and assuming that export
allocs are executed only once, Xenia flushes exports when it reaches an
alloc (allocs terminate memory exports on Xenos, as well as individual ALU
instructions with `serialize`, but not handling this case for simplicity,
it's only truly mandatory to flush memory exports before starting a new
one), the end of the shader, or a pixel with outstanding exports is killed.
To know which eM# registers need to be flushed to the memory, traversing
the successors of each exec potentially writing any eM#, and specifying
that certain eM# registers might have potentially been written before each
reached control flow instruction, until a flush point or the end of the
shader is reached.
Also, some games export to sub-32bpp formats. These are now supported via
atomic AND clearing the bits of the dword to replace followed by an atomic
OR inserting the new byte/short.
The "close window" keyboard hotkey (Guide-B) now toggles between loglevel -1 and the loglevel set in your config.
Added LoggerBatch class, which accumulates strings into the threads scratch buffer. This is only intended to be used for very high frequency debug logging. if it exhausts the thread buffer, it just silently stops.
Cleaned nearly 8 years of dust off of the pm4 packet disassembler code, now supports all packets that the command processor supports.
Added extremely verbose logging for gpu register writes. This is not compiled in outside of debug builds, requires LogLevel::Debug and log_guest_driven_gpu_register_written_values = true.
Added full logging of all PM4 packets in the cp. This is not compiled in outside of debug builds, requires LogLevel::Debug and disassemble_pm4.
Piggybacked an implementation of guest callstack backtraces using the stackpoints from enable_host_guest_stack_synchronization. If enable_host_guest_stack_synchronization = false, no backtraces can be obtained.
Added log_ringbuffer_kickoff_initiator_bts. when a thread updates the cp's read pointer, it dumps the backtrace of that thread
Changed the names of the gpu registers CALLBACK_ADDRESS and CALLBACK_CONTEXT to the correct names.
Added a note about CP_PROG_COUNTER
Added CP_RB_WPTR to the gpu register table
Added notes about CP_RB_CNTL and CP_RB_RPTR_ADDR. Both aren't necessary for HLE
Changed name of UNKNOWN_0E00 gpu register to TC_CNTL_STATUS. Games only seem to write 1 to it (L2 invalidate)