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https://github.com/valentderah/totk-pc-recomp.git
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558 lines
25 KiB
C
558 lines
25 KiB
C
// The Vulkan graphics back end: gfx_vulkan_backend wires the memory and
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// texture layer (vk_memory.c, vk_texture.c), submission and fences (vk_sync.c) and the present. Every entry starts the
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// device on first use.
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//
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// Present: the game texture is resolved on the calling thread and its blit is handed to a present thread, so
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// nvnQueuePresentTexture returns at once (section 5). Queue order does the rest: the submissions that wrote the texture
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// are already on gfx_queue, and every call that may write or free GPU state the blit reads (submit, finish, pool and
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// texture teardown, texel writes) first waits until the queued blit was submitted (vk_present_drain).
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//
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// Back-edge pacing: the present thread submits the blit at once, then holds the host present (vkQueuePresentKHR) until
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// the frame's display time from the pacer (nvn_api_obj.c), so present-to-present intervals stay even whatever the
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// replay took. The blit is already on the queue, so the wait blocks no submission.
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//
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// Asynchronous replay (TOTK_REPLAY_ASYNC, default 0; 1 turns it on): nvnQueueSubmitCommands
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// and nvnQueuePresentTexture only queue. Each item gets its timeline value at enqueue (vk_sync_reserve), in queue
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// order; the replay thread runs the synchronous submit and present bodies in that order, so every value is signalled
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// by the submission it was handed out for. The game runs at most one frame ahead: queueing present N waits until the
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// replay thread handled present N-1. Calls that read or free GPU state that queued work may use drain the queue first
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// (replay_drain), each cause counted.
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "cfg.h"
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#include "flight.h"
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#include "gfx.h"
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#include "host.h"
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#include "nvn_api.h"
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#include "vk.h"
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#include "vk_exec.h"
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#include "platform/platform.h"
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#include "vk_dlaa.h"
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#define WEAK __attribute__((weak))
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typedef struct { VkImage image; VkFormat format; int w, h, has_crop, crop[4]; uint64_t frame, at, queued, value; } PresentJob;
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static PlatMutex pl = PLAT_MUTEX_INIT;
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static PlatCond pcv = PLAT_COND_INIT; // job queued, job taken, job submitted
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static PresentJob job;
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static int pending, busy, present_thread;
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// 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.
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static void wait_until(uint64_t at) {
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uint64_t now = kern_now_ns();
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if (at > now + 1500000) plat_wait_ns(at - now - 1000000);
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while (kern_now_ns() < at) plat_yield();
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}
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static void present_main(void *arg) {
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(void)arg;
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perf_core_thread(PCORE_PRESENT);
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uint64_t last = 0, last_queued = 0;
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plat_mutex_lock(&pl);
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for (;;) {
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while (!pending) plat_cond_wait(&pcv, &pl);
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PresentJob j = job;
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pending = 0;
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busy = 1;
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plat_cond_broadcast(&pcv);
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plat_mutex_unlock(&pl);
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if (flight_on) vk_thumbs_frame(j.frame);
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vk_present_blit(j.image, VK_IMAGE_LAYOUT_GENERAL, j.format, j.w, j.h, j.has_crop ? j.crop : NULL);
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uint64_t f = vk_sync_submit(NULL, 0); // a timeline value after the blit: deferred destruction waits for the blit too
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if (j.value && f != j.value)
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rt_fatal("vk: the present of frame %llu signalled %llu, queued as %llu", (unsigned long long)j.frame,
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(unsigned long long)f, (unsigned long long)j.value);
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plat_mutex_lock(&pl);
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busy = 0;
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plat_cond_broadcast(&pcv);
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plat_mutex_unlock(&pl);
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uint64_t t0 = kern_now_ns();
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wait_until(j.at);
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uint64_t t1 = kern_now_ns();
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vk_present_flip();
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// TOTK_TRACE=present: one line per present: the host present's interval, the interval of the game's present
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// calls (when the host present went out before back-edge pacing), the wait and how far past its target it went
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if (rt_trace & RT_TRACE_PRESENT)
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rt_log("present: frame %llu interval %.3f ms, game %.3f ms, waited %.3f ms, %.3f ms past target",
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(unsigned long long)j.frame, last ? (t1 - last) / 1e6 : 0.0,
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last_queued ? (j.queued - last_queued) / 1e6 : 0.0, (t1 - t0) / 1e6,
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j.at && t1 > j.at ? (t1 - j.at) / 1e6 : 0.0);
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last = t1;
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last_queued = j.queued;
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vk_pipeline_autosave(); // starts the autosave thread once
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plat_mutex_lock(&pl);
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}
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return;
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}
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void vk_present_drain(void) {
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uint64_t p0 = perf_begin();
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plat_mutex_lock(&pl);
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while (pending || busy) plat_cond_wait(&pcv, &pl);
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plat_mutex_unlock(&pl);
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perf_end(PERF_DRAIN, p0);
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}
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// The present after the frame count: resolves the image and hands the blit to the present thread. queued: when the game
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// presented; value: the timeline value queued for this present (asynchronous replay), 0 for the next one (synchronous).
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static void present_image(const tex_t *t, const int crop[4], uint64_t at_ns, uint64_t queued, uint64_t frame,
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uint64_t value) {
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static volatile int32_t n_skipped;
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vk_exec_frame_log(t, frame);
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vk_dlaa_frame();
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vk_mvsurvey_frame();
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vk_mvprev_frame();
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vk_mem_census(frame);
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if (vk_dump_armed) vk_dump_present(frame);
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__atomic_store_n(&gfx_counters.validation_errors, (uint64_t)vk_validation_errors_total(), __ATOMIC_RELAXED);
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const VkTexImage *img = vk_texture_get(t);
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if (!img || !(img->aspect & VK_IMAGE_ASPECT_COLOR_BIT)) {
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if (plat_inc32(&n_skipped) <= 8)
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rt_log("vk: present of texture %p (format %#x) skipped: no colour image", (const void *)t, t ? t->d.format : 0);
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if (value) { // the queued value is still signalled, in order
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vk_present_drain();
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uint64_t f = vk_sync_submit(NULL, 0);
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if (f != value) rt_fatal("vk: skipped present signalled %llu, queued as %llu", (unsigned long long)f, (unsigned long long)value);
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}
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return;
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}
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PresentJob j = {.image = img->image, .format = img->format, .w = (int)img->width, .h = (int)img->height, .frame = frame,
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.at = at_ns, .queued = queued, .value = value};
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vk_hdr_present_source(img, &j.image, &j.format); // TOTK_HDR: the float picture the game copied into it, same size
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if (crop) {
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j.has_crop = 1;
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for (int i = 0; i < 4; i++) j.crop[i] = crop[i];
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}
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vk_upload_flush(0); // an upload vk_texture_get just recorded goes before the blit
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plat_mutex_lock(&pl);
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if (!present_thread) {
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if (!plat_thread_spawn(present_main, NULL, "vk present", 0)) rt_fatal("vk: cannot start the present thread");
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present_thread = 1;
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}
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while (pending) plat_cond_wait(&pcv, &pl); // one present in waiting at most
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job = j;
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pending = 1;
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plat_cond_broadcast(&pcv);
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plat_mutex_unlock(&pl);
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if (rdoc_active()) { vk_present_drain(); rdoc_after_present(frame); }
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}
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// ---- Asynchronous replay
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enum { RI_SUBMIT, RI_PRESENT, RI_RELEASE };
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typedef struct {
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int kind, n, has_crop, crop[4];
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uint64_t value, submit_no, at, queued;
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uint64_t *h;
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const tex_t *tex; // RI_RELEASE: a copy the item owns (the game may reuse the object's memory)
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} ReplayItem;
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#define RQ_CAP 1024 // a frame queues 1 submit and 1 present, and up to a few hundred releases
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enum { DR_POOL_FINI, DR_MAP_VIRTUAL, DR_TEX_RELEASE, DR_PROG_RELEASE, DR_FINISH, DR_READ_TEXELS, DR_WRITE_TEXELS,
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DR_GUEST_READ, DR_FRAME, DR_FULL, DR_CHECK, DR_N };
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static const char *const dr_name[DR_N] = {
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"pool_fini", "map_virtual", "texture_release (queued)", "program_release", "finish", "read_texels (writer fence)",
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"write_texels", "guest_read (writer fence)", "frame bound", "queue full", "check drain"};
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static PlatMutex rl = PLAT_MUTEX_INIT;
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static PlatCond rcv = PLAT_COND_INIT; // item queued, item taken, item done
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static ReplayItem rq[RQ_CAP];
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static int rq_head, rq_n, r_busy, r_started;
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static uint64_t r_presents_queued, r_presents_done, r_submit_done, game_frames;
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static uint64_t r_value_done; // under rl: the newest timeline value the replay thread submitted
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// Under rl: calls, calls that waited and the time waited per cause, since the last replay_log line and over the run.
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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];
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// TOTK_REPLAY_CHECK: ReadTexels compared with a read after a full drain (under rl): checked, differing, differing
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// although no submission recorded a write to the texture in between, differing with the queue idle at the first read.
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static uint64_t ck_reads, ck_diff, ck_diff_unexplained, ck_diff_idle;
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int vk_replay_async(void) {
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static int on = -1;
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if (on < 0) {
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// Off by default. Where the game waits for the GPU it overlaps the replay with the game threads (a GTX 1650 in
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// the Depths went from 450-686 frames over 50 ms a minute to 10-13, issue #88), the only place a gain was
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// measured. While it was the default, a GTX 1660 Ti at the 60 fps cap with the GPU at 26 % reported uneven
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// motion that 0.3.4 did not have (#659). It adds up to a frame of latency.
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on = cfg_bool("TOTK_REPLAY_ASYNC");
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rt_log("vk: replay %s (TOTK_REPLAY_ASYNC=%d)",
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on ? "on its own thread, at most one frame behind the game" : "on the submitting thread", on);
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}
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return on;
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}
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// The front end's view (nvn_api_core.c, nvn_api_cmd.c): replay is asynchronous only on this back end.
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int gfx_replay_async(void) { return gfx_backend() == &gfx_vulkan_backend && vk_replay_async(); }
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// The newest submit number (nvn_submit_count) whose replay is done: recording copies it used may be freed.
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uint64_t gfx_replayed_submits(void) {
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if (!gfx_replay_async()) return nvn_submit_count();
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plat_mutex_lock_shared(&rl);
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uint64_t v = r_submit_done;
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plat_mutex_unlock_shared(&rl);
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return v;
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}
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// TOTK_SYNC_AHEAD (nvn_api_core.c nvnSyncWait): waits until the replay thread submitted value v, so every shadow copy
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// of v was made before the game writes memory v reads. The caller has given its core up.
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void gfx_replay_wait_value(uint64_t v) {
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if (!gfx_replay_async()) return;
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plat_mutex_lock(&rl);
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while (r_value_done < v) plat_cond_wait(&rcv, &rl);
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plat_mutex_unlock(&rl);
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}
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static uint64_t submit_sync(const uint64_t *handles, int n) {
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vk_sync_start();
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vk_present_drain();
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vk_texture_new_submit();
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return vk_sync_submit(handles, n);
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}
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static void replay_main(void *arg) {
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(void)arg;
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perf_replay_thread();
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perf_core_thread(PCORE_REPLAY);
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plat_mutex_lock(&rl);
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for (;;) {
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while (!rq_n) plat_cond_wait(&rcv, &rl);
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ReplayItem it = rq[rq_head];
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rq_head = (rq_head + 1) % RQ_CAP;
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rq_n--;
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r_busy = 1;
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plat_cond_broadcast(&rcv);
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plat_mutex_unlock(&rl);
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if (it.kind == RI_SUBMIT) {
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uint64_t f = submit_sync(it.h, it.n);
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if (f != it.value)
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rt_fatal("vk: replayed submission signalled %llu, queued as %llu", (unsigned long long)f,
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(unsigned long long)it.value);
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free(it.h);
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} else if (it.kind == RI_RELEASE) {
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vk_present_drain();
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vk_texture_release(it.tex);
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free((void *)it.tex);
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} else {
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uint64_t frame = __atomic_add_fetch(&gfx_counters.frames, 1, __ATOMIC_RELAXED);
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present_image(it.tex, it.has_crop ? it.crop : NULL, it.at, it.queued, frame, it.value);
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}
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plat_mutex_lock(&rl);
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if (it.kind != RI_RELEASE) r_value_done = it.value;
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if (it.kind == RI_SUBMIT) r_submit_done = it.submit_no;
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else r_presents_done++;
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r_busy = 0;
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plat_cond_broadcast(&rcv);
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}
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return;
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}
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static void wait_counted(int why, uint64_t t0) { // rl held
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uint64_t d = kern_now_ns() - t0;
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dr_waits[why]++, dr_twaits[why]++;
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dr_ns[why] += d, dr_tns[why] += d;
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perf_end(PERF_DRAIN, t0);
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}
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// A guest thread waiting for the replay gives its virtual core up, as around any blocking host wait (NVN_BLOCKING):
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// guest_read (memcpy, pool invalidate), pool and texture finalize run without it, and a drain lasts up to a replay.
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// Called and returning with rl held; rl is not held while the core is taken back.
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static int core_away_unlocked(void) {
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plat_mutex_unlock(&rl);
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int away = kern_core_away();
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plat_mutex_lock(&rl);
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return away;
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}
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static void core_back_unlocked(int *away) {
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if (!*away) return;
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plat_mutex_unlock(&rl);
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kern_core_back(away);
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plat_mutex_lock(&rl);
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}
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// Queues an item (waits while the queue is full) and returns its value, reserved under rl so values follow queue order.
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static uint64_t replay_enqueue(ReplayItem *it) {
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plat_mutex_lock(&rl);
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if (!r_started) {
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if (!plat_thread_spawn(replay_main, NULL, "vk replay", 0)) rt_fatal("vk: cannot start the replay thread");
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r_started = 1;
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}
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// rl is dropped while the core is taken back, and another thread may fill the queue again meanwhile: check again.
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while (rq_n == RQ_CAP) {
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uint64_t p0 = perf_begin();
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dr_calls[DR_FULL]++, dr_tcalls[DR_FULL]++;
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int away = core_away_unlocked();
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while (rq_n == RQ_CAP) plat_cond_wait(&rcv, &rl);
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wait_counted(DR_FULL, p0);
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core_back_unlocked(&away);
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}
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it->value = it->kind == RI_RELEASE ? 0 : vk_sync_reserve(); // a release signals nothing
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rq[(rq_head + rq_n) % RQ_CAP] = *it;
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rq_n++;
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plat_cond_broadcast(&rcv);
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plat_mutex_unlock(&rl);
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return it->value;
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}
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// Returns once every queued item was replayed and submitted. Back-end entries only: the replay thread never calls them.
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static void replay_drain(int why) {
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if (!gfx_replay_async()) return;
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plat_mutex_lock(&rl);
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dr_calls[why]++, dr_tcalls[why]++;
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if (rq_n || r_busy) {
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uint64_t p0 = perf_begin();
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int away = core_away_unlocked();
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while (rq_n || r_busy) plat_cond_wait(&rcv, &rl);
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wait_counted(why, p0);
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core_back_unlocked(&away);
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}
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plat_mutex_unlock(&rl);
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}
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// What made the game wait for the replay: since the last line (every 1800 game frames), or over the run (at exit).
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static void replay_log(uint64_t frame, int total) {
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char buf[1024];
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int k = 0;
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plat_mutex_lock(&rl);
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const uint64_t *c = total ? dr_tcalls : dr_calls, *w = total ? dr_twaits : dr_waits, *t = total ? dr_tns : dr_ns;
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for (int i = 0; i < DR_N && k < (int)sizeof buf - 96; i++)
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if (c[i] || w[i])
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k += snprintf(buf + k, sizeof buf - (size_t)k, "%s %s %llu calls, %llu waited %.1f ms", k ? ";" : "", dr_name[i],
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(unsigned long long)c[i], (unsigned long long)w[i], t[i] / 1e6);
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if (ck_reads && k < (int)sizeof buf - 128)
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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",
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(unsigned long long)ck_reads, (unsigned long long)ck_diff, (unsigned long long)ck_diff_unexplained,
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(unsigned long long)ck_diff_idle);
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memset(dr_calls, 0, sizeof dr_calls);
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memset(dr_waits, 0, sizeof dr_waits);
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memset(dr_ns, 0, sizeof dr_ns);
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plat_mutex_unlock(&rl);
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rt_log("vk: replay queue %s frame %llu:%s", total ? "over the run to" : "at", (unsigned long long)frame,
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k ? buf : " no waits");
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}
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// The run total, once: the game exits through prof_write (boot.c _exit, the window close), probes through
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// vk_backend_shutdown.
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void gfx_exit_log(void) {
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static int32_t done;
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rec_check_log();
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if (gfx_replay_async() && r_started && !plat_xchg32(&done, 1)) replay_log(game_frames, 1);
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}
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static void vk_be_present(const tex_t *t, const int crop[4], uint64_t at_ns) {
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static _Thread_local int pcore; // the game's render thread: the one that presents
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if (!pcore) pcore = 1, perf_core_thread(PCORE_RENDER);
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vk_sync_start();
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if (!gfx_replay_async()) {
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uint64_t frame = __atomic_add_fetch(&gfx_counters.frames, 1, __ATOMIC_RELAXED);
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perf_present(frame); // before vk_exec_frame_log, which resets the frame's exec counts the flight recorder reads
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present_image(t, crop, at_ns, kern_now_ns(), frame, 0);
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return;
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}
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// Frame bound: the replay thread handled the previous present before this one is queued.
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plat_mutex_lock(&rl);
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dr_calls[DR_FRAME]++, dr_tcalls[DR_FRAME]++;
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if (r_presents_done < r_presents_queued) {
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uint64_t p0 = perf_begin();
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while (r_presents_done < r_presents_queued) plat_cond_wait(&rcv, &rl);
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wait_counted(DR_FRAME, p0);
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}
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r_presents_queued++;
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plat_mutex_unlock(&rl);
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uint64_t frame = ++game_frames;
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perf_present(frame);
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if (frame % 1800 == 0) replay_log(frame, 0);
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ReplayItem it = {.kind = RI_PRESENT, .tex = t, .at = at_ns, .queued = kern_now_ns()};
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if (crop) {
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|
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()};
|
|
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();
|
|
}
|