// The Vulkan graphics back end: gfx_vulkan_backend wires the memory and // texture layer (vk_memory.c, vk_texture.c), submission and fences (vk_sync.c) and the present. Every entry starts the // device on first use. // // Present: the game texture is resolved on the calling thread and its blit is handed to a present thread, so // nvnQueuePresentTexture returns at once (section 5). Queue order does the rest: the submissions that wrote the texture // are already on gfx_queue, and every call that may write or free GPU state the blit reads (submit, finish, pool and // texture teardown, texel writes) first waits until the queued blit was submitted (vk_present_drain). // // Back-edge pacing: the present thread submits the blit at once, then holds the host present (vkQueuePresentKHR) until // the frame's display time from the pacer (nvn_api_obj.c), so present-to-present intervals stay even whatever the // replay took. The blit is already on the queue, so the wait blocks no submission. // // Asynchronous replay (TOTK_REPLAY_ASYNC, default 0; 1 turns it on): nvnQueueSubmitCommands // and nvnQueuePresentTexture only queue. Each item gets its timeline value at enqueue (vk_sync_reserve), in queue // order; the replay thread runs the synchronous submit and present bodies in that order, so every value is signalled // by the submission it was handed out for. The game runs at most one frame ahead: queueing present N waits until the // replay thread handled present N-1. Calls that read or free GPU state that queued work may use drain the queue first // (replay_drain), each cause counted. #include #include #include #include "cfg.h" #include "flight.h" #include "gfx.h" #include "host.h" #include "nvn_api.h" #include "vk.h" #include "vk_exec.h" #include "platform/platform.h" #include "vk_dlaa.h" #define WEAK __attribute__((weak)) typedef struct { VkImage image; VkFormat format; int w, h, has_crop, crop[4]; uint64_t frame, at, queued, value, pid; } PresentJob; // pid: the frame's present ID (vk_reflex_frame) static PlatMutex pl = PLAT_MUTEX_INIT; static PlatCond pcv = PLAT_COND_INIT; // job queued, job taken, job submitted static PresentJob job; static int pending, busy, present_thread; // Sleeps on a high-resolution timer to 1 ms before at, then yields until at: the timer alone wakes up to ~0.5 ms late. static void wait_until(uint64_t at) { uint64_t now = kern_now_ns(); if (at > now + 1500000) plat_wait_ns(at - now - 1000000); while (kern_now_ns() < at) plat_yield(); } static void present_main(void *arg) { (void)arg; perf_core_thread(PCORE_PRESENT); uint64_t last = 0, last_queued = 0; plat_mutex_lock(&pl); for (;;) { while (!pending) plat_cond_wait(&pcv, &pl); PresentJob j = job; pending = 0; busy = 1; plat_cond_broadcast(&pcv); plat_mutex_unlock(&pl); if (flight_on) vk_thumbs_frame(j.frame); vk_reflex_present_frame(j.pid); // the present of this blit, and the submission after it, are the frame's vk_reflex_submit_frame(j.pid); vk_present_blit(j.image, VK_IMAGE_LAYOUT_GENERAL, j.format, j.w, j.h, j.has_crop ? j.crop : NULL); uint64_t f = vk_sync_submit(NULL, 0); // a timeline value after the blit: deferred destruction waits for the blit too if (j.value && f != j.value) rt_fatal("vk: the present of frame %llu signalled %llu, queued as %llu", (unsigned long long)j.frame, (unsigned long long)f, (unsigned long long)j.value); plat_mutex_lock(&pl); busy = 0; plat_cond_broadcast(&pcv); plat_mutex_unlock(&pl); uint64_t t0 = kern_now_ns(); wait_until(j.at); uint64_t t1 = kern_now_ns(); vk_present_flip(); // TOTK_TRACE=present: one line per present: the host present's interval, the interval of the game's present // calls (when the host present went out before back-edge pacing), the wait and how far past its target it went if (rt_trace & RT_TRACE_PRESENT) rt_log("present: frame %llu interval %.3f ms, game %.3f ms, waited %.3f ms, %.3f ms past target", (unsigned long long)j.frame, last ? (t1 - last) / 1e6 : 0.0, last_queued ? (j.queued - last_queued) / 1e6 : 0.0, (t1 - t0) / 1e6, j.at && t1 > j.at ? (t1 - j.at) / 1e6 : 0.0); last = t1; last_queued = j.queued; vk_pipeline_autosave(); // starts the autosave thread once plat_mutex_lock(&pl); } return; } void vk_present_drain(void) { uint64_t p0 = perf_begin(); plat_mutex_lock(&pl); while (pending || busy) plat_cond_wait(&pcv, &pl); plat_mutex_unlock(&pl); perf_end(PERF_DRAIN, p0); } // The present after the frame count: resolves the image and hands the blit to the present thread. queued: when the game // presented; value: the timeline value queued for this present (asynchronous replay), 0 for the next one (synchronous). static void present_image(const tex_t *t, const int crop[4], uint64_t at_ns, uint64_t queued, uint64_t frame, uint64_t value, uint64_t pid) { static volatile int32_t n_skipped; vk_exec_frame_log(t, frame); vk_dlaa_frame(); vk_mvsurvey_frame(); vk_mvprev_frame(); vk_mem_census(frame); if (vk_dump_armed) vk_dump_present(frame); __atomic_store_n(&gfx_counters.validation_errors, (uint64_t)vk_validation_errors_total(), __ATOMIC_RELAXED); const VkTexImage *img = vk_texture_get(t); if (!img || !(img->aspect & VK_IMAGE_ASPECT_COLOR_BIT)) { if (plat_inc32(&n_skipped) <= 8) rt_log("vk: present of texture %p (format %#x) skipped: no colour image", (const void *)t, t ? t->d.format : 0); if (value) { // the queued value is still signalled, in order vk_present_drain(); uint64_t f = vk_sync_submit(NULL, 0); if (f != value) rt_fatal("vk: skipped present signalled %llu, queued as %llu", (unsigned long long)f, (unsigned long long)value); } return; } PresentJob j = {.image = img->image, .format = img->format, .w = (int)img->width, .h = (int)img->height, .frame = frame, .at = at_ns, .queued = queued, .value = value, .pid = pid}; vk_hdr_present_source(img, &j.image, &j.format); // TOTK_HDR: the float picture the game copied into it, same size if (crop) { j.has_crop = 1; for (int i = 0; i < 4; i++) j.crop[i] = crop[i]; } vk_upload_flush(0); // an upload vk_texture_get just recorded goes before the blit plat_mutex_lock(&pl); if (!present_thread) { if (!plat_thread_spawn(present_main, NULL, "vk present", 0)) rt_fatal("vk: cannot start the present thread"); present_thread = 1; } while (pending) plat_cond_wait(&pcv, &pl); // one present in waiting at most job = j; pending = 1; plat_cond_broadcast(&pcv); plat_mutex_unlock(&pl); if (rdoc_active()) { vk_present_drain(); rdoc_after_present(frame); } } // ---- Asynchronous replay enum { RI_SUBMIT, RI_PRESENT, RI_RELEASE }; typedef struct { int kind, n, has_crop, crop[4]; uint64_t value, submit_no, at, queued, pid; // pid: the game's frame when it queued the item (present ID) uint64_t *h; const tex_t *tex; // RI_RELEASE: a copy the item owns (the game may reuse the object's memory) } ReplayItem; #define RQ_CAP 1024 // a frame queues 1 submit and 1 present, and up to a few hundred releases enum { DR_POOL_FINI, DR_MAP_VIRTUAL, DR_TEX_RELEASE, DR_PROG_RELEASE, DR_FINISH, DR_READ_TEXELS, DR_WRITE_TEXELS, DR_GUEST_READ, DR_FRAME, DR_FULL, DR_CHECK, DR_N }; static const char *const dr_name[DR_N] = { "pool_fini", "map_virtual", "texture_release (queued)", "program_release", "finish", "read_texels (writer fence)", "write_texels", "guest_read (writer fence)", "frame bound", "queue full", "check drain"}; static PlatMutex rl = PLAT_MUTEX_INIT; static PlatCond rcv = PLAT_COND_INIT; // item queued, item taken, item done static ReplayItem rq[RQ_CAP]; static int rq_head, rq_n, r_busy, r_started; static uint64_t r_presents_queued, r_presents_done, r_submit_done, game_frames; static uint64_t r_value_done; // under rl: the newest timeline value the replay thread submitted // Under rl: calls, calls that waited and the time waited per cause, since the last replay_log line and over the run. static uint64_t dr_calls[DR_N], dr_waits[DR_N], dr_ns[DR_N], dr_tcalls[DR_N], dr_twaits[DR_N], dr_tns[DR_N]; // TOTK_REPLAY_CHECK: ReadTexels compared with a read after a full drain (under rl): checked, differing, differing // although no submission recorded a write to the texture in between, differing with the queue idle at the first read. static uint64_t ck_reads, ck_diff, ck_diff_unexplained, ck_diff_idle; int vk_replay_async(void) { static int on = -1; if (on < 0) { // Off by default. Where the game waits for the GPU it overlaps the replay with the game threads (a GTX 1650 in // the Depths went from 450-686 frames over 50 ms a minute to 10-13, issue #88), the only place a gain was // measured. While it was the default, a GTX 1660 Ti at the 60 fps cap with the GPU at 26 % reported uneven // motion that 0.3.4 did not have (#659). It adds up to a frame of latency. on = cfg_bool("TOTK_REPLAY_ASYNC"); rt_log("vk: replay %s (TOTK_REPLAY_ASYNC=%d)", on ? "on its own thread, at most one frame behind the game" : "on the submitting thread", on); } return on; } // The front end's view (nvn_api_core.c, nvn_api_cmd.c): replay is asynchronous only on this back end. int gfx_replay_async(void) { return gfx_backend() == &gfx_vulkan_backend && vk_replay_async(); } // The newest submit number (nvn_submit_count) whose replay is done: recording copies it used may be freed. uint64_t gfx_replayed_submits(void) { if (!gfx_replay_async()) return nvn_submit_count(); plat_mutex_lock_shared(&rl); uint64_t v = r_submit_done; plat_mutex_unlock_shared(&rl); return v; } // TOTK_SYNC_AHEAD (nvn_api_core.c nvnSyncWait): waits until the replay thread submitted value v, so every shadow copy // of v was made before the game writes memory v reads. The caller has given its core up. void gfx_replay_wait_value(uint64_t v) { if (!gfx_replay_async()) return; plat_mutex_lock(&rl); while (r_value_done < v) plat_cond_wait(&rcv, &rl); plat_mutex_unlock(&rl); } static uint64_t submit_sync(const uint64_t *handles, int n) { vk_sync_start(); vk_present_drain(); vk_texture_new_submit(); return vk_sync_submit(handles, n); } static void replay_main(void *arg) { (void)arg; perf_replay_thread(); perf_core_thread(PCORE_REPLAY); plat_mutex_lock(&rl); for (;;) { while (!rq_n) plat_cond_wait(&rcv, &rl); ReplayItem it = rq[rq_head]; rq_head = (rq_head + 1) % RQ_CAP; rq_n--; r_busy = 1; plat_cond_broadcast(&rcv); plat_mutex_unlock(&rl); if (it.kind == RI_SUBMIT) { vk_reflex_submit_frame(it.pid); // the replay thread submits the frame the game was on when it queued it uint64_t f = submit_sync(it.h, it.n); if (f != it.value) rt_fatal("vk: replayed submission signalled %llu, queued as %llu", (unsigned long long)f, (unsigned long long)it.value); free(it.h); } else if (it.kind == RI_RELEASE) { vk_present_drain(); vk_texture_release(it.tex); free((void *)it.tex); } else { uint64_t frame = __atomic_add_fetch(&gfx_counters.frames, 1, __ATOMIC_RELAXED); present_image(it.tex, it.has_crop ? it.crop : NULL, it.at, it.queued, frame, it.value, it.pid); } plat_mutex_lock(&rl); if (it.kind != RI_RELEASE) r_value_done = it.value; if (it.kind == RI_SUBMIT) r_submit_done = it.submit_no; else r_presents_done++; r_busy = 0; plat_cond_broadcast(&rcv); } return; } static void wait_counted(int why, uint64_t t0) { // rl held uint64_t d = kern_now_ns() - t0; dr_waits[why]++, dr_twaits[why]++; dr_ns[why] += d, dr_tns[why] += d; perf_end(PERF_DRAIN, t0); } // A guest thread waiting for the replay gives its virtual core up, as around any blocking host wait (NVN_BLOCKING): // guest_read (memcpy, pool invalidate), pool and texture finalize run without it, and a drain lasts up to a replay. // Called and returning with rl held; rl is not held while the core is taken back. static int core_away_unlocked(void) { plat_mutex_unlock(&rl); int away = kern_core_away(); plat_mutex_lock(&rl); return away; } static void core_back_unlocked(int *away) { if (!*away) return; plat_mutex_unlock(&rl); kern_core_back(away); plat_mutex_lock(&rl); } // Queues an item (waits while the queue is full) and returns its value, reserved under rl so values follow queue order. static uint64_t replay_enqueue(ReplayItem *it) { plat_mutex_lock(&rl); if (!r_started) { if (!plat_thread_spawn(replay_main, NULL, "vk replay", 0)) rt_fatal("vk: cannot start the replay thread"); r_started = 1; } // rl is dropped while the core is taken back, and another thread may fill the queue again meanwhile: check again. while (rq_n == RQ_CAP) { uint64_t p0 = perf_begin(); dr_calls[DR_FULL]++, dr_tcalls[DR_FULL]++; int away = core_away_unlocked(); while (rq_n == RQ_CAP) plat_cond_wait(&rcv, &rl); wait_counted(DR_FULL, p0); core_back_unlocked(&away); } it->value = it->kind == RI_RELEASE ? 0 : vk_sync_reserve(); // a release signals nothing rq[(rq_head + rq_n) % RQ_CAP] = *it; rq_n++; plat_cond_broadcast(&rcv); plat_mutex_unlock(&rl); return it->value; } // Returns once every queued item was replayed and submitted. Back-end entries only: the replay thread never calls them. static void replay_drain(int why) { if (!gfx_replay_async()) return; plat_mutex_lock(&rl); dr_calls[why]++, dr_tcalls[why]++; if (rq_n || r_busy) { uint64_t p0 = perf_begin(); int away = core_away_unlocked(); while (rq_n || r_busy) plat_cond_wait(&rcv, &rl); wait_counted(why, p0); core_back_unlocked(&away); } plat_mutex_unlock(&rl); } // What made the game wait for the replay: since the last line (every 1800 game frames), or over the run (at exit). static void replay_log(uint64_t frame, int total) { char buf[1024]; int k = 0; plat_mutex_lock(&rl); const uint64_t *c = total ? dr_tcalls : dr_calls, *w = total ? dr_twaits : dr_waits, *t = total ? dr_tns : dr_ns; for (int i = 0; i < DR_N && k < (int)sizeof buf - 96; i++) if (c[i] || w[i]) k += snprintf(buf + k, sizeof buf - (size_t)k, "%s %s %llu calls, %llu waited %.1f ms", k ? ";" : "", dr_name[i], (unsigned long long)c[i], (unsigned long long)w[i], t[i] / 1e6); if (ck_reads && k < (int)sizeof buf - 128) k += snprintf(buf + k, sizeof buf - (size_t)k, "; check (run): %llu reads, %llu differ, %llu without a recorded write, %llu with the queue idle", (unsigned long long)ck_reads, (unsigned long long)ck_diff, (unsigned long long)ck_diff_unexplained, (unsigned long long)ck_diff_idle); memset(dr_calls, 0, sizeof dr_calls); memset(dr_waits, 0, sizeof dr_waits); memset(dr_ns, 0, sizeof dr_ns); plat_mutex_unlock(&rl); rt_log("vk: replay queue %s frame %llu:%s", total ? "over the run to" : "at", (unsigned long long)frame, k ? buf : " no waits"); } // The run total, once: the game exits through prof_write (boot.c _exit, the window close), probes through // vk_backend_shutdown. void gfx_exit_log(void) { static int32_t done; rec_check_log(); if (gfx_replay_async() && r_started && !plat_xchg32(&done, 1)) replay_log(game_frames, 1); } static void vk_be_present(const tex_t *t, const int crop[4], uint64_t at_ns) { static _Thread_local int pcore; // the game's render thread: the one that presents if (!pcore) pcore = 1, perf_core_thread(PCORE_RENDER); vk_sync_start(); if (!gfx_replay_async()) { uint64_t frame = __atomic_add_fetch(&gfx_counters.frames, 1, __ATOMIC_RELAXED); perf_present(frame); // before vk_exec_frame_log, which resets the frame's exec counts the flight recorder reads present_image(t, crop, at_ns, kern_now_ns(), frame, 0, vk_reflex_frame()); return; } // Frame bound: the replay thread handled the previous present before this one is queued. plat_mutex_lock(&rl); dr_calls[DR_FRAME]++, dr_tcalls[DR_FRAME]++; if (r_presents_done < r_presents_queued) { uint64_t p0 = perf_begin(); while (r_presents_done < r_presents_queued) plat_cond_wait(&rcv, &rl); wait_counted(DR_FRAME, p0); } r_presents_queued++; plat_mutex_unlock(&rl); uint64_t frame = ++game_frames; perf_present(frame); if (frame % 1800 == 0) replay_log(frame, 0); ReplayItem it = {.kind = RI_PRESENT, .tex = t, .at = at_ns, .queued = kern_now_ns(), .pid = vk_reflex_frame()}; if (crop) { it.has_crop = 1; for (int i = 0; i < 4; i++) it.crop[i] = crop[i]; } replay_enqueue(&it); } // vk_pipeline.c drops a released program's pipelines here. WEAK void vk_program_release(const prog_t *p) { (void)p; } static int vk_be_pool_init(pool_t *p) { vk_sync_start(); return vk_pool_init(p); } static void vk_be_pool_fini(pool_t *p) { vk_sync_start(); replay_drain(DR_POOL_FINI); vk_present_drain(); vk_pool_fini(p); } static int vk_be_pool_map_virtual(pool_t *v, int n, const void *requests) { vk_sync_start(); replay_drain(DR_MAP_VIRTUAL); vk_present_drain(); return vk_pool_map_virtual(v, n, requests); } static void vk_be_texture_register(int id, const tex_t *t, const view_t *v) { vk_sync_start(); vk_texture_register(id, t, v); } static void vk_be_sampler_register(int id, const samp_par *s) { vk_sync_start(); vk_sampler_register(id, s); } // Asynchronous: the release is queued behind the submissions before it, so their replay still resolves the texture's // slots to its image (a released slot follows another live texture at the storage), and the ones after it see it // released, the order of the synchronous replay. vk_texture_release reads only the object's key fields: a copy. static void vk_be_texture_release(const tex_t *t) { vk_sync_start(); if (!gfx_replay_async()) { vk_present_drain(); vk_texture_release(t); return; } if (!t || !t->mem) return; tex_t *copy = malloc(sizeof *copy); if (!copy) rt_fatal("vk: out of memory (replay queue)"); *copy = *t; ReplayItem it = {.kind = RI_RELEASE, .tex = copy}; plat_mutex_lock(&rl); dr_calls[DR_TEX_RELEASE]++, dr_tcalls[DR_TEX_RELEASE]++; plat_mutex_unlock(&rl); replay_enqueue(&it); } static void vk_be_program_release(const prog_t *p) { replay_drain(DR_PROG_RELEASE); vk_program_release(p); } // Asynchronous: the handles (nvn_submit_prepare_async ran under the front end's submit lock) are copied and queued; // the value returned is the one the replay will signal. static uint64_t vk_be_submit(const uint64_t *handles, int n) { if (!gfx_replay_async()) return submit_sync(handles, n); vk_sync_start(); ReplayItem it = {.kind = RI_SUBMIT, .n = n, .submit_no = nvn_submit_count(), .pid = vk_reflex_frame()}; if (n > 0) { it.h = malloc(sizeof *it.h * (size_t)n); if (!it.h) rt_fatal("vk: out of memory (replay queue)"); memcpy(it.h, handles, sizeof *it.h * (size_t)n); } return replay_enqueue(&it); } static void vk_be_finish(void) { vk_sync_start(); replay_drain(DR_FINISH); vk_present_drain(); vk_sync_finish(); } static int replay_check(void) { static int on = -1; if (on < 0) { const char *e = cfg_get("TOTK_REPLAY_CHECK"); on = e && strcmp(e, "0"); if (on) rt_log("vk: TOTK_REPLAY_CHECK: every ReadTexels is read again after a full replay drain and compared"); } return on; } // ReadTexels with the replay queued: waits for the newest submission recorded to write the texture (replayed and // completed), not for the whole queue. The readback copy goes through the upload batch on the same queue, after every // submission the replay has submitted. Submissions still queued or being recorded run after the copy, as on hardware // when the GPU has not reached them yet: the game only sees their texels after waiting on a sync, and every sync // value covers replay and GPU, so a read the game synchronised sees them. TOTK_REPLAY_CHECK compares with a full drain. static void vk_be_read_texels(const tex_t *t, const view_t *v, const NVNcopyRegion *r, uint8_t *dst, uint64_t row, uint64_t img) { vk_sync_start(); if (!gfx_replay_async()) { vk_read_texels(t, v, r, dst, row, img); return; } uint64_t f = vk_texture_last_write(t); plat_mutex_lock(&rl); dr_calls[DR_READ_TEXELS]++, dr_tcalls[DR_READ_TEXELS]++; int idle = !rq_n && !r_busy; plat_mutex_unlock(&rl); if (f && vk_sync_fence_done() < f) { uint64_t t0 = kern_now_ns(); vk_sync_fence_wait(f, UINT64_MAX); // counts as a fence wait in perf uint64_t d = kern_now_ns() - t0; plat_mutex_lock(&rl); dr_waits[DR_READ_TEXELS]++, dr_twaits[DR_READ_TEXELS]++; dr_ns[DR_READ_TEXELS] += d, dr_tns[DR_READ_TEXELS] += d; plat_mutex_unlock(&rl); } vk_read_texels(t, v, r, dst, row, img); if (!replay_check()) return; size_t n = vk_texture_texel_span(t, v, r, row, img); uint8_t *again = n ? malloc(n) : NULL; if (!again) return; memcpy(again, dst, n); // bytes between the rows stay the caller's uint64_t f0 = vk_texture_last_write(t); replay_drain(DR_CHECK); uint64_t f1 = vk_texture_last_write(t); vk_read_texels(t, v, r, again, row, img); int differ = memcmp(again, dst, n) != 0; static volatile int32_t n_logged; if (differ && plat_inc32(&n_logged) <= 40) { size_t at = 0; while (at < n && again[at] == dst[at]) at++; rt_log("vk: replay check: ReadTexels of %p (format %#x, %dx%dx%d at %d,%d,%d) differs at byte %zu of %zu; writer " "fence %llu at the read, %llu after the drain, done %llu; queue %s at the read", (void *)t->mem, t->d.format, r->width, r->height, r->depth, r->xoffset, r->yoffset, r->zoffset, at, n, (unsigned long long)f0, (unsigned long long)f1, (unsigned long long)vk_sync_fence_done(), idle ? "idle" : "busy"); } plat_mutex_lock(&rl); ck_reads++; if (differ) { ck_diff++; if (f1 == f0) ck_diff_unexplained++; if (idle) ck_diff_idle++; } plat_mutex_unlock(&rl); free(again); } static void vk_be_write_texels(const tex_t *t, const view_t *v, const NVNcopyRegion *r, const uint8_t *src, uint64_t row, uint64_t img) { vk_sync_start(); replay_drain(DR_WRITE_TEXELS); vk_present_drain(); vk_write_texels(t, v, r, src, row, img); } static void vk_be_guest_written(uint64_t addr, uint64_t size) { vk_sync_start(); vk_guest_written(addr, size); } // A CPU read of GPU-written mirrored storage (memcpy, pool invalidate). With the replay queued it waits for the newest // submission recorded to write the textures there, not for the whole queue: the write-back copy then runs after their // renders, and clears gpu_dirty only for content that is on the queue. Submissions not replayed yet render after the // copy, as on hardware when the GPU has not reached them; they mark the texture dirty again for a later read. static void vk_be_guest_read(uint64_t addr, uint64_t size) { if (!vk_texture_cpu_stale(addr, size)) return; vk_sync_start(); if (gfx_replay_async()) { uint64_t f = vk_texture_dirty_fence(addr, size); plat_mutex_lock(&rl); dr_calls[DR_GUEST_READ]++, dr_tcalls[DR_GUEST_READ]++; plat_mutex_unlock(&rl); if (f && vk_sync_fence_done() < f) { uint64_t t0 = kern_now_ns(); NVN_BLOCKING(); vk_sync_fence_wait(f, UINT64_MAX); uint64_t d = kern_now_ns() - t0; plat_mutex_lock(&rl); dr_waits[DR_GUEST_READ]++, dr_twaits[DR_GUEST_READ]++; dr_ns[DR_GUEST_READ] += d, dr_tns[DR_GUEST_READ] += d; plat_mutex_unlock(&rl); } } vk_present_drain(); vk_texture_write_back(addr, size); } // After a fence wait: the value is done, so its replay is too; a later submission the replay records meanwhile marks // its targets with a later fence, which write_back_small leaves alone. No drain. static void vk_be_cpu_synced(uint64_t fence) { if (!vk_texture_small_dirty()) return; vk_sync_start(); vk_present_drain(); vk_texture_write_back_small(fence); } const GfxBackend gfx_vulkan_backend = { .name = "vulkan", .pool_init = vk_be_pool_init, .pool_fini = vk_be_pool_fini, .pool_map_virtual = vk_be_pool_map_virtual, .texture_register = vk_be_texture_register, .sampler_register = vk_be_sampler_register, .texture_release = vk_be_texture_release, .program_release = vk_be_program_release, .submit = vk_be_submit, .fence_wait = vk_sync_fence_wait, .fence_done = vk_sync_fence_done, .present = vk_be_present, .finish = vk_be_finish, .read_texels = vk_be_read_texels, .write_texels = vk_be_write_texels, .guest_written = vk_be_guest_written, .guest_read = vk_be_guest_read, .cpu_synced = vk_be_cpu_synced, }; void vk_backend_shutdown(void) { replay_drain(DR_FINISH); gfx_exit_log(); vk_present_drain(); vk_sync_shutdown(); vk_mem_shutdown(); vk_shutdown(); }