Files
totk-pc-recomp/runtime/vk_exec.c
T
Valiantsin DzerakhandClaude Opus 5.5 25b200f94c Draw 3D BC textures through stand-ins and let the recorder end its parts
AMD driver 26.10.1 on RDNA2 cards wrote past the end of a 3D BC4 volume made
BLOCK_TEXEL_VIEW_COMPATIBLE and 2D_ARRAY_COMPATIBLE, which lost the device at the
logo (issue #5). 3D BC textures no longer get block views: draws into a level go
to an uncompressed 2D array stand-in that is copied back at the pass end
(TOTK_BLOCK_VIEWS_3D=1 restores the old path).

Parts the recorder thread recorded and the submitting thread ended turned the
scene green, then white, on the same driver once a submission was split. The
recorder now writes the closing breadcrumb and ends the part itself
(TOTK_REC_END=0 restores the old split). The recorder stays off on AMD by default.

Based on the patch Pelipooper posted in issue #5; stand-ins extended to every
mip level.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 23:50:02 +03:00

930 lines
46 KiB
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_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 int x_here; // this thread is inside vk_exec_record (vk_exec_inline_begin)
// ---- 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;
uint64_t vk_exec_recording_fence(void) { return x_here ? X.fence : 0; }
void vk_exec_frame_written(const tex_t *t) {
if (!(rt_trace & RT_TRACE_GFX) || !t) return;
for (int i = 0; i < nfw; i++)
if (fw[i].mem == t->mem) { fw[i].n++; return; }
if (nfw == 64) return;
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;
}
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_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 long 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;
}
// ---- 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;
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 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;
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;
}
static void resolve_target(const tex_t *t, const view_t *v, int has_v, int depth_slot, VkExecTarget *o) {
memset(o, 0, sizeof *o);
o->tex = t;
if (!t) return;
const VkTexImage *img = vk_texture_get(t);
if (img && !depth_slot && bc_target(t, v, has_v, img, o)) 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->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(VkExec *ex) {
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;
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);
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;
}
VkExecTarget *d = &ex->depth;
resolve_target(r->depth, &r->dview, r->has_dview, 1, d);
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;
}
ex->pass_noatt = w == UINT32_MAX;
if (ex->pass_noatt) {
vk_exec_noatt_dims(ex, &w, &h);
layers = 1;
static int logged;
if (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_ncolor = (uint32_t)n;
ex->pass_samples = samples ? samples : 1;
ex->pipe.samples = (uint8_t)ex->pass_samples;
}
// 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. Direct-mapped: a slot another subresource took reads as not rendered, so a
// collision makes a draw wait rather than skip.
typedef struct { VkImage image; uint32_t level, layer; uint64_t last, prev; } TargetFrames;
static TargetFrames tfr[1024];
static TargetFrames *tfr_slot(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 >> 54];
}
static int tfr_match(const TargetFrames *e, const VkExecTarget *t) {
return e->image == t->image && e->level == t->level && e->layer == t->base_layer;
}
static void tfr_note(const VkExecTarget *t, uint64_t stamp) {
TargetFrames *e = tfr_slot(t);
if (!tfr_match(e, t)) *e = (TargetFrames){t->image, t->level, t->base_layer, 0, 0};
if (e->last != stamp) e->prev = e->last, e->last = stamp;
}
static int tfr_recent(const VkExecTarget *t, uint64_t stamp) {
const TargetFrames *e = tfr_slot(t);
return tfr_match(e, t) && (e->last == stamp ? e->prev : e->last) == stamp - 1;
}
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, recent = 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)) recent++;
else if (!any) return 0;
}
return any ? recent > 0 : 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;
const TargetFrames *e = tfr_slot(t);
int m = tfr_match(e, t);
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)(m ? e->last : 0), (unsigned long long)(m ? e->prev : 0));
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);
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;
vk_exec_frame.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);
// 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;
}
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);
vk_exec_frame.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;
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;
*reopen = 0;
if (!x_here || !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.recorded++;
if (reopen) vk_exec_pass_begin(&X);
}
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.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 x0 = ex->scissor.x, y0 = ex->scissor.y;
int64_t x1 = x0 + ex->scissor.w, y1 = y0 + ex->scissor.h;
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) {
vk_exec_frame.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, split_draws, part_start;
static uint64_t split_ns, part_t0;
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 || split_draws < split_n) return;
if (split_ns && kern_now_ns() - part_t0 < split_ns) return; // split_draws stays: the next draw asks again
split_draws = 0;
if (ex->recorded == part_start) return;
ex->cb = vk_sync_split();
part_start = ex->recorded;
part_t0 = kern_now_ns();
ex->dirty = VK_EXEC_DIRTY_ALL;
vk_exec_draw_new_cb();
n_parts++;
}
static void walk(VkExec *ex, const op_hdr *h, int depth) {
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);
const void *a = nvn_op_payload(h);
switch (h->op) {
case OP_END: return;
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);
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_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;
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) vk_exec_frame.draws_seen++, split_draws++;
if (h->op == OP_DISPATCH || h->op == OP_DISPATCH_IND) vk_exec_frame.dispatches++, 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) vk_exec_frame.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: rt_fatal("vk: op %s has no replay handler", nvn_op_name(h->op));
}
if (split_draws >= split_n) maybe_split(ex);
h = nvn_op_next(h);
}
}
int vk_exec_record(VkCommandBuffer cb, const uint64_t *handles, int n, uint64_t fence) {
VkExec *ex = &X;
if (!x_ready) state_reset(ex), vk_dump_init(), x_ready = 1;
ex->cb = cb;
ex->fence = fence;
ex->recorded = 0;
ex->in_pass = 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
vk_exec_frame.submits++;
split_draws = part_start = 0;
part_t0 = kern_now_ns();
x_here = 1;
if (n) vk_mem_mirror_begin(), vk_usnap_begin(handles, n, fence);
for (int i = 0; i < n; i++) {
if (!handles[i]) rt_fatal("vk: command handle %d of a submission is null", i);
walk(ex, nvn_op_first(handles[i]), 0);
}
vk_exec_pass_end(ex);
x_here = 0;
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
if (ex->nviews) {
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(fence, free_views, l);
ex->nviews = 0;
}
ex->cb = VK_NULL_HANDLE;
if (n) n_subs++;
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);
n_subs = n_parts = 0;
}
return ex->recorded - part_start; // what the last part holds
}