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C

// The op-stream replay core of the Vulkan back end: walks the command handles of
// one submission into its command buffer, keeps render targets and fixed-function state, opens and closes dynamic
// rendering passes and records clears and barriers. Draws, binds and dispatches go to vk_exec_op_draw
// (vk_exec_draw.c); copies, counters, events and conditional rendering to vk_exec_op_xfer (vk_exec_xfer.c). Images
// stay in VK_IMAGE_LAYOUT_GENERAL (vk_texture.c); full memory barriers order passes, clears and whatever those two
// record between them.
//
// The op loop (END / BEGIN / JUMP / CALL, which ops are pure state, the state defaults, render targets kept until they
// change, clears skipped while rendering is disabled) follows MacNativeGames
// games/totk/third_party/d2r_gfx/gfx/nvn/nvn_mtl.m:10588-10700, 7409-7460, 5449-5457
// (https://github.com/ly05010419/MacNativeGames @ b75be8cfa704df3701e86130c8ced268e79d6b11, MIT, Copyright (c) 2026
// jhaizhou). Pass begin and end (GENERAL-layout attachments, LOAD/STORE, render area from the smallest attachment, a
// full barrier before each pass), the scissor clip and attachment clears follow LAS Recomp
// runtime/nvn/vulkan/exec.c:855-1149, 3553-3778 (https://github.com/peiikai/LASRecomp @
// da35b83a9611d046a9a681aae668d7085954d37f, MIT, Copyright (c) 2026 Peiikai).
#include <math.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cfg.h"
#include "host.h"
#include "nvn_api.h"
#include "nvn_tex.h"
#include "platform/platform.h"
#include "tex.h"
#include "vk.h"
#include "vk_dlaa.h"
#include "vk_exec.h"
#define WEAK __attribute__((weak))
#define CALL_DEPTH 8
typedef struct {
VkImage image;
VkFormat format;
VkImageViewType type;
VkImageAspectFlags aspect;
uint32_t level, base, layers;
VkImageView view;
} ViewEnt;
static VkExec X;
static int x_ready;
static _Thread_local VkExec *x_cur; // the context this thread records with (vk_exec_inline_begin), NULL outside
// ---- TOTK_TRACE=gfx frame counters
VkExecFrame vk_exec_frame;
static struct { const uint8_t *mem; uint32_t w, h, fmt, n; } fw[64]; // textures written this frame
static int nfw;
static PlatMutex fw_lock = PLAT_MUTEX_INIT; // the recording threads of a chunked replay
uint64_t vk_exec_recording_fence(void) { return x_cur ? x_cur->fence : 0; }
uint32_t vk_exec_replay_pos(void) { return x_cur && x_cur->chunked ? x_cur->pos : UINT32_MAX; }
static _Thread_local int chunk_k = -1; // the chunk this thread records (chunk_record), -1 none
// A context's counters go into vk_exec_frame (the submitting thread, after the recording).
static void frame_add(VkExec *ex) {
uint64_t *d = (uint64_t *)&vk_exec_frame, *s = (uint64_t *)&ex->fr;
for (size_t i = 0; i < sizeof ex->fr / sizeof *s; i++) d[i] += s[i];
memset(&ex->fr, 0, sizeof ex->fr);
}
void vk_exec_frame_written(const tex_t *t) {
if (!(rt_trace & RT_TRACE_GFX) || !t) return;
plat_mutex_lock(&fw_lock);
int i = 0;
while (i < nfw && fw[i].mem != t->mem) i++;
if (i < nfw) fw[i].n++;
else if (nfw < 64) {
fw[nfw].mem = t->mem, fw[nfw].w = t->d.width, fw[nfw].h = t->d.height, fw[nfw].fmt = (uint32_t)t->d.format;
fw[nfw++].n = 1;
}
plat_mutex_unlock(&fw_lock);
}
void vk_exec_frame_log(const tex_t *p, uint64_t frame) {
if (!(rt_trace & RT_TRACE_GFX)) return;
VkExecFrame *f = &vk_exec_frame;
int hit = 0;
char list[512] = "";
size_t o = 0;
for (int i = 0; i < nfw; i++) {
if (p && fw[i].mem == p->mem) hit = 1;
if (o < sizeof list - 48)
o += (size_t)snprintf(list + o, sizeof list - o, " %p:%ux%u/%#x*%u", (const void *)fw[i].mem, fw[i].w,
fw[i].h, fw[i].fmt, fw[i].n);
}
rt_log("frame %llu: submits %llu passes %llu draws %llu/%llu clears %llu copies %llu dispatches %llu; present %p "
"%ux%u/%#x written %d; feedback draws %llu barriers %llu restarts %llu layouts %llu; targets%s",
(unsigned long long)frame, (unsigned long long)f->submits,
(unsigned long long)f->passes, (unsigned long long)f->draws, (unsigned long long)f->draws_seen,
(unsigned long long)f->clears, (unsigned long long)f->copies, (unsigned long long)f->dispatches,
p ? (const void *)p->mem : NULL, p ? p->d.width : 0, p ? p->d.height : 0, p ? (uint32_t)p->d.format : 0,
hit, (unsigned long long)f->fb_draws, (unsigned long long)f->fb_barriers, (unsigned long long)f->fb_restarts,
(unsigned long long)f->fb_layouts, list);
memset(f, 0, sizeof *f);
nfw = 0;
}
WEAK void vk_exec_ub_flush(VkExec *ex) { (void)ex; }
WEAK void vk_exec_ub_foreign(VkExec *ex, uint64_t addr, uint64_t n) { (void)ex, (void)addr, (void)n; }
WEAK void vk_exec_ub_perf(void) {}
WEAK void vk_exec_op_draw(VkExec *ex, uint32_t op, const void *payload) {
(void)ex, (void)payload;
rt_fatal("vk: op %s is not replayed yet", nvn_op_name(op));
}
WEAK void vk_exec_op_xfer(VkExec *ex, uint32_t op, const void *payload) {
(void)ex, (void)payload;
rt_fatal("vk: op %s is not replayed yet", nvn_op_name(op));
}
enum { W_UNRENDERABLE, W_LEVEL, W_LAYER, W_VIEW_FORMAT, W_BLOCK_VIEW, W_BLOCK_LAYERS, W_CLEAR_TARGET, W_CLEAR_MASK, W_STENCIL_MASK, W_COUNT };
static void warn_once(int key, const char *fmt, ...) {
static volatile int32_t seen[W_COUNT];
if (__atomic_exchange_n(&seen[key], 1, __ATOMIC_RELAXED)) return;
char msg[256];
va_list ap;
va_start(ap, fmt);
vsnprintf(msg, sizeof msg, fmt, ap);
va_end(ap);
rt_log("vk: %s (logged once)", msg);
}
// NVN defaults of the replay state (nvn_mtl.m).
static void state_reset(VkExec *ex) {
memset(ex, 0, sizeof *ex);
ex->st_vmask[0] = ex->st_vmask[1] = ex->st_wmask[0] = ex->st_wmask[1] = 0xff;
ex->depth_range[1] = 1.0f;
vk_pipe_state_defaults(&ex->pipe);
ex->barrier_at = -1;
ex->oq_open = -1;
}
// ---- render targets
static uint32_t level_extent(uint32_t v, uint32_t level) {
v >>= level;
return v ? v : 1;
}
// A view format other than the texture's is used when both map directly and have the same texel size (the image is
// created MUTABLE_FORMAT for colour formats). blocks: t is a BC texture with block_views, and the view an uncompressed
// format whose texel is one of its blocks.
static int view_format(const tex_t *t, const view_t *v, int blocks, VkFormat *out) {
TexVkFormat a, b;
int bw, bh, vbw, vbh;
if (!tex_vk_format(t->d.format, &a) || a.vk != a.ideal || !tex_vk_format(v->format, &b) || b.vk != b.ideal ||
b.depth || b.stencil)
return 0;
int bpb = nvn_fmt_bpb(t->d.format, &bw, &bh), vbpb = nvn_fmt_bpb(v->format, &vbw, &vbh);
if (!bpb || bpb != vbpb || (!blocks && (bw != 1 || bh != 1)) || vbw != 1 || vbh != 1) return 0;
VkFormatProperties fp;
vkGetPhysicalDeviceFormatProperties(vk_ctx()->phys, b.vk, &fp);
if (!(fp.optimalTilingFeatures & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)) return 0;
*out = b.vk;
return 1;
}
// ---- 3D BC render targets
// A 3D BC texture has no block views (vk_texture.c create_tex, TOTK_BLOCK_VIEWS_3D): on RDNA2 cards such an image
// made BLOCK_TEXEL_VIEW_COMPATIBLE and 2D_ARRAY_COMPATIBLE took GPU writes past the end of its memory (issue #5). Draws
// into it through an uncompressed view of its blocks (agl's BC4 encoder fills 32x32x32 and 64x64x64 volumes and their
// levels at the logo) go to a stand-in: a 2D array of the blocks of one level in the view's format, one layer per
// depth plane. It starts with the level's content, so a pass that writes part of a plane keeps the rest, and each pass
// end copies the planes it drew into the level (a copy between a compressed and a size-compatible uncompressed format).
typedef struct { VkImage bc, img; VmaAllocation alloc; VkFormat fmt; uint32_t level, w, h, d; } BcStandIn;
#define BC_STANDINS 64 // one per level drawn: 6 volumes of up to 7 levels at the logo
static BcStandIn bcs[BC_STANDINS];
static int nbcs;
static PlatMutex bcs_lock = PLAT_MUTEX_INIT; // the replay adds and reads; destroy_tex (any thread) removes
static void image_barrier(VkCommandBuffer cb, VkImage img, VkImageLayout from, uint32_t layers) {
VkImageMemoryBarrier2 ib = {.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2, .srcStageMask = VK_PIPELINE_STAGE_2_NONE,
.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
.dstAccessMask = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT,
.oldLayout = from, .newLayout = VK_IMAGE_LAYOUT_GENERAL,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = img, .subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, layers}};
VkDependencyInfo di = {.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO, .imageMemoryBarrierCount = 1, .pImageMemoryBarriers = &ib};
vkCmdPipelineBarrier2(cb, &di);
}
static void memory_barrier(VkCommandBuffer cb, VkPipelineStageFlags2 src, VkAccessFlags2 sa, VkPipelineStageFlags2 dst,
VkAccessFlags2 da) {
VkMemoryBarrier2 mb = {.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2, .srcStageMask = src, .srcAccessMask = sa,
.dstStageMask = dst, .dstAccessMask = da};
VkDependencyInfo di = {.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO, .memoryBarrierCount = 1, .pMemoryBarriers = &mb};
vkCmdPipelineBarrier2(cb, &di);
}
// The stand-in of level level of a 3D BC image for draws through view format fmt, made on first use; 0 when none can
// be made (logged). Replay thread.
static int bc_standin(const VkTexImage *img, uint32_t level, VkFormat fmt, BcStandIn *out) {
static int warned;
if (img->gone) return 0; // dropped since the lookup: a stand-in kept by its handle would outlive it
plat_mutex_lock(&bcs_lock);
int full = nbcs == BC_STANDINS;
for (int i = 0; i < nbcs; i++)
if (bcs[i].bc == img->image && bcs[i].level == level && bcs[i].fmt == fmt) {
*out = bcs[i];
plat_mutex_unlock(&bcs_lock);
return 1;
}
plat_mutex_unlock(&bcs_lock);
if (full) {
if (!warned++) rt_log("vk: more than %d 3D BC render targets: the others are left out", BC_STANDINS);
return 0;
}
uint32_t lw = level_extent(img->width, level), lh = level_extent(img->height, level);
BcStandIn s = {img->image, VK_NULL_HANDLE, NULL, fmt, level, (lw + 3) / 4, (lh + 3) / 4,
level_extent(img->depth, level)};
VkImageCreateInfo ci = {.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, .imageType = VK_IMAGE_TYPE_2D, .format = fmt,
.extent = {s.w, s.h, 1}, .mipLevels = 1, .arrayLayers = s.d, .samples = VK_SAMPLE_COUNT_1_BIT,
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT |
VK_IMAGE_USAGE_TRANSFER_DST_BIT,
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED};
VmaAllocationCreateInfo ai = {.usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE};
if (vmaCreateImage(vk_ctx()->vma, &ci, &ai, &s.img, &s.alloc, NULL) != VK_SUCCESS) {
if (!warned++) rt_log("vk: stand-in for a 3D BC render target could not be created: left out");
return 0;
}
// In the upload batch, which goes to the queue before this part: GENERAL, then the texture's blocks.
VkCommandBuffer cb = vk_upload_begin();
image_barrier(cb, s.img, VK_IMAGE_LAYOUT_UNDEFINED, s.d);
memory_barrier(cb, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, VK_ACCESS_2_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_2_COPY_BIT,
VK_ACCESS_2_TRANSFER_READ_BIT | VK_ACCESS_2_TRANSFER_WRITE_BIT);
VkImageCopy rg = {.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, level, 0, 1},
.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, s.d},
.extent = {lw, lh, s.d}}; // texels of the compressed source
vkCmdCopyImage(cb, img->image, VK_IMAGE_LAYOUT_GENERAL, s.img, VK_IMAGE_LAYOUT_GENERAL, 1, &rg);
memory_barrier(cb, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT);
vk_upload_end();
plat_mutex_lock(&bcs_lock);
bcs[nbcs++] = s;
plat_mutex_unlock(&bcs_lock);
rt_log("vk: 3D BC render target %ux%ux%u level %u drawn through a %ux%u x %u stand-in (format %d)", img->width,
img->height, img->depth, level, s.w, s.h, s.d, (int)fmt);
*out = s;
return 1;
}
// vk_exec_draw.c vk_exec_image_gone: the stand-in of a BC image that goes, freed once the GPU is done with it.
void vk_exec_bc_gone(VkImage image) {
plat_mutex_lock(&bcs_lock);
for (int i = 0; i < nbcs; i++)
if (bcs[i].bc == image) {
vk_defer_image(bcs[i].img, bcs[i].alloc);
bcs[i--] = bcs[--nbcs];
}
plat_mutex_unlock(&bcs_lock);
}
// At a pass end: the planes the pass drew into a stand-in go to its texture.
static void bc_copy_back(VkExec *ex, const VkExecTarget *t) {
plat_mutex_lock(&bcs_lock);
for (int i = 0; i < nbcs; i++) {
if (bcs[i].img != t->image) continue;
memory_barrier(ex->cb, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, VK_ACCESS_2_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_2_COPY_BIT,
VK_ACCESS_2_TRANSFER_READ_BIT | VK_ACCESS_2_TRANSFER_WRITE_BIT);
VkImageCopy rg = {.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, t->base_layer, t->layers},
.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, bcs[i].level, 0, 1},
.dstOffset = {0, 0, (int32_t)t->base_layer},
.extent = {bcs[i].w, bcs[i].h, t->layers}}; // texels of the uncompressed source
vkCmdCopyImage(ex->cb, t->image, VK_IMAGE_LAYOUT_GENERAL, bcs[i].bc, VK_IMAGE_LAYOUT_GENERAL, 1, &rg);
memory_barrier(ex->cb, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT,
VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT);
ex->recorded++;
break;
}
plat_mutex_unlock(&bcs_lock);
}
// A draw into a 3D BC image without block views through an uncompressed view of its blocks: the target is the
// image's stand-in (bc_standin). 1 when o is filled (target or left out), 0 for any other target.
static int bc_target(const tex_t *t, const view_t *v, int has_v, const VkTexImage *img, VkExecTarget *o, int peek) {
int bw, bh;
if (img->type != VK_IMAGE_TYPE_3D || img->block_views || !nvn_fmt_bpb(t->d.format, &bw, &bh) || bw != 4 || bh != 4)
return 0;
if (peek) return 1; // the scan makes no stand-in: left out
VkFormat fmt;
BcStandIn s;
uint32_t level = has_v && v->set_levels ? v->base_level : 0;
if (level >= img->levels) {
warn_once(W_LEVEL, "render target level %u of a %u-level texture: left out", level, img->levels);
return 1;
}
if (!has_v || !v->set_format || !view_format(t, v, 1, &fmt) || !bc_standin(img, level, fmt, &s)) {
warn_once(W_BLOCK_VIEW, "render target format %#x (%ux%u) through view format %#x: no block view, left out",
t->d.format, t->d.width, t->d.height, has_v && v->set_format ? v->format : 0);
return 1;
}
uint32_t base = 0, layers = s.d;
if (v->set_layers) {
base = v->min_layer;
layers = v->nlayers ? v->nlayers : (base < s.d ? s.d - base : 0);
}
if (base >= s.d || !layers) return 1;
if (base + layers > s.d) layers = s.d - base;
o->image = s.img; // not img->image: view_of makes this command buffer's view of the stand-in
o->img = img;
o->format = fmt;
o->view_type = layers > 1 ? VK_IMAGE_VIEW_TYPE_2D_ARRAY : VK_IMAGE_VIEW_TYPE_2D;
o->aspect = VK_IMAGE_ASPECT_COLOR_BIT;
o->level = 0, o->base_layer = base, o->layers = layers;
o->width = s.w, o->height = s.h, o->samples = 1;
o->nvn_format = v->format;
return 1;
}
enum { HOLD_TEX, HOLD_DLSS, HOLD_WRITES, HOLD_N };
static void scan_hold(int why);
// scan: the state scan's resolution, which creates nothing and leaves out a texture without an image yet.
static void resolve_target(const tex_t *t, const view_t *v, int has_v, int depth_slot, VkExecTarget *o, const VkExec *scan) {
memset(o, 0, sizeof *o);
o->tex = t;
if (!t) return;
const VkTexImage *img = scan ? vk_texture_revive(t, scan->pos) : vk_texture_get(t);
if (scan && !img) {
if (t->mem) scan_hold(HOLD_TEX);
return;
}
if (img && !depth_slot && bc_target(t, v, has_v, img, o, scan != NULL)) return; // a 3D BC image: its stand-in
VkImageUsageFlags need = depth_slot ? VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT : VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
int is3d = img && img->type == VK_IMAGE_TYPE_3D && !depth_slot; // slices drawn through 2D views (2D_ARRAY_COMPATIBLE)
if (!img || !(img->usage & need) || (img->type != VK_IMAGE_TYPE_2D && !is3d)) {
warn_once(W_UNRENDERABLE, "render target format %#x target %d (%ux%u) is not renderable here: left out",
t->d.format, t->d.target, t->d.width, t->d.height);
return;
}
uint32_t level = has_v && v->set_levels ? v->base_level : 0;
if (level >= img->levels) {
warn_once(W_LEVEL, "render target level %u of a %u-level texture: left out", level, img->levels);
return;
}
// A 3D level's depth planes take the place of layers (Vulkan views them as the array layers of a 2D array view).
uint32_t nlay = is3d ? level_extent(img->depth, level) : img->layers;
uint32_t base = 0, layers = nlay;
if (has_v && v->set_layers) {
base = v->min_layer;
layers = v->nlayers ? v->nlayers : (base < nlay ? nlay - base : 0);
}
if (base >= nlay || !layers) {
warn_once(W_LAYER, "render target layer %u of a %u-layer texture: left out", base, nlay);
return;
}
if (base + layers > nlay) layers = nlay - base;
VkFormat fmt = img->format;
int32_t nvn_fmt = t->d.format;
int blocks = !depth_slot && img->block_views;
if (blocks) { // a BC texture takes draws only through an uncompressed view of its blocks
if (!has_v || !v->set_format || !view_format(t, v, 1, &fmt)) {
warn_once(W_BLOCK_VIEW, "render target format %#x (%ux%u) through view format %#x: no block view, left out",
t->d.format, t->d.width, t->d.height, has_v && v->set_format ? v->format : 0);
return;
}
nvn_fmt = v->format;
if (layers > 1) { // an uncompressed view of a BC image has one layer (no maintenance6 here)
warn_once(W_BLOCK_LAYERS, "render target format %#x: block view of %u layers, first layer only", t->d.format,
layers);
layers = 1;
}
} else if (!depth_slot && has_v && v->set_format && v->format != t->d.format) {
if (view_format(t, v, 0, &fmt)) nvn_fmt = v->format;
else warn_once(W_VIEW_FORMAT, "render target view format %#x of a format %#x texture: texture format used",
v->format, t->d.format);
}
o->image = img->image;
o->img = img;
o->scale = img->scale ? img->scale : 1;
o->format = fmt;
o->view_type = layers > 1 ? VK_IMAGE_VIEW_TYPE_2D_ARRAY : VK_IMAGE_VIEW_TYPE_2D;
o->aspect = depth_slot ? img->aspect & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)
: VK_IMAGE_ASPECT_COLOR_BIT;
o->level = level, o->base_layer = base, o->layers = layers;
o->is3d = (uint8_t)is3d;
o->blocks = (uint8_t)blocks;
o->width = level_extent(img->width, level), o->height = level_extent(img->height, level);
if (blocks) o->width = (o->width + 3) / 4, o->height = (o->height + 3) / 4; // the view's extent: 4x4 blocks
o->samples = img->samples ? img->samples : 1;
o->nvn_format = nvn_fmt;
if (!o->aspect) o->image = VK_NULL_HANDLE;
}
/* The size of a pass without attachments: the far corner of viewport 0, else of the scissor, 1..16384, as
MacNativeGames and nxnative size it. TotK draws a fragment shader that only writes a storage buffer into a 1x1
viewport; a pass sized by the viewport's width alone puts an offset viewport outside the scissor, and the cave rock
loses its ambient light. */
void vk_exec_noatt_dims(const VkExec *ex, uint32_t *w, uint32_t *h) {
double x1 = 0, y1 = 0;
if (ex->has_vp) {
x1 = ceil(fmax(ex->vp[0][0], ex->vp[0][0] + ex->vp[0][2]));
y1 = ceil(fmax(ex->vp[0][1], ex->vp[0][1] + ex->vp[0][3]));
}
if ((x1 < 1 || y1 < 1) && ex->has_scissor) x1 = (double)ex->scissor.x + ex->scissor.w, y1 = (double)ex->scissor.y + ex->scissor.h;
*w = x1 < 1 ? 1 : x1 > 16384 ? 16384 : (uint32_t)x1;
*h = y1 < 1 ? 1 : y1 > 16384 ? 16384 : (uint32_t)y1;
}
// Resolves ex->rt to this command buffer's images and derives the pass parameters and the pipeline's target formats.
static void resolve_rt_as(VkExec *ex, int peek) {
if (ex->rt_resolved) return;
ex->rt_resolved = 1;
const p_set_rt *r = &ex->rt;
int n = r->n < 0 ? 0 : r->n > 8 ? 8 : r->n;
uint32_t w = UINT32_MAX, h = UINT32_MAX, layers = UINT32_MAX, samples = 0, scale = 1;
for (int i = 0; i < 8; i++) {
VkExecTarget *t = &ex->color[i];
resolve_target(i < n ? r->color[i] : NULL, &r->cview[i], i < n && r->has_cview[i], 0, t, peek ? ex : NULL);
ex->pass_color[i] = t->image ? t->format : VK_FORMAT_UNDEFINED;
ex->pipe.color_fmt[i] = t->image ? t->nvn_format : 0;
if (!t->image) continue;
if (t->width < w) w = t->width;
if (t->height < h) h = t->height;
if (t->layers < layers) layers = t->layers;
if (!samples) samples = t->samples;
if (t->scale > scale) scale = t->scale;
}
VkExecTarget *d = &ex->depth;
resolve_target(r->depth, &r->dview, r->has_dview, 1, d, peek ? ex : NULL);
ex->pass_depth = d->image && (d->aspect & VK_IMAGE_ASPECT_DEPTH_BIT) ? d->format : VK_FORMAT_UNDEFINED;
ex->pass_stencil = d->image && (d->aspect & VK_IMAGE_ASPECT_STENCIL_BIT) ? d->format : VK_FORMAT_UNDEFINED;
ex->pipe.depth_fmt = d->image ? d->nvn_format : 0;
if (d->image) {
if (d->width < w) w = d->width;
if (d->height < h) h = d->height;
if (d->layers < layers) layers = d->layers;
if (!samples) samples = d->samples;
if (d->scale > scale) scale = d->scale;
}
ex->pass_noatt = w == UINT32_MAX;
if (ex->pass_noatt) {
vk_exec_noatt_dims(ex, &w, &h);
layers = 1;
static int logged;
if (!peek && logged < 8 && ex->has_vp && (ex->vp[0][0] != 0 || ex->vp[0][1] != 0 || ex->vp[0][2] != w || ex->vp[0][3] != h))
logged++, rt_log("vk_exec: pass without attachments %ux%u for viewport %g,%g %gx%g", w, h, ex->vp[0][0],
ex->vp[0][1], ex->vp[0][2], ex->vp[0][3]);
}
ex->pass_w = w, ex->pass_h = h, ex->pass_layers = layers;
ex->pass_scale = ex->pass_noatt ? 1 : scale;
ex->pass_ncolor = (uint32_t)n;
ex->pass_samples = samples ? samples : 1;
ex->pipe.samples = (uint8_t)ex->pass_samples;
}
static void resolve_rt(VkExec *ex) { resolve_rt_as(ex, 0); }
// The attachment view of a target. A registered texture's view lives as long as its image (vk_exec_target_view); any
// other image's view is made for this command buffer and freed at its fence.
static VkImageView view_of(VkExec *ex, const VkExecTarget *t) {
if (t->img && t->img->image == t->image)
return vk_exec_target_view(t->img, t->format, t->view_type, t->aspect, t->level, t->base_layer, t->layers, t->blocks);
ViewEnt *v = ex->views;
for (int i = 0; i < ex->nviews; i++)
if (v[i].image == t->image && v[i].format == t->format && v[i].type == t->view_type && v[i].aspect == t->aspect &&
v[i].level == t->level && v[i].base == t->base_layer && v[i].layers == t->layers)
return v[i].view;
VkImageViewCreateInfo ci = {.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, .image = t->image,
.viewType = t->view_type, .format = t->format,
.subresourceRange = {t->aspect, t->level, 1, t->base_layer, t->layers}};
VkImageViewUsageCreateInfo use = {.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_USAGE_CREATE_INFO,
.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT};
if (t->blocks) ci.pNext = &use; // not the BC image's sampling and transfer usages
VkImageView view;
if (vkCreateImageView(vk_ctx()->device, &ci, NULL, &view) != VK_SUCCESS)
rt_fatal("vk: render target view (format %d, %ux%u) could not be created", (int)t->format, t->width, t->height);
if (ex->nviews == ex->cap_views) {
ex->cap_views = ex->cap_views ? ex->cap_views * 2 : 16;
ex->views = realloc(ex->views, sizeof(ViewEnt) * (size_t)ex->cap_views);
if (!ex->views) rt_fatal("vk: out of memory");
v = ex->views;
}
v[ex->nviews++] = (ViewEnt){t->image, t->format, t->view_type, t->aspect, t->level, t->base_layer, t->layers, view};
return view;
}
typedef struct { int n; VkImageView v[]; } ViewList;
static void free_views(void *arg) { // completion thread, once the submission that used them is done
ViewList *l = arg;
VkDevice dev = vk_ctx()->device;
for (int i = 0; i < l->n; i++) vkDestroyImageView(dev, l->v[i], NULL);
free(l);
}
// ---- target history
// The presented frame (gfx_counters.frames + 1; 0: never) each target subresource was last rendered into, and the one
// before. prepare_draw lets a draw into a target the previous frame did not render (a one-shot draw: a volume or LUT
// generated once) wait for its shaders and pipeline instead of skipping it. Per subresource, not per image: a volume
// may be generated a few slices per frame. TFR_WAYS-way sets: a new subresource takes the way rendered longest ago, so
// the targets a frame renders keep their entries; a direct-mapped table lost a few each frame to collisions, and a draw
// into a lost target waited as one-shot instead of skipping a frame.
#define TFR_SETS 512
#define TFR_WAYS 8
typedef struct { VkImage image; uint32_t level, layer; uint64_t last, prev; } TargetFrames;
static TargetFrames tfr[TFR_SETS][TFR_WAYS];
static PlatMutex tfr_lock = PLAT_MUTEX_INIT; // the recording threads of a chunked replay
static TargetFrames *tfr_set(const VkExecTarget *t) {
uint64_t h = ((uint64_t)(uintptr_t)t->image ^ (uint64_t)t->level << 56 ^ (uint64_t)t->base_layer << 40) *
0x9E3779B97F4A7C15ull;
return tfr[h >> 55];
}
static int tfr_match(const TargetFrames *e, const VkExecTarget *t) {
return e->image == t->image && e->level == t->level && e->layer == t->base_layer;
}
// The entry of t, NULL when it has none (tfr_lock held).
static TargetFrames *tfr_find(const VkExecTarget *t) {
TargetFrames *s = tfr_set(t);
for (int i = 0; i < TFR_WAYS; i++)
if (tfr_match(&s[i], t)) return &s[i];
return NULL;
}
static void tfr_note(const VkExecTarget *t, uint64_t stamp) {
plat_mutex_lock(&tfr_lock);
TargetFrames *e = tfr_find(t);
if (!e) {
e = tfr_set(t);
for (int i = 1; i < TFR_WAYS; i++)
if (e[i].last < e->last) e = &e[i];
*e = (TargetFrames){t->image, t->level, t->base_layer, 0, 0};
}
if (e->last != stamp) e->prev = e->last, e->last = stamp;
plat_mutex_unlock(&tfr_lock);
}
static int tfr_recent(const VkExecTarget *t, uint64_t stamp) {
plat_mutex_lock(&tfr_lock);
const TargetFrames *e = tfr_find(t);
int r = e && (e->last == stamp ? e->prev : e->last) == stamp - 1;
plat_mutex_unlock(&tfr_lock);
return r;
}
// No frame before the current one rendered the target.
static int tfr_first(const VkExecTarget *t, uint64_t stamp) {
plat_mutex_lock(&tfr_lock);
const TargetFrames *e = tfr_find(t);
int r = !e || !(e->last == stamp ? e->prev : e->last);
plat_mutex_unlock(&tfr_lock);
return r;
}
// With any, a recent depth target alone does not make the pass per-frame when a colour target is rendered for the
// first time: the game's item icon capture (an inventory or Fuse icon) draws into a new colour target with the
// per-frame depth buffer, once. Its draws skipped there stay missing from the icon until the item is captured again.
int vk_exec_targets_recent(VkExec *ex, int any) {
resolve_rt(ex);
uint64_t stamp = __atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED) + 1;
int n = 0, color = 0, depth = 0, color_first = 0;
for (int i = 0; i < 9; i++) {
const VkExecTarget *t = i < 8 ? &ex->color[i] : &ex->depth;
if (!t->image) continue;
n++;
if (tfr_recent(t, stamp)) *(i < 8 ? &color : &depth) = 1;
else if (!any) return 0;
else if (i < 8 && tfr_first(t, stamp)) color_first = 1;
}
return any ? color || (depth && !color_first) : n > 0;
}
// One line naming each target of the current pass: format, extent, layer and the two frames it was last rendered in
// (prepare_draw's pipeline wait log).
void vk_exec_targets_describe(VkExec *ex, char *buf, size_t cap) {
resolve_rt(ex);
size_t n = 0;
buf[0] = 0;
for (int i = 0; i < 9 && n < cap; i++) {
const VkExecTarget *t = i < 8 ? &ex->color[i] : &ex->depth;
if (!t->image) continue;
plat_mutex_lock(&tfr_lock);
const TargetFrames *e = tfr_find(t);
uint64_t last = e ? e->last : 0, prev = e ? e->prev : 0;
plat_mutex_unlock(&tfr_lock);
int w = snprintf(buf + n, cap - n, "%s%c%d fmt %d %ux%u L%u seen %llu/%llu", n ? "; " : "", i < 8 ? 'c' : 'd',
i < 8 ? i : 0, (int)t->format, t->width, t->height, t->base_layer,
(unsigned long long)last, (unsigned long long)prev);
if (w < 0) break;
n += (size_t)w;
}
if (!n) snprintf(buf, cap, "no targets");
}
// ---- passes and barriers
static int has_image(const VkImage *list, int n, VkImage img) {
for (int i = 0; i < n; i++)
if (list[i] == img) return 1;
return 0;
}
static VkImageMemoryBarrier2 layout_barrier(VkImage img, VkImageAspectFlags aspect, VkImageLayout from, VkImageLayout to) {
return (VkImageMemoryBarrier2){.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2,
.srcStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, .srcAccessMask = VK_ACCESS_2_MEMORY_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
.dstAccessMask = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT,
.oldLayout = from, .newLayout = to, .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, .image = img,
.subresourceRange = {aspect, 0, VK_REMAINING_MIP_LEVELS, 0, VK_REMAINING_ARRAY_LAYERS}};
}
// Full barrier. The images in the feedback layout become want[] (pass begin) or none (every other barrier): the others
// go back to GENERAL and the new ones leave it, in the same command.
static void barrier_to(VkExec *ex, const VkImage *want, const VkImageAspectFlags *wasp, int nwant) {
vk_exec_pass_end(ex);
vk_exec_ub_flush(ex); // uniform updates overlaid in the pass reach their buffers before the barrier below
VkImageMemoryBarrier2 ib[18];
uint32_t n = 0;
for (int i = 0; i < ex->nfbl; i++)
if (!has_image(want, nwant, ex->fbl_img[i]))
ib[n++] = layout_barrier(ex->fbl_img[i], ex->fbl_aspect[i], VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT,
VK_IMAGE_LAYOUT_GENERAL);
for (int i = 0; i < nwant; i++)
if (!has_image(ex->fbl_img, ex->nfbl, want[i]))
ib[n++] = layout_barrier(want[i], wasp[i], VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT);
for (int i = 0; i < nwant; i++) ex->fbl_img[i] = want[i], ex->fbl_aspect[i] = wasp[i];
ex->nfbl = nwant;
if (ex->barrier_at == ex->recorded && !n) return;
ex->fr.fb_layouts += n;
VkMemoryBarrier2 mb = {.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2,
.srcStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
.srcAccessMask = VK_ACCESS_2_MEMORY_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
.dstAccessMask = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT};
VkDependencyInfo di = {.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO, .memoryBarrierCount = 1, .pMemoryBarriers = &mb,
.imageMemoryBarrierCount = n, .pImageMemoryBarriers = ib};
vkCmdPipelineBarrier2(ex->cb, &di);
ex->barrier_at = ++ex->recorded;
}
void vk_exec_barrier(VkExec *ex) { barrier_to(ex, NULL, NULL, 0); }
void vk_exec_pass_begin(VkExec *ex) {
if (ex->in_pass) return;
resolve_rt(ex);
vk_contact_pass_begin(ex);
vk_dlaa_pass(ex); // DLAA runs before the bloom chain's first pass (vk_dlaa.c)
// Learned targets (VkTexImage.fb_learned) are attached in the feedback layout
VkImage want[9];
VkImageAspectFlags wasp[9];
int nwant = 0;
uint32_t fbl = 0;
for (uint32_t i = 0; i < 9; i++) {
const VkExecTarget *t = i < 8 ? &ex->color[i] : &ex->depth;
if ((i < 8 && i >= ex->pass_ncolor) || !t->image || !t->img || !t->img->fb_learned) continue;
fbl |= 1u << i;
if (has_image(want, nwant, t->image)) continue;
want[nwant] = t->image, wasp[nwant++] = i < 8 ? VK_IMAGE_ASPECT_COLOR_BIT : t->img->aspect;
}
barrier_to(ex, want, wasp, nwant); // passes, clears, copies and dispatches see each other's results
ex->fbl_mask = fbl;
ex->fb_dirty = 0;
ex->pass_serial++;
VkRenderingAttachmentInfo ca[8], da = {0}, sa = {0};
for (uint32_t i = 0; i < ex->pass_ncolor; i++) {
const VkExecTarget *t = &ex->color[i];
ca[i] = (VkRenderingAttachmentInfo){.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
if (!t->image) continue;
ca[i].imageView = view_of(ex, t);
ca[i].imageLayout = fbl >> i & 1 ? VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT : VK_IMAGE_LAYOUT_GENERAL;
ca[i].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
ca[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE; }
const VkExecTarget *d = &ex->depth;
if (d->image) {
VkRenderingAttachmentInfo a = {.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO, .imageView = view_of(ex, d),
.imageLayout = fbl >> 8 & 1 ? VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT
: VK_IMAGE_LAYOUT_GENERAL,
.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD, .storeOp = VK_ATTACHMENT_STORE_OP_STORE};
if (d->aspect & VK_IMAGE_ASPECT_DEPTH_BIT) da = a;
if (d->aspect & VK_IMAGE_ASPECT_STENCIL_BIT) sa = a;
}
// The start mark goes between the barrier and vkCmdBeginRendering, its end right after vkCmdEndRendering
// (vk_exec_pass_end): outside the pass, and without breaking it.
VkPassMark *m = ex->mark = vk_pass_mark_begin(ex->cb, VK_MARK_PASS, ex->fence);
if (m) {
m->step = ex->mark_passes++;
m->w = ex->pass_w, m->h = ex->pass_h, m->d = ex->pass_layers;
m->ncolor = (uint8_t)(ex->pass_ncolor < 8 ? ex->pass_ncolor : 8);
for (int i = 0; i < m->ncolor; i++) m->color[i] = ex->pass_color[i];
m->depth = ex->pass_depth ? ex->pass_depth : ex->pass_stencil;
// The shaders bound now are the first draw's when it repeats the pipeline state; when it does not,
// vk_exec_draw.c prepare_draw replaces them as it records the new state.
vk_exec_draw_shaders(ex, &m->first[0], &m->first[1]);
ex->mark_draws0 = ex->fr.draws;
}
VkRenderingInfo ri = {.sType = VK_STRUCTURE_TYPE_RENDERING_INFO, .renderArea = {{0, 0}, {ex->pass_w, ex->pass_h}},
.layerCount = ex->pass_layers, .colorAttachmentCount = ex->pass_ncolor,
.pColorAttachments = ca,
.pDepthAttachment = ex->pass_depth ? &da : NULL,
.pStencilAttachment = ex->pass_stencil ? &sa : NULL};
vkCmdBeginRendering(ex->cb, &ri);
ex->fr.passes++;
ex->recorded++;
ex->in_pass = 1;
}
void vk_exec_pass_end(VkExec *ex) {
if (!ex->in_pass) return;
vk_exec_oq_pass_end(ex);
vkCmdEndRendering(ex->cb);
ex->recorded++;
ex->in_pass = 0;
if (ex->mark) {
// frame_add empties the context's counters at the end of a submission: then only the draws since it count
uint64_t d = ex->fr.draws, d0 = ex->mark_draws0;
ex->mark->draws = (uint32_t)(d >= d0 ? d - d0 : d);
if (ex->mark->draws) vk_exec_draw_shaders(ex, &ex->mark->last[0], &ex->mark->last[1]);
vk_pass_mark_end(ex->cb, ex->mark);
ex->mark = NULL;
}
for (int i = 0; i < ex->pass_ncolor && i < 8; i++) // stand-ins of 3D BC targets go to their textures
if (ex->color[i].image && ex->color[i].img && ex->color[i].img->image != ex->color[i].image)
bc_copy_back(ex, &ex->color[i]);
if (vk_dump_armed) vk_dump_pass_end(ex);
uint64_t stamp = __atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED) + 1;
for (int i = 0; i < 8; i++)
if (ex->color[i].image) vk_texture_gpu_written(ex->color[i].tex), tfr_note(&ex->color[i], stamp);
if (ex->depth.image) vk_texture_gpu_written(ex->depth.tex), tfr_note(&ex->depth, stamp);
}
VkCommandBuffer vk_exec_inline_begin(int *reopen) {
VkExec *ex = x_cur;
*reopen = 0;
if (!ex || !ex->cb) return VK_NULL_HANDLE;
*reopen = ex->in_pass;
vk_exec_barrier(ex); // ends the pass; feedback-layout targets go back to GENERAL
return ex->cb;
}
void vk_exec_inline_end(int reopen) {
x_cur->recorded++;
if (reopen) vk_exec_pass_begin(x_cur);
}
typedef struct { VkBuffer b; VmaAllocation a; } InlineBuf;
static void free_inline_buf(void *arg) { // completion thread
InlineBuf *t = arg;
vmaDestroyBuffer(vk_ctx()->vma, t->b, t->a);
free(t);
}
VkBuffer vk_exec_inline_buffer(VkDeviceSize size) {
InlineBuf *t = calloc(1, sizeof *t);
VkBufferCreateInfo bi = {.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, .size = size,
.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE};
VmaAllocationCreateInfo ai = {.usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE};
if (!t || vmaCreateBuffer(vk_ctx()->vma, &bi, &ai, &t->b, &t->a, NULL) != VK_SUCCESS) { free(t); return VK_NULL_HANDLE; }
vk_completion_add(x_cur->fence, free_inline_buf, t);
return t->b;
}
VkRect2D vk_exec_scissor(const VkExec *ex) {
int64_t w = ex->pass_w, h = ex->pass_h;
if (!ex->has_scissor) return (VkRect2D){{0, 0}, {(uint32_t)w, (uint32_t)h}};
int64_t k = ex->pass_scale > 1 ? ex->pass_scale : 1;
int64_t x0 = ex->scissor.x * k, y0 = ex->scissor.y * k;
int64_t x1 = x0 + (int64_t)ex->scissor.w * k, y1 = y0 + (int64_t)ex->scissor.h * k;
if (x0 < 0) x0 = 0;
if (y0 < 0) y0 = 0;
if (x1 > w) x1 = w;
if (y1 > h) y1 = h;
if (x1 <= x0 || y1 <= y0) return (VkRect2D){{0, 0}, {0, 0}};
return (VkRect2D){{(int32_t)x0, (int32_t)y0}, {(uint32_t)(x1 - x0), (uint32_t)(y1 - y0)}};
}
// ---- clears
// Outside a pass, a clear of a whole target (no narrower scissor, the target as large as the render area) clears the
// image directly instead of opening a pass for it.
static int whole_target(const VkExec *ex, const VkExecTarget *t) {
// vkCmdClear*Image addresses a 3D level whole, not one depth plane: slices of a 3D target clear in a pass; it
// cannot clear a compressed image: views of BC blocks clear in a pass too
if (ex->in_pass || t->is3d || t->blocks || t->width != ex->pass_w || t->height != ex->pass_h) return 0;
if (!ex->has_scissor) return 1;
const p_scissor *s = &ex->scissor;
return s->x <= 0 && s->y <= 0 && (int64_t)s->x + s->w >= t->width && (int64_t)s->y + s->h >= t->height;
}
static void clear_attachment(VkExec *ex, const VkClearAttachment *a) {
vk_exec_pass_begin(ex);
VkClearRect cr = {vk_exec_scissor(ex), 0, ex->pass_layers};
if (!cr.rect.extent.width || !cr.rect.extent.height) return;
vkCmdClearAttachments(ex->cb, 1, a, 1, &cr);
ex->recorded++;
ex->fb_dirty |= a->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT ? 1u << a->colorAttachment : 0x100u;
}
static void clear_color(VkExec *ex, const p_clear_color *c) {
ex->fr.clears++;
if (ex->render_disabled) return;
resolve_rt(ex);
int i = c->index;
if (i < 0 || i >= (int)ex->pass_ncolor || !ex->color[i].image) {
warn_once(W_CLEAR_TARGET, "colour clear of target %d, which is not bound or not renderable: skipped", i);
return;
}
uint32_t mask = (uint32_t)c->mask & 0xf;
if (!mask) return;
if (mask != 0xf) { // vkCmdClearAttachments ignores write masks; a masked clear needs a draw (vk_exec_draw.c)
warn_once(W_CLEAR_MASK, "colour clear with channel mask %#x is not replayed: skipped", mask);
return;
}
const VkExecTarget *t = &ex->color[i];
VkClearColorValue cv;
memcpy(cv.float32, c->rgba, sizeof cv.float32); // integer targets: the payload's bits as the front end stored them
if (whole_target(ex, t)) {
vk_exec_barrier(ex);
VkImageSubresourceRange r = {VK_IMAGE_ASPECT_COLOR_BIT, t->level, 1, t->base_layer, t->layers};
vkCmdClearColorImage(ex->cb, t->image, VK_IMAGE_LAYOUT_GENERAL, &cv, 1, &r);
ex->recorded++;
vk_texture_gpu_written(t->tex);
return;
}
VkClearAttachment a = {.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, .colorAttachment = (uint32_t)i};
a.clearValue.color = cv;
clear_attachment(ex, &a);
}
static void clear_ds(VkExec *ex, const p_clear_ds *c) {
if (ex->render_disabled) return;
resolve_rt(ex);
const VkExecTarget *t = &ex->depth;
if (!t->image) return;
VkImageAspectFlags asp = 0;
if (c->depth_mask && (t->aspect & VK_IMAGE_ASPECT_DEPTH_BIT)) asp |= VK_IMAGE_ASPECT_DEPTH_BIT;
uint32_t sm = (uint32_t)c->stencil_mask & 0xff;
if (sm && (t->aspect & VK_IMAGE_ASPECT_STENCIL_BIT)) {
if (sm == 0xff) asp |= VK_IMAGE_ASPECT_STENCIL_BIT;
else warn_once(W_STENCIL_MASK, "stencil clear with mask %#x is not replayed: skipped", sm);
}
if (!asp) return;
float d = c->depth < 0.0f ? 0.0f : c->depth > 1.0f ? 1.0f : c->depth;
VkClearDepthStencilValue v = {d, (uint32_t)c->stencil & 0xff};
if (whole_target(ex, t)) {
vk_exec_barrier(ex);
VkImageSubresourceRange r = {asp, t->level, 1, t->base_layer, t->layers};
vkCmdClearDepthStencilImage(ex->cb, t->image, VK_IMAGE_LAYOUT_GENERAL, &v, 1, &r);
ex->recorded++;
vk_texture_gpu_written(t->tex);
return;
}
VkClearAttachment a = {.aspectMask = asp};
a.clearValue.depthStencil = v;
clear_attachment(ex, &a);
}
// ---- the op loop
static void set_rt(VkExec *ex, const p_set_rt *r) {
if (!memcmp(&ex->rt, r, sizeof *r)) return; // the same targets again: the pass goes on
vk_exec_pass_end(ex);
ex->rt = *r;
ex->rt_resolved = 0;
}
// ---- command buffer parts
// NVN starts the GPU as soon as commands are submitted; one Vulkan command buffer per submission starts it only after
// the whole replay. Between passes, once TOTK_SPLIT_DRAWS (64; 0 off) draws and dispatches were recorded since the
// last part, the part goes to the queue (vk_sync_split) and the replay continues in a new command buffer. Only
// command-buffer state is lost there (bindings and dynamic state: vk_exec_draw_new_cb, ex->dirty); barriers, layouts and
// queries are not: a barrier's first scope is everything earlier in submission order, image layouts belong to the image,
// and occlusion queries end with their pass. Fences, completion callbacks and reports stay per submission: only the last
// part signals the value. nxnative commits every 64 draws between passes; MacNativeGames after 30, then every 40.
// A part also spans at least TOTK_SPLIT_US (1000) of replay time: a split costs about 40 us of the render thread
// (vkQueueSubmit2, a command buffer, the mirror prologue), and a fight frame of 2,000 draws made 15 parts on the 7900X;
// a millisecond of recording is a fraction of a millisecond of GPU work, so the GPU still starts early.
static int split_n = -1;
static uint64_t split_ns;
static uint64_t n_parts, n_subs;
static void maybe_split(VkExec *ex) {
if (split_n < 0) {
split_n = cfg_int("TOTK_SPLIT_DRAWS");
if (split_n < 0) split_n = 0;
int us = cfg_int("TOTK_SPLIT_US");
split_ns = us > 0 ? (uint64_t)us * 1000 : 0;
rt_log("vk: replay command buffer split every %d draws between passes, parts of at least %d us%s", split_n,
us > 0 ? us : 0, split_n ? "" : " (off)");
}
if (!split_n || ex->in_pass || ex->split_draws < split_n) return;
if (split_ns && kern_now_ns() - ex->part_t0 < split_ns) return; // split_draws stays: the next draw asks again
ex->split_draws = 0;
if (ex->recorded == ex->part_start) return;
ex->cb = vk_sync_split();
ex->part_start = ex->recorded;
ex->part_t0 = kern_now_ns();
ex->dirty = VK_EXEC_DIRTY_ALL;
vk_exec_draw_new_cb(ex);
n_parts++;
}
// The fixed-function state ops: writes into ex alone, applied by the replay and the state scan. 0: not one of them.
static int state_op(VkExec *ex, uint32_t op, const void *a) {
switch (op) {
case OP_VIEWPORTS: {
const p_viewports *v = a;
for (int i = 0; i < v->n && v->first + i < 16; i++)
if (v->first + i >= 0) memcpy(ex->vp[v->first + i], v->v[i], sizeof ex->vp[0]);
ex->has_vp = 1;
ex->dirty |= VK_EXEC_DIRTY_VIEWPORT;
break;
}
case OP_SCISSOR:
ex->scissor = *(const p_scissor *)a;
ex->has_scissor = 1;
ex->dirty |= VK_EXEC_DIRTY_SCISSOR;
break;
case OP_DEPTH_RANGE: {
const p_depth_range *r = a;
ex->depth_range[0] = r->n, ex->depth_range[1] = r->f;
ex->dirty |= VK_EXEC_DIRTY_VIEWPORT;
break;
}
case OP_STENCIL: {
const p_stencil *s = a;
for (int f = 0; f < 2; f++) {
if (!(s->face & (1 << f))) continue;
if (s->which == 0) ex->st_vmask[f] = (uint32_t)s->value_mask;
else if (s->which == 1) ex->st_wmask[f] = (uint32_t)s->mask;
else ex->st_ref[f] = (uint32_t)s->ref;
}
ex->dirty |= VK_EXEC_DIRTY_STENCIL;
break;
}
case OP_POLY_OFFSET:
ex->poly_offset = *(const p_poly_offset *)a;
ex->dirty |= VK_EXEC_DIRTY_DEPTH_BIAS;
break;
case OP_BLEND_COLOR:
memcpy(ex->blend_color, ((const p_blend_color *)a)->rgba, sizeof ex->blend_color);
ex->dirty |= VK_EXEC_DIRTY_BLEND_CONST;
break;
case OP_DEPTH_CLAMP: ex->pipe.depth_clamp = ((const p_flag *)a)->value != 0; break;
case OP_RASTER_DISCARD: ex->pipe.raster_discard = ((const p_flag *)a)->value != 0; break;
case OP_PRIM_RESTART: ex->prim_restart = *(const p_prim_restart *)a; break;
case OP_COPY_STRIDE: ex->copy_stride = ((const p_copy_stride *)a)->stride; break;
case OP_SET_TEX_POOL: ex->tex_pool = ((const p_set_pool *)a)->pool, ex->tex_serial++; break;
case OP_SET_SAMP_POOL: ex->samp_pool = ((const p_set_pool *)a)->pool; break;
default: return 0;
}
return 1;
}
// A record the scan planned for this point (vk_contact_plan, vk_dlaa_plan): recorded before the op that triggers it, the
// draw's pass begun after it as in prepare_draw. The records share their module's pipelines and state, so they go in
// the scan's order; chunks are taken in order, so the chunk of an earlier record is being recorded or done. DLSS's
// evaluation reads what the scene's draws noted on the chunks before it (the camera block, the jitter used, the
// per-object motion list), so it waits until they are recorded; the chunks after it wait for it (a hold, scan_job).
static uint32_t job_turn;
static void chunks_wait(int k);
static void run_job(VkExec *ex) {
uint32_t turn = ex->job_i;
VkExecJob j = ex->jobs[ex->job_i++];
if (j.kind == VK_JOB_DLSS) chunks_wait(j.chunk);
while (__atomic_load_n(&job_turn, __ATOMIC_ACQUIRE) != turn) plat_yield();
vk_exec_pass_end(ex);
if (j.kind != VK_JOB_CONTACT) {
vk_dlaa_exec(ex, &j);
} else {
// The scan resolved the scene and its depth without creating entries (vk_texture_revive): their images now.
const VkTexImage *si = vk_texture_get(j.scene.tex), *di = vk_texture_get(j.depth.tex);
if (si && di) {
j.scene.img = si, j.scene.image = si->image, j.depth.img = di, j.depth.image = di->image;
vk_contact_exec(ex, &j);
}
}
__atomic_store_n(&job_turn, turn + 1, __ATOMIC_RELEASE);
ex->dirty = VK_EXEC_DIRTY_ALL;
vk_exec_draw_new_cb(ex);
}
// Replays from h to OP_END; 1 when it stopped at stop instead, an op at depth 0 (a chunk's end, record_chunks).
// The ops that may make the GPU write a uniform range the submission's snapshot copied (vk_usnap_drop_at).
static int drop_op(uint32_t op) { return op == OP_UPDATE_UB || op == OP_COPY_B2B || op == OP_COPY_T2B || op == OP_CLEAR_BUF; }
static int walk(VkExec *ex, const op_hdr *h, int depth, const op_hdr *stop) {
for (;;) {
if (h->size < sizeof *h || (h->size & 7) || h->op >= OP_COUNT_)
rt_fatal("vk: corrupt command record at %p: op %u size %u", (const void *)h, h->op, h->size);
if (h == stop) return 1;
while (ex->job_i < ex->njobs && h == ex->jobs[ex->job_i].op) run_job(ex);
const void *a = nvn_op_payload(h);
if (h->op == OP_END) return 0;
if (ex->chunked) {
ex->drop_n += (uint32_t)drop_op(h->op), ex->pos++;
if (ex->wpos_i < ex->wpos_end && ex->wpos[ex->wpos_i] == ex->pos) ex->drop_n++, ex->wpos_i++;
}
switch (h->op) {
case OP_BEGIN: break;
case OP_JUMP: h = (const op_hdr *)(uintptr_t)((const p_jump *)a)->target; continue;
case OP_CALL:
if (depth >= CALL_DEPTH) rt_fatal("vk: command buffer calls nested deeper than %d", CALL_DEPTH);
walk(ex, nvn_op_first(((const p_jump *)a)->target), depth + 1, NULL);
break;
case OP_SET_RT: set_rt(ex, a); break;
case OP_CLEAR_COLOR: clear_color(ex, a); break;
case OP_CLEAR_DS: clear_ds(ex, a); break;
case OP_BARRIER: vk_exec_barrier(ex); break;
case OP_DRAW: case OP_DRAW_IDX: case OP_DISPATCH: case OP_UPDATE_UB: case OP_DRAW_IDX_IND: case OP_DISPATCH_IND:
if (h->op == OP_DRAW || h->op == OP_DRAW_IDX || h->op == OP_DRAW_IDX_IND) ex->fr.draws_seen++, ex->split_draws++;
if (h->op == OP_DISPATCH || h->op == OP_DISPATCH_IND) ex->fr.dispatches++, ex->split_draws++;
case OP_BIND_PROGRAM: case OP_BIND_STATE: case OP_BIND_VATTR: case OP_BIND_VSTREAM: case OP_BIND_VBUF:
case OP_BIND_UBO: case OP_BIND_SSBO: case OP_BIND_TEX: case OP_BIND_SAMP: case OP_BIND_IMG:
vk_exec_op_draw(ex, h->op, a);
break;
case OP_COPY_B2B: case OP_COPY_B2T: case OP_COPY_T2B: case OP_COPY_T2T: case OP_CLEAR_TEX:
if (h->op != OP_CLEAR_TEX) ex->fr.copies++;
if (vk_dump_armed) vk_dump_copy(ex, h->op, a);
// fall through
case OP_SIGNAL_EVENT: case OP_REPORT_COUNTER: case OP_RESET_COUNTER: case OP_RENDER_ENABLE: case OP_RENDER_COND:
case OP_CLEAR_BUF:
vk_exec_op_xfer(ex, h->op, a);
break;
default:
if (!state_op(ex, h->op, a)) rt_fatal("vk: op %s has no replay handler", nvn_op_name(h->op));
}
if (ex->split_draws >= split_n && !ex->chunked) maybe_split(ex);
h = nvn_op_next(h);
}
}
// ---- chunked recording (TOTK_REPLAY_WORKERS)
// A submission is recorded in chunks that start between passes, by TOTK_REPLAY_WORKERS threads (0: the sequential
// replay, the default) and twice as many chunks (TOTK_REPLAY_CHUNKS), so a thread
// that finishes early takes another: in the town at 4K on an RTX 5070 the replay goes from 8.2 to 4.5 ms
// and the frame rate from 71 to 79; more threads add little, since the frame then waits for the GPU. A sequential scan on
// the submitting thread applies only what is queue state: the fixed-function and bind ops, render targets, render
// enable and conditions, samples-passed counting, the contact shadows' marches (vk_contact_plan) and DLSS's decisions
// (vk_dlaa_plan); it looks up no
// shader, pipeline or descriptor and makes no Vulkan call. Where a chunk starts it keeps a copy of that state
// (VK_EXEC_STATE_BEGIN..END) and how far the scan's lists got: the submission's inline uniform updates (ubo_ptr),
// RENDER_COND results, planned records (contact shadows, DLSS) and the ops that drop uniform copies (vk_usnap_drop_at,
// scan_writes), which a chunk takes
// from the lists instead of from earlier chunks. A chunk starts with every image in GENERAL and ends with a full
// barrier, as a part of vk_sync_split does, so its recording depends only on the copy and the lists.
// A chunk can be taken as soon as the scan has placed the next one and the threads finished what the chunks share, which
// they do beside the scan (prep_run); they record into command buffers of their own, each with a context of its own
// (memos, descriptor pools, transient memory), and make their Vulkan calls themselves. The submitting thread records none while there are such threads: it submits the chunks in order as they
// are done, between the scan's steps and after it (vk_sync_part: the uploads and mirror copies queued so far go first),
// with their completion callbacks, so the callbacks keep the order of the sequential replay. The first chunk is a
// quarter of the others: the GPU starts sooner. A chunk ends where the replay ends a pass once it has its share of
// draws, or inside a pass at half as many more (TotK's G-buffer and shadow passes have 1,000 to 2,000 draws): the next
// chunk begins the pass again on the loaded attachments.
// The scan resolves render targets without creating images and revives finalized ones at their op (vk_texture_revive);
// a chunk, which the scan is ahead of, asks for a texture slot as of its own op (VkExec.pos, vk_exec_replay_pos).
// A texture that has no entry yet is made by the chunk that reaches it, and only that chunk has its position: its
// content from a live texture at the storage (vk_texture.c alias_copy) goes at that op. A later chunk sampling it first
// would follow another texture at the storage or copy over what the earlier chunk renders, so the chunks after the
// first use wait until that chunk is recorded (SC.holds). TotK makes a few such targets a frame: thumbnails, and depth
// targets whose size follows the camera; a wrong one darkened the whole scene for some frames.
// TOTK_REPLAY_STATE_CHECK=1 compares the state after the last chunk with the scan's.
#define MAX_JOBS 64
#define MAX_RECS 16
typedef struct {
int hi; // handle index and record of the first op
const op_hdr *op;
uint32_t upd_n, cond_i, job_i, job_end, drop_n, pos; // the scan's lists, drop and op positions before it; its records
uint32_t wpos_i, wpos_end; // its writing draws and dispatches in SC.wpos
VkExec st; // queue state at its start
VkCommandBuffer cb; // recorded, ended, submitted in its turn
VkDeferred defer; // its completion callbacks
VkExec *by; // the context that recorded it
uint64_t ns, start; // its recording time, and when it began after SC.t0
int draws; // draws and dispatches in it
volatile int32_t done;
} Chunk;
typedef struct {
VkExec ex; // the thread's recording context
VkCommandPool pool;
struct { VkCommandBuffer cb; uint64_t fence; } *cbs; // reusable once the timeline reached fence
int ncbs;
int64_t traffic[VK_MCLS_N][VK_MUSE_N]; // vk_mem_count_local
PlatThread *t;
} Rec;
typedef struct { uint64_t addr, size; uint32_t at; } ScanDrop;
static struct {
int workers, chunks, min_draws, check;
int skew_us; // TOTK_REPLAY_SKEW_US (chunk_record)
VkExec s; // the scan's state
Chunk *ch; // chunks + 1 entries, never moved while threads record
int nch;
VkExecUpd *upd; // sized before the scan (count_ops): threads read them while it appends
uint32_t nupd, cupd;
uint8_t *cond;
uint32_t ncond, ccond;
VkExecJob jobs[MAX_JOBS];
uint32_t njobs;
uint32_t drop_n; // scan: ops so far that may write a uniform range
uint32_t *wpos; // scan: the positions of the draws and dispatches among them, sized like upd
uint32_t nwpos, cwpos;
ScanDrop *dr; // scan: its uniform drops, applied once the snapshot exists (chunks_publish)
uint32_t ndr, cdr, dr_done;
int pub; // chunks published
uint64_t holds; // chunks that make a new texture or record writes the scan does not know: the
// ones after them wait until they are done
int per, open, in_chunk; // scan: draws for this chunk, a pass of the replay may be open, draws in it
int sub; // chunks submitted
uint64_t t0; // the submission's start
// TOTK_TRACE=perf, per chunked submission: the scan, the first and the last chunk submitted after t0, the chunks'
// recording summed and the longest
uint64_t subs, chunked, nchunks, scan_ns, first_ns, last_ns, rec_ns, rec_max_ns, bad, prep_ns, start0_ns;
uint64_t rec_t0; // vk_exec_record's start
uint64_t held[HOLD_N]; // TOTK_TRACE=perf: chunks held, by scan_hold's reason
uint64_t settles, settle_ns; // TOTK_TRACE=perf: vk_exec_chunk_settle waits (atomic: recording threads)
uint64_t mirror_ns, usnap_ns, ready_ns; // vk_mem_mirror_begin, vk_usnap_begin, both done after t0
} SC = {.workers = -1};
static Rec recs[MAX_RECS + 1]; // [0]: the submitting thread's, used without recording threads
static int nrecs, nthreads;
static struct {
PlatMutex m;
PlatCond go, done; // more chunks can be taken or a new submission; a chunk is done
uint32_t gen; // bumped for every chunked submission
// gen << 32 | scan done << 31 | chunks that can be taken << 16 | next to take
volatile uint64_t take;
const uint64_t *handles;
int n, prio;
uint64_t fence;
int prep_next, prep_left; // prep_run: the next job, the jobs not done
} RP;
static void *grow_n(void *p, uint32_t *cap, size_t elem) {
*cap = *cap ? *cap * 2 : 64;
p = realloc(p, elem * *cap);
if (!p) rt_fatal("vk: out of memory");
return p;
}
static void copy_state(VkExec *dst, const VkExec *src) {
memcpy((char *)dst + VK_EXEC_STATE_BEGIN, (const char *)src + VK_EXEC_STATE_BEGIN, VK_EXEC_STATE_END - VK_EXEC_STATE_BEGIN);
}
static int draw_op(uint32_t op) { return op == OP_DRAW || op == OP_DRAW_IDX || op == OP_DRAW_IDX_IND; }
static void check_op(const op_hdr *h) {
if (h->size < sizeof *h || (h->size & 7) || h->op >= OP_COUNT_)
rt_fatal("vk: corrupt command record at %p: op %u size %u", (const void *)h, h->op, h->size);
}
// Draws and dispatches, inline uniform updates and conditions of a command stream.
typedef struct { uint32_t draws, upd, cond; } OpCounts;
static void count_ops(const op_hdr *h, int depth, OpCounts *c) {
for (;;) {
check_op(h);
const void *a = nvn_op_payload(h);
if (h->op == OP_END) return;
if (h->op == OP_JUMP) {
h = (const op_hdr *)(uintptr_t)((const p_jump *)a)->target;
continue;
}
if (h->op == OP_CALL && depth < CALL_DEPTH) count_ops(nvn_op_first(((const p_jump *)a)->target), depth + 1, c);
c->draws += draw_op(h->op) || h->op == OP_DISPATCH || h->op == OP_DISPATCH_IND;
c->upd += h->op == OP_UPDATE_UB;
c->cond += h->op == OP_RENDER_COND;
h = nvn_op_next(h);
}
}
// The take word: chunks [0, avail) can be taken, final once the scan placed them all.
static void take_publish(int avail, int final) {
plat_mutex_lock(&RP.m);
uint64_t w = __atomic_load_n(&RP.take, __ATOMIC_RELAXED);
while (!__atomic_compare_exchange_n(&RP.take, &w, (w & ~(0xffffull << 16 | 1ull << 31)) | (uint64_t)avail << 16 | (uint64_t)final << 31,
0, __ATOMIC_RELEASE, __ATOMIC_RELAXED)) {}
plat_cond_broadcast(&RP.go);
plat_mutex_unlock(&RP.m);
}
// What every chunk needs before it records, independent of each other and of the scan, so they run beside it on the
// recording threads and the submission's chunks start sooner: the mirrors' write-watch queries and the uniform snapshot.
static void prep_run(void) {
for (;;) {
int j = __atomic_fetch_add(&RP.prep_next, 1, __ATOMIC_ACQ_REL);
if (j >= 2) return;
uint64_t t0 = kern_now_ns();
if (j == 0) vk_mem_mirror_begin();
else vk_usnap_begin(RP.handles, RP.n, RP.fence);
uint64_t t1 = kern_now_ns();
if (j == 0) SC.mirror_ns += t1 - t0;
else SC.usnap_ns += t1 - t0;
if (__atomic_load_n(&RP.prep_left, __ATOMIC_RELAXED) == 1) SC.ready_ns += t1 - SC.t0;
__atomic_sub_fetch(&RP.prep_left, 1, __ATOMIC_RELEASE);
}
}
// Chunks [0, avail) less those behind a hold that is not done.
static int chunks_allowed(int avail) {
for (uint64_t m = SC.holds; m; m &= m - 1) {
int k = __builtin_ctzll(m);
if (k + 1 >= avail) break;
if (!__atomic_load_n(&SC.ch[k].done, __ATOMIC_ACQUIRE)) return k + 1;
}
return avail;
}
// The chunks placed so far can be taken once prep_run is done, with the uniform drops the scan found up to them.
static void chunks_publish(int final) {
int all = final ? SC.nch : SC.nch - 1, avail = chunks_allowed(all);
final = final && avail == all; // the threads go to sleep on the final word: only with nothing held back
if ((avail == SC.pub && !final) || __atomic_load_n(&RP.prep_left, __ATOMIC_ACQUIRE)) return;
for (; SC.dr_done < SC.ndr; SC.dr_done++) vk_usnap_drop_at(SC.dr[SC.dr_done].addr, SC.dr[SC.dr_done].size, SC.dr[SC.dr_done].at);
SC.pub = avail;
take_publish(avail, final);
}
// TOTK_TRACE=perf counts the chunks held per reason (SC.held).
static void scan_hold(int why) {
if (SC.nch <= 0 || SC.nch > 64 || SC.holds >> (SC.nch - 1) & 1) return;
SC.holds |= 1ull << (SC.nch - 1);
SC.held[why]++;
}
static void scan_drop(uint64_t addr, uint64_t size) {
if (SC.ndr == SC.cdr) SC.dr = grow_n(SC.dr, &SC.cdr, sizeof *SC.dr);
SC.dr[SC.ndr++] = (ScanDrop){addr, size, SC.drop_n};
}
// A draw or dispatch whose shaders write storage buffers drops the uniform copies they cover from its own op on, as
// the sequential replay does in bind_range. The scan looks up no shader: it takes the ones the contexts translated
// (vk_exec_draw_writes). With one not translated yet the op still counts, the chunk that records it drops what the
// shader writes at its position (bind_range), and the chunks after it wait until it is recorded. Without this a chunk
// recorded before an earlier chunk's write bound the copy taken at the submit call, and on an RX 7800 XT the grass
// near the camera came out dark or unshaded in some runs.
static void scan_writes(VkExec *s, uint32_t op) {
uint64_t w[16][2];
s->chunked = 1, s->upd = SC.upd, s->upd_n = SC.nupd; // ubo_ptr reads the scan's updates
int n = vk_exec_draw_writes(s, op == OP_DISPATCH || op == OP_DISPATCH_IND, w, 16);
s->chunked = 0;
if (!n) return;
SC.drop_n++;
SC.wpos[SC.nwpos++] = s->pos;
if (n < 0) scan_hold(HOLD_WRITES);
for (int i = 0; i < n; i++) scan_drop(w[i][0], w[i][1]);
}
// The next chunk of submission gen nobody took: -1 none yet, -2 none left (or a later submission).
static int chunk_take(uint32_t gen) {
uint64_t w = __atomic_load_n(&RP.take, __ATOMIC_ACQUIRE);
for (;;) {
if ((uint32_t)(w >> 32) != gen) return -2;
if ((w & 0xffff) >= (w >> 16 & 0x7fff)) return w >> 31 & 1 ? -2 : -1;
if (__atomic_compare_exchange_n(&RP.take, &w, w + 1, 0, __ATOMIC_ACQ_REL, __ATOMIC_ACQUIRE)) return (int)(w & 0xffff);
}
}
static void views_release(VkExec *ex) {
if (!ex->nviews) return;
ViewList *l = malloc(sizeof *l + sizeof(VkImageView) * (size_t)ex->nviews);
if (!l) rt_fatal("vk: out of memory");
l->n = ex->nviews;
for (int i = 0; i < ex->nviews; i++) l->v[i] = ((ViewEnt *)ex->views)[i].view;
vk_completion_add(ex->fence, free_views, l);
ex->nviews = 0;
}
static VkCommandBuffer rec_cb(Rec *r, uint64_t fence) {
VkCtx *c = vk_ctx();
if (!r->pool) {
VkCommandPoolCreateInfo pi = {.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT,
.queueFamilyIndex = c->gfx_family};
if (vkCreateCommandPool(c->device, &pi, NULL, &r->pool) != VK_SUCCESS) rt_fatal("vk: chunk command pool");
}
uint64_t gpu = vk_sync_fence_done();
int i = 0;
while (i < r->ncbs && r->cbs[i].fence > gpu) i++;
if (i == r->ncbs) {
r->cbs = realloc(r->cbs, sizeof *r->cbs * (size_t)(r->ncbs + 1));
if (!r->cbs) rt_fatal("vk: out of memory (command buffers)");
VkCommandBufferAllocateInfo ai = {.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO, .commandPool = r->pool,
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY, .commandBufferCount = 1};
if (vkAllocateCommandBuffers(c->device, &ai, &r->cbs[i].cb) != VK_SUCCESS) rt_fatal("vk: command buffer allocation");
r->ncbs++;
}
r->cbs[i].fence = fence;
VkCommandBufferBeginInfo bi = {.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT};
vkBeginCommandBuffer(r->cbs[i].cb, &bi);
return r->cbs[i].cb;
}
// Chunk k on the calling thread with context r: from its state copy up to the next chunk's first op, into a command
// buffer of r's pool, ending with every image in GENERAL.
static void chunk_record(Rec *r, int k) {
// TOTK_REPLAY_SKEW_US (debug): the even chunks wait this long before they record, so with several threads the
// chunk after each one records first. A recording that depends on the order the threads get to the chunks, rather
// than on replay order, then shows in every submission instead of a few launches in thirty.
if (SC.skew_us > 0 && nthreads && !(k & 1)) plat_sleep_ns((uint64_t)SC.skew_us * 1000);
uint64_t t0 = kern_now_ns();
VkExec *ex = &r->ex;
Chunk *c = &SC.ch[k];
c->start = t0 - SC.t0;
const Chunk *next = k + 1 < __atomic_load_n(&SC.nch, __ATOMIC_ACQUIRE) ? &SC.ch[k + 1] : NULL;
ex->cb = rec_cb(r, RP.fence);
ex->fence = RP.fence, ex->recorded = 0, ex->in_pass = 0, ex->nviews = 0, ex->barrier_at = -1, ex->nfbl = 0;
ex->part_start = 0;
x_cur = ex;
chunk_k = k;
vk_completion_defer(&c->defer);
vk_mem_count_local(r->traffic);
int ts = vk_sync_ts_open(ex->cb);
copy_state(ex, &c->st);
ex->rt_resolved = 0, ex->dirty = VK_EXEC_DIRTY_ALL, ex->tex_serial++, ex->fb_fs = NULL;
vk_exec_draw_new_cb(ex);
ex->chunked = 1, ex->upd = SC.upd, ex->cond = SC.cond, ex->jobs = SC.jobs, ex->njobs = c->job_end;
ex->upd_n = c->upd_n, ex->cond_i = c->cond_i, ex->job_i = c->job_i, ex->drop_n = c->drop_n, ex->pos = c->pos;
ex->wpos = SC.wpos, ex->wpos_i = c->wpos_i, ex->wpos_end = c->wpos_end;
for (int i = c->hi; i < RP.n; i++)
if (walk(ex, i == c->hi ? c->op : nvn_op_first(RP.handles[i]), 0, next && next->hi == i ? next->op : NULL)) break;
vk_exec_barrier(ex);
vk_exec_oq_flush(ex);
ex->chunked = 0, ex->njobs = ex->job_i = 0;
views_release(ex);
vk_sync_ts_close(ex->cb, ts, RP.fence);
vk_completion_defer(NULL);
vk_mem_count_local(NULL);
vk_mem_count_flush(r->traffic);
x_cur = NULL;
chunk_k = -1;
vkEndCommandBuffer(ex->cb);
c->cb = ex->cb, c->by = ex, c->ns = kern_now_ns() - t0;
plat_mutex_lock(&RP.m);
__atomic_store_n(&c->done, 1, __ATOMIC_RELEASE);
plat_cond_broadcast(&RP.done);
plat_mutex_unlock(&RP.m);
}
static void rec_main(void *arg) {
Rec *r = arg;
plat_thread_priority(RP.prio);
uint32_t seen = 0;
for (;;) {
plat_mutex_lock(&RP.m);
while (RP.gen == seen) plat_cond_wait(&RP.go, &RP.m);
seen = RP.gen;
plat_mutex_unlock(&RP.m);
prep_run();
for (;;) {
uint64_t w = __atomic_load_n(&RP.take, __ATOMIC_ACQUIRE);
int k = chunk_take(seen);
if (k >= 0) chunk_record(r, k);
if (k != -1) {
if (k == -2) break;
continue;
}
plat_mutex_lock(&RP.m);
while (__atomic_load_n(&RP.take, __ATOMIC_ACQUIRE) == w) plat_cond_wait(&RP.go, &RP.m);
plat_mutex_unlock(&RP.m);
}
}
}
// TOTK_REPLAY_WORKERS threads record; with one, the submitting thread does.
static void recs_start(void) {
if (nrecs) return;
nthreads = SC.workers > 1 ? (SC.workers < MAX_RECS ? SC.workers : MAX_RECS) : 0;
nrecs = nthreads + 1;
RP.prio = plat_thread_priority_get();
for (int i = 0; i < nrecs; i++) {
state_reset(&recs[i].ex);
if (i && !(recs[i].t = plat_thread_new(rec_main, &recs[i], "vk replay"))) rt_fatal("vk: no replay thread");
}
}
// Submits the chunks that are done, in order; wait: until all are.
static void chunks_submit(int wait) {
while (SC.sub < SC.nch) {
Chunk *c = &SC.ch[SC.sub];
if (wait) chunks_publish(1); // a hold may have ended
if (!__atomic_load_n(&c->done, __ATOMIC_ACQUIRE)) {
if (!wait) return;
int k = nthreads ? -1 : chunk_take(RP.gen);
if (k >= 0) {
chunk_record(&recs[0], k);
continue;
}
plat_mutex_lock(&RP.m);
while (!__atomic_load_n(&c->done, __ATOMIC_ACQUIRE)) plat_cond_wait(&RP.done, &RP.m);
plat_mutex_unlock(&RP.m);
}
vk_completion_flush(&c->defer);
vk_sync_part(c->cb);
uint64_t t = kern_now_ns() - SC.t0;
if (!SC.sub) SC.first_ns += t, SC.start0_ns += c->start;
SC.last_ns += SC.sub == SC.nch - 1 ? t : 0;
SC.rec_ns += c->ns;
if (c->ns > SC.rec_max_ns) SC.rec_max_ns = c->ns;
SC.sub++;
n_parts++;
}
}
// 1 when the replay ends an open pass at this op, so a chunk starting here splits no pass.
static int scan_ends_pass(const VkExec *s, uint32_t op, const void *a) {
switch (op) {
case OP_SET_RT: return memcmp(&s->rt, a, sizeof s->rt) != 0;
case OP_BARRIER: case OP_DISPATCH: case OP_DISPATCH_IND: case OP_UPDATE_UB: case OP_COPY_B2B: case OP_COPY_B2T:
case OP_COPY_T2B: case OP_COPY_T2T: case OP_CLEAR_TEX: case OP_CLEAR_BUF: return 1;
default: return 0;
}
}
// Places chunk nch at h; the chunk before it can be taken from now on.
static void chunk_start(const VkExec *s, int hi, const op_hdr *h) {
Chunk *c = &SC.ch[SC.nch];
c->hi = hi, c->op = h, c->upd_n = SC.nupd, c->cond_i = SC.ncond, c->job_i = SC.njobs, c->drop_n = SC.drop_n, c->pos = s->pos;
c->wpos_i = SC.nwpos;
c->done = 0, c->cb = VK_NULL_HANDLE, c->by = NULL;
copy_state(&c->st, s);
if (SC.nch) SC.ch[SC.nch - 1].job_end = SC.njobs, SC.ch[SC.nch - 1].wpos_end = SC.nwpos, SC.ch[SC.nch - 1].draws = SC.in_chunk;
SC.in_chunk = 0;
__atomic_store_n(&SC.nch, SC.nch + 1, __ATOMIC_RELEASE);
if (SC.nch > 1) chunks_publish(0);
if (SC.nch == 2) SC.per *= 4; // the first chunk was a quarter
chunks_submit(0);
}
// The chunks before chunk k are recorded.
static void chunks_wait(int k) {
plat_mutex_lock(&RP.m);
for (int i = 0; i < k; i++)
while (!__atomic_load_n(&SC.ch[i].done, __ATOMIC_ACQUIRE)) plat_cond_wait(&RP.done, &RP.m);
plat_mutex_unlock(&RP.m);
}
int vk_exec_chunk_behind(void) {
for (int i = chunk_k - 1; i >= 0; i--)
if (!__atomic_load_n(&SC.ch[i].done, __ATOMIC_ACQUIRE)) return 1;
return 0;
}
// The chunks before take no lock this one holds and wait only for chunks before them, so they all get done: a chunk
// is taken only after every chunk before it was (chunk_take), and the DLSS records wait the same way (chunks_wait).
void vk_exec_chunk_settle(void) {
if (chunk_k <= 0) return;
uint64_t t0 = kern_now_ns();
chunks_wait(chunk_k);
__atomic_add_fetch(&SC.settles, 1, __ATOMIC_RELAXED);
__atomic_add_fetch(&SC.settle_ns, kern_now_ns() - t0, __ATOMIC_RELAXED);
}
static void scan_job(VkExecJob *j, const op_hdr *h) {
static int full;
j->chunk = SC.nch - 1;
if (SC.njobs < MAX_JOBS) SC.jobs[SC.njobs] = *j, SC.jobs[SC.njobs++].op = h;
else if (!full++) rt_log("vk_exec: more than %d planned records in a submission: the others are left out", MAX_JOBS);
if (j->kind == VK_JOB_DLSS) scan_hold(HOLD_DLSS); // the chunks after it read DLSS's output (vk_dlaa_swap_img)
}
// What vk_contact_pass_begin (pass) and vk_contact_flush do in the sequential replay, in replay order. A pass of the
// replay may start at any draw or clear here: the plan only looks at the targets, so asking again changes nothing.
static void scan_contact(const VkExec *s, int pass, const op_hdr *h) {
VkExecJob j;
if (vk_contact_plan(s, pass, &j)) scan_job(&j, h);
}
// What vk_exec_pass_begin asks of contact shadows and DLSS. DLSS's plan, too, gives the same answer for a pass asked
// again: it moves on only at the passes that arm, end or scale the scene.
static void scan_pass(const VkExec *s, const op_hdr *h) {
scan_contact(s, 1, h);
VkExecJob j;
if (vk_dlaa_plan(s, &j)) scan_job(&j, h);
}
// A draw as prepare_draw sees it: its pass begins, and with it a contact shadow march or a DLSS record may be due.
static void scan_draw(VkExec *s, uint32_t op, const void *a, const op_hdr *h) {
if (s->render_disabled) return;
if (op == OP_DRAW && ((const p_draw *)a)->count <= 0) return;
if (op == OP_DRAW_IDX && (((const p_draw_idx *)a)->itype < 0 || ((const p_draw_idx *)a)->itype > 2 ||
((const p_draw_idx *)a)->count <= 0))
return;
if (op == OP_DRAW_IDX_IND && ((const p_draw_idx_ind *)a)->itype != NVN_INDEX_TYPE_UNSIGNED_SHORT &&
((const p_draw_idx_ind *)a)->itype != NVN_INDEX_TYPE_UNSIGNED_INT)
return;
if (s->pass_noatt) s->rt_resolved = 0; // sized by this draw's viewport
resolve_rt_as(s, 1);
scan_pass(s, h);
vk_dlaa_scan_draw(s);
}
static void scan(VkExec *s, int hi, const op_hdr *h, int depth) {
for (;;) {
check_op(h);
const void *a = nvn_op_payload(h);
if (h->op == OP_END) return;
if (!depth && SC.in_chunk >= SC.per && SC.nch < SC.chunks &&
(!SC.open || scan_ends_pass(s, h->op, a) || 2 * SC.in_chunk >= 3 * SC.per))
chunk_start(s, hi, h);
if (drop_op(h->op)) SC.drop_n++;
s->pos++;
if ((draw_op(h->op) && !s->render_disabled) || h->op == OP_DISPATCH || h->op == OP_DISPATCH_IND) scan_writes(s, h->op);
switch (h->op) { // the ops vk_exec_op_xfer and op_dispatch flush the contact shadows at
case OP_DISPATCH: case OP_DISPATCH_IND: case OP_COPY_B2B: case OP_COPY_B2T: case OP_COPY_T2B: case OP_COPY_T2T:
case OP_CLEAR_TEX: case OP_REPORT_COUNTER: case OP_RESET_COUNTER: case OP_RENDER_COND: case OP_CLEAR_BUF:
scan_contact(s, 0, h);
break;
default: break;
}
switch (h->op) {
case OP_BEGIN: break;
case OP_JUMP: h = (const op_hdr *)(uintptr_t)((const p_jump *)a)->target; continue;
case OP_CALL:
if (depth < CALL_DEPTH) scan(s, hi, nvn_op_first(((const p_jump *)a)->target), depth + 1); // else walk stops
break;
case OP_SET_RT:
if (memcmp(&s->rt, a, sizeof s->rt)) {
s->rt = *(const p_set_rt *)a, s->rt_resolved = 0, SC.open = 0;
resolve_rt_as(s, 1); // here, not at the first draw: a clear or a later chunk may need them live
chunks_publish(0);
}
break;
case OP_CLEAR_COLOR: case OP_CLEAR_DS:
SC.open |= !s->render_disabled;
if (!s->render_disabled) resolve_rt_as(s, 1), scan_pass(s, h);
break;
case OP_DRAW: case OP_DRAW_IDX: case OP_DRAW_IDX_IND:
SC.in_chunk++, SC.open = 1;
scan_draw(s, h->op, a, h);
break;
case OP_DISPATCH: case OP_DISPATCH_IND: SC.in_chunk++, SC.open = 0; break;
case OP_UPDATE_UB: { // listed where op_update_ub notes it
const p_update_ub *u = a;
VkMemSpan sp;
if (u->size && vk_mem_resolve(u->dst, u->size, &sp)) {
SC.upd[SC.nupd++] = (VkExecUpd){u->dst, u->dst + u->size, u->data};
scan_drop(u->dst, u->size);
}
SC.open = 0;
break;
}
case OP_BIND_PROGRAM: case OP_BIND_STATE: case OP_BIND_VATTR: case OP_BIND_VSTREAM: case OP_BIND_VBUF:
case OP_BIND_UBO: case OP_BIND_SSBO: case OP_BIND_TEX: case OP_BIND_SAMP: case OP_BIND_IMG:
vk_exec_bind(s, h->op, a);
break;
case OP_COPY_B2B: case OP_COPY_T2B: case OP_CLEAR_BUF: {
uint64_t at, size = vk_exec_xfer_written(s, h->op, a, &at);
if (size) scan_drop(at, size);
if (vk_exec_xfer_revive(h->op, a, s->pos)) scan_hold(HOLD_TEX);
SC.open = 0;
break;
}
case OP_BARRIER: case OP_COPY_B2T: case OP_COPY_T2T: case OP_CLEAR_TEX:
if (vk_exec_xfer_revive(h->op, a, s->pos)) scan_hold(HOLD_TEX);
SC.open = 0;
break;
case OP_SIGNAL_EVENT: break;
case OP_RENDER_COND: SC.cond[SC.ncond++] = (uint8_t)vk_exec_xfer_scan(s, h->op, a); break;
case OP_REPORT_COUNTER: case OP_RESET_COUNTER: case OP_RENDER_ENABLE: vk_exec_xfer_scan(s, h->op, a); break;
default: state_op(s, h->op, a); // walk stops on an op without a handler
}
h = nvn_op_next(h);
}
}
// The queue state of a and b without what resolve_rt derives from rt and the images.
static int state_differs(const VkExec *a, const VkExec *b) {
static VkExec x, y;
copy_state(&x, a), copy_state(&y, b);
VkExec *e[2] = {&x, &y};
for (int i = 0; i < 2; i++) {
e[i]->rt_resolved = 0;
memset(e[i]->color, 0, sizeof e[i]->color), memset(&e[i]->depth, 0, sizeof e[i]->depth);
e[i]->pass_scale = e[i]->pass_w = e[i]->pass_h = e[i]->pass_layers = 0, e[i]->pass_noatt = 0;
memset(e[i]->pass_color, 0, sizeof e[i]->pass_color);
e[i]->pass_depth = e[i]->pass_stencil = VK_FORMAT_UNDEFINED, e[i]->pass_ncolor = e[i]->pass_samples = 0;
memset(e[i]->pipe.color_fmt, 0, sizeof e[i]->pipe.color_fmt);
e[i]->pipe.depth_fmt = 0, e[i]->pipe.samples = 0;
}
const uint8_t *p = (const uint8_t *)&x, *q = (const uint8_t *)&y;
for (size_t o = VK_EXEC_STATE_BEGIN; o < VK_EXEC_STATE_END; o++)
if (p[o] != q[o]) return (int)o;
return 0;
}
static void record_chunks(VkExec *ex, const uint64_t *handles, int n, const OpCounts *cnt) {
uint64_t t0 = SC.t0 = kern_now_ns();
SC.prep_ns += t0 - SC.rec_t0;
recs_start();
if (!SC.ch && !(SC.ch = calloc((size_t)SC.chunks + 1, sizeof *SC.ch))) rt_fatal("vk: out of memory");
while (SC.cupd < cnt->upd) SC.upd = grow_n(SC.upd, &SC.cupd, sizeof *SC.upd);
while (SC.ccond < cnt->cond) SC.cond = grow_n(SC.cond, &SC.ccond, sizeof *SC.cond);
while (SC.cwpos < cnt->draws) SC.wpos = grow_n(SC.wpos, &SC.cwpos, sizeof *SC.wpos);
vk_exec_oq_flush(ex); // queries a sequential submission closed count before the chunks'
VkExec *s = &SC.s;
copy_state(s, ex);
s->fence = ex->fence, s->rt_resolved = 0, s->pos = 0;
SC.holds = 0;
SC.nch = SC.sub = SC.pub = 0, SC.nupd = SC.ncond = SC.njobs = SC.drop_n = SC.ndr = SC.dr_done = 0, SC.open = 0;
SC.nwpos = 0;
job_turn = 0;
SC.per = (SC.per + 3) / 4;
plat_mutex_lock(&RP.m);
RP.handles = handles, RP.n = n, RP.fence = ex->fence, RP.prep_next = 0, RP.prep_left = 2;
if (!++RP.gen) RP.gen = 1;
__atomic_store_n(&RP.take, (uint64_t)RP.gen << 32, __ATOMIC_RELEASE);
plat_cond_broadcast(&RP.go);
plat_mutex_unlock(&RP.m);
if (!nthreads) prep_run();
chunk_start(s, 0, nvn_op_first(handles[0]));
for (int i = 0; i < n; i++) scan(s, i, nvn_op_first(handles[i]), 0);
SC.ch[SC.nch - 1].job_end = SC.njobs, SC.ch[SC.nch - 1].wpos_end = SC.nwpos, SC.ch[SC.nch - 1].draws = SC.in_chunk;
SC.scan_ns += kern_now_ns() - t0;
prep_run(); // threads that wake late leave it to the scan's end
while (__atomic_load_n(&RP.prep_left, __ATOMIC_ACQUIRE)) plat_yield();
chunks_publish(1);
SC.chunked++, SC.nchunks += (uint64_t)SC.nch;
chunks_submit(1);
x_cur = ex;
for (int i = 0; i < nrecs; i++) frame_add(&recs[i].ex);
int o = SC.check ? state_differs(SC.ch[SC.nch - 1].by, s) : 0;
if (o && SC.bad++ < 16)
rt_log("vk_exec: chunked replay: the state after the last chunk differs from the scan's at byte %d of VkExec", o);
copy_state(ex, s);
ex->rt_resolved = 0;
}
int vk_exec_replay_workers(void) { return SC.workers; }
void vk_exec_contexts(void (*fn)(VkExec *ex)) {
fn(&X);
for (int i = 0; i < nrecs; i++) fn(&recs[i].ex);
}
static int chunked_on(void) {
if (SC.workers < 0) {
SC.workers = cfg_int("TOTK_REPLAY_WORKERS");
if (SC.workers < 0) SC.workers = 0;
SC.chunks = cfg_int("TOTK_REPLAY_CHUNKS");
if (SC.chunks <= 0) SC.chunks = 2 * SC.workers;
SC.min_draws = cfg_int("TOTK_REPLAY_CHUNK_DRAWS");
SC.check = cfg_bool("TOTK_REPLAY_STATE_CHECK");
SC.skew_us = cfg_int("TOTK_REPLAY_SKEW_US");
if (SC.workers && SC.skew_us > 0)
rt_log("vk: TOTK_REPLAY_SKEW_US: the even chunks wait %d us before they record", SC.skew_us);
if (SC.workers)
rt_log("vk: replay in up to %d chunks per submission of at least %d draws each, %d recording thread%s%s",
SC.chunks, SC.min_draws, SC.workers, SC.workers > 1 ? "s" : "", SC.check ? ", state checked" : "");
}
return SC.workers > 0 && SC.chunks > 1 && !vk_dump_armed;
}
int vk_exec_record(VkCommandBuffer cb, const uint64_t *handles, int n, uint64_t fence) {
VkExec *ex = &X;
SC.rec_t0 = kern_now_ns();
if (!x_ready) state_reset(ex), vk_dump_init(), x_ready = 1;
const tex_t *keep[9]; // the render targets carry over to this submission (set_rt compares them by pointer)
memcpy(keep, ex->rt.color, sizeof ex->rt.color);
keep[8] = ex->rt.depth;
nvn_pins_sweep(nvn_submit_count(), keep, 9);
ex->cb = cb;
ex->fence = fence;
ex->recorded = 0;
ex->in_pass = 0;
ex->mark = NULL;
ex->mark_passes = ex->mark_dispatches = 0;
ex->dirty = VK_EXEC_DIRTY_ALL;
ex->rt_resolved = 0; // images may have changed since the last command buffer
ex->nviews = 0;
ex->barrier_at = -1;
ex->nfbl = 0; // the previous command buffer ended with a full barrier: every image is in GENERAL
ex->fr.submits++;
ex->split_draws = ex->part_start = 0;
ex->part_t0 = kern_now_ns();
x_cur = ex;
for (int i = 0; i < n; i++)
if (!handles[i]) rt_fatal("vk: command handle %d of a submission is null", i);
OpCounts cnt = {0};
if (n && chunked_on())
for (int i = 0; i < n; i++) count_ops(nvn_op_first(handles[i]), 0, &cnt);
SC.subs += n != 0;
if (cnt.draws && cnt.draws >= 2 * (uint32_t)SC.min_draws) {
SC.per = (int)((cnt.draws * 4 + 4u * SC.chunks - 4) / (4u * SC.chunks - 3)); // the first chunk a quarter
if (SC.per < SC.min_draws) SC.per = SC.min_draws;
record_chunks(ex, handles, n, &cnt);
} else {
if (n) vk_mem_mirror_begin(), vk_usnap_begin(handles, n, fence);
for (int i = 0; i < n; i++) walk(ex, nvn_op_first(handles[i]), 0, NULL);
}
vk_exec_pass_end(ex);
x_cur = NULL;
if (ex->recorded) vk_exec_barrier(ex); // later submissions see this one's writes
if (n) ex->recorded += vk_mem_mirror_end(ex->cb, fence), vk_usnap_end(fence); // VRAM mirror bytes the GPU wrote go back to guest memory
views_release(ex);
ex->cb = VK_NULL_HANDLE;
frame_add(ex);
if (n) n_subs++;
if (n && (rt_trace & RT_TRACE_PERF)) vk_exec_ub_perf();
if ((rt_trace & RT_TRACE_PERF) && n_subs >= 240) {
rt_log("perf: replay command buffer parts per submission %.2f", (double)(n_subs + n_parts) / (double)n_subs);
if (SC.chunked) {
double k = 1e6 * (double)SC.chunked;
rt_log("perf: chunked replay: %llu of %llu submissions, %.2f chunks each; per submission %.3f ms before the scan, "
"scan %.3f ms, first chunk begun at %.3f ms and submitted at %.3f ms, last at %.3f ms, recording %.3f ms "
"in all, longest chunk %.3f ms; beside the scan: mirrors %.3f ms, uniform snapshot %.3f ms, both done at %.3f ms",
(unsigned long long)SC.chunked, (unsigned long long)SC.subs, (double)SC.nchunks / SC.chunked,
SC.prep_ns / k, SC.scan_ns / k, SC.start0_ns / k, SC.first_ns / k, SC.last_ns / k, SC.rec_ns / k,
SC.rec_max_ns / 1e6, SC.mirror_ns / k, SC.usnap_ns / k, SC.ready_ns / k);
rt_log("perf: chunked replay: chunks held per submission: %.2f for a new texture, %.2f for DLSS, %.2f for "
"unknown storage writes", SC.held[HOLD_TEX] / (double)SC.chunked, SC.held[HOLD_DLSS] / (double)SC.chunked,
SC.held[HOLD_WRITES] / (double)SC.chunked);
rt_log("perf: chunked replay: %llu chunks waited for the chunks before them to make a texture (%.3f ms in all)",
(unsigned long long)__atomic_exchange_n(&SC.settles, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&SC.settle_ns, 0, __ATOMIC_RELAXED) / 1e6);
memset(SC.held, 0, sizeof SC.held);
char b[768];
int o = 0;
for (int i = 0; i < SC.nch && o < 700; i++)
o += snprintf(b + o, sizeof b - o, " %d:%.2f@%.2f%s", SC.ch[i].draws, SC.ch[i].ns / 1e6, SC.ch[i].start / 1e6,
SC.holds >> i & 1 ? "h" : "");
rt_log("perf: chunked replay: the last submission's chunks (draws:ms@begun, h held)%s", b);
}
n_subs = n_parts = 0;
SC.subs = SC.chunked = SC.nchunks = SC.scan_ns = SC.first_ns = SC.last_ns = SC.rec_ns = SC.rec_max_ns = 0;
SC.prep_ns = SC.start0_ns = SC.mirror_ns = SC.usnap_ns = SC.ready_ns = 0;
}
return ex->recorded - ex->part_start; // what the last part holds
}