Files
totk-pc-recomp/runtime/vk_exec.h
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

182 lines
13 KiB
C

// The op-stream replay of the Vulkan back end. vk_exec.c walks the command
// handles of a submission, keeps render targets, passes, clears and fixed-function state; draws, binds and dispatches
// (vk_exec_draw.c) and copies, counters, events and conditional rendering (vk_exec_xfer.c) plug in through the two
// hooks at the bottom.
// Runs on the submitting thread under vk_sync_submit's lock: no locking inside.
// The op loop follows MacNativeGames nvn_mtl.m (MIT, Copyright (c) 2026 jhaizhou) and the pass handling LAS Recomp
// (MIT, Copyright (c) 2026 Peiikai); vk_exec.c names the sources.
#pragma once
#include <stdint.h>
#include "nvn_api.h"
#include "vk.h"
// Dynamic state the next draw must record (VkExec.dirty). vk_exec_record sets them all at the start of each command
// buffer; the state ops set theirs; vk_exec_draw.c clears what it recorded.
enum {
VK_EXEC_DIRTY_VIEWPORT = 1 << 0, // viewports or depth range
VK_EXEC_DIRTY_SCISSOR = 1 << 1,
VK_EXEC_DIRTY_DEPTH_BIAS = 1 << 2, // polygon offset
VK_EXEC_DIRTY_BLEND_CONST = 1 << 3,
VK_EXEC_DIRTY_STENCIL = 1 << 4, // compare and write masks, references
VK_EXEC_DIRTY_ALL = (1 << 5) - 1,
};
// One render target of OP_SET_RT, resolved to its vk_texture.c image for the current command buffer.
typedef struct {
const tex_t *tex; // payload copy (lives for the run); NULL: no target in this slot
VkImage image; // VK_NULL_HANDLE: no target or not renderable (logged once)
VkFormat format; // view format: the view's when it reinterprets a same-size format
VkImageViewType view_type; // 2D, or 2D_ARRAY for more than one layer
VkImageAspectFlags aspect;
uint32_t level, base_layer, layers; // subresource of the view; of a 3D image: depth planes
uint8_t is3d; // a 3D image (colour only), viewed through 2D views of its slices
uint8_t blocks; // a BC image viewed as one texel per block (VkTexImage.block_views)
uint32_t width, height, samples; // extent of that level; with blocks, in blocks
int32_t nvn_format; // NVNformat of the view (VkPipeState.color_fmt / depth_fmt)
const VkTexImage *img; // the image (fb_usage, fb_learned)
} VkExecTarget;
// The replay state. One instance lives for the run: NVN state is queue state and carries over from one submission to
// the next, as in MacNativeGames' and LAS Recomp's replays. The "per command buffer" fields are reset by vk_exec_record.
typedef struct VkExec {
// ---- per command buffer
VkCommandBuffer cb; // being recorded
uint64_t fence; // timeline value the submission signals (vk_completion_add)
int recorded; // Vulkan commands recorded so far; every handler adds the ones it records
int in_pass; // inside vkCmdBeginRendering
uint32_t dirty; // VK_EXEC_DIRTY_*
// ---- render targets (OP_SET_RT) and the current pass
p_set_rt rt; // last OP_SET_RT payload (a change ends the open pass); rt.n 0, no depth: none
int rt_resolved; // color[] and depth hold this command buffer's images for rt
VkExecTarget color[8], depth; // resolved targets
uint32_t pass_w, pass_h, pass_layers; // render area and layer count of the open (or next) pass
int pass_noatt; // the pass has no attachment: its size follows the draws (vk_exec_noatt_dims)
VkFormat pass_color[8], pass_depth, pass_stencil; // attachment formats of the pass (VkPipelineRenderingCreateInfo);
// VK_FORMAT_UNDEFINED: none
uint32_t pass_ncolor, pass_samples; // colorAttachmentCount and rasterization samples of the pass
// ---- fixed-function state (vk_exec.c keeps it; vk_exec_draw.c records it before draws)
float vp[16][6]; // OP_VIEWPORTS: x, y, w, h, near, far
int has_vp; // a viewport was set; else the render area
p_scissor scissor; // OP_SCISSOR (scissor 0)
int has_scissor; // a scissor was set; else unbounded
float depth_range[2]; // OP_DEPTH_RANGE: overrides the viewports' near and far
uint32_t st_vmask[2], st_wmask[2], st_ref[2]; // OP_STENCIL per face (0 front, 1 back): compare mask, write mask, ref
float point_size; // OP_BIND_STATE kind 6: NVN point size for the support buffer; 0 = never set = 1
p_poly_offset poly_offset; // OP_POLY_OFFSET: depth bias factor, units, clamp
p_prim_restart prim_restart; // OP_PRIM_RESTART: applied to indexed strip and fan draws (op_draw_idx)
float blend_color[4]; // OP_BLEND_COLOR
int64_t copy_stride; // OP_COPY_STRIDE: row stride of buffer <-> texture copies (vk_exec_xfer.c)
const dpool_t *tex_pool, *samp_pool; // OP_SET_TEX_POOL, OP_SET_SAMP_POOL
// Pipeline inputs. vk_exec.c writes depth_clamp (OP_DEPTH_CLAMP), raster_discard (OP_RASTER_DISCARD) and, at pass
// begin, color_fmt, depth_fmt and samples; vk_exec_draw.c owns every other field (shaders, prim, y_flip, state
// objects, vertex input).
VkPipeState pipe;
// ---- vk_exec_draw.c slots (draws, binds, dispatch): left empty by vk_exec.c
const prog_t *prog; // OP_BIND_PROGRAM
int32_t prog_stages;
NVNbufferRange vbuf[16]; // OP_BIND_VBUF
p_bind_buf ubo[6][18], ssbo[6][16]; // OP_BIND_UBO / OP_BIND_SSBO per stage and index
uint64_t tex[6][128], samp[6][128], img[6][32]; // OP_BIND_TEX / OP_BIND_SAMP / OP_BIND_IMG handles per stage
// ---- vk_exec_xfer.c slots (render enable, conditional rendering): left empty by vk_exec.c
int render_disabled; // OP_RENDER_ENABLE false or a failed OP_RENDER_COND: clears and draws skip
p_render_cond render_cond; // last OP_RENDER_COND
int has_render_cond;
// ---- internal to vk_exec.c
void *views; // image views created for this command buffer (freed at its fence)
int nviews, cap_views;
int barrier_at; // recorded right after the last full barrier (-1: none yet)
// Feedback loops (vk.h VkCtx.feedback, vk_exec_draw.c feedback_prepare). Learned targets are attached in
// ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT; they stay in it across consecutive passes and go back to GENERAL at the next
// full barrier that is not a pass begin.
VkImage fbl_img[9]; // images in the feedback layout now
VkImageAspectFlags fbl_aspect[9];
int nfbl;
uint32_t fbl_mask; // attachments of the open pass in that layout: bit i colour i, bit 8 depth
uint32_t fb_dirty; // attachments of the open pass written by a draw or clear since the pass began
// or the last in-pass barrier
const void *fb_fs; // feedback_scan's memo: fragment shader, texture bind serial, pass serial
uint32_t fb_serial, fb_pass, fb_sampled;
uint32_t tex_serial, pass_serial; // bumped by every texture or image bind and pass begin
} VkExec;
// Begins dynamic rendering with the current targets unless a pass is open (a full memory barrier precedes it). Call
// before a draw or an attachment clear.
void vk_exec_pass_begin(VkExec *ex);
// Ends the open pass (no-op without one) and marks its targets GPU-written. Call before copies and dispatches.
void vk_exec_pass_end(VkExec *ex);
// Full memory barrier (all commands, all memory); ends the open pass first. Copies and dispatches order themselves with
// it. Skipped when nothing was recorded since the last one.
void vk_exec_barrier(VkExec *ex);
// vk_texture.c (TOTK_TEX_ALIAS): commands that must run at the replay's current position. vk_exec_inline_begin returns
// the command buffer being recorded after a full barrier (an open pass is ended; *reopen says so), or VK_NULL_HANDLE
// when this thread is not recording a replay. vk_exec_inline_end begins the pass again when it was open.
// vk_exec_inline_buffer: a device buffer for transfers, destroyed when the submission completes.
VkCommandBuffer vk_exec_inline_begin(int *reopen);
void vk_exec_inline_end(int reopen);
// vk_exec_draw.c: forget what the command buffer being recorded has bound (pipeline, sets, dynamic state, vertex
// buffers): the replay continues in a new one (vk_sync_split).
void vk_exec_draw_new_cb(void);
VkBuffer vk_exec_inline_buffer(VkDeviceSize size);
// vk_exec.c: the stand-in a 3D BC render target is drawn through goes with its image (vk_exec_image_gone).
void vk_exec_bc_gone(VkImage image);
// Scissor 0 clipped to the render area of the open pass; extent 0: nothing to draw.
VkRect2D vk_exec_scissor(const VkExec *ex);
void vk_exec_noatt_dims(const VkExec *ex, uint32_t *w, uint32_t *h); // pass size when no attachment is set
// 1: every target of the current pass (any 1: at least one) was rendered in the previous presented frame (per-frame
// targets); 0 otherwise, or when the pass has none.
int vk_exec_targets_recent(VkExec *ex, int any);
// The current pass's targets with their formats, extents and the frames they were last rendered in (diagnostics).
void vk_exec_targets_describe(VkExec *ex, char *buf, size_t cap);
// TOTK_TRACE=gfx: replay counters of the current frame, logged and reset at each present (vk_exec_frame_log).
typedef struct {
uint64_t passes, draws_seen, draws, clears, copies, dispatches, submits;
uint64_t fb_draws, fb_barriers, fb_restarts, fb_layouts; // feedback loops: draws sampling a written target of
// their pass, in-pass barriers, pass restarts, layout
// transitions
} VkExecFrame;
extern VkExecFrame vk_exec_frame;
void vk_exec_frame_written(const tex_t *t); // vk_texture_gpu_written: t rendered or copied into
uint64_t vk_exec_recording_fence(void); // fence of the submission this thread records, else 0
void vk_exec_frame_log(const tex_t *presented, uint64_t frame);
// TOTK_DUMP=<frame> (vk_dump.c): between presents frame-1 and frame, every pass's targets and every dispatch's storage
// images are copied out and written as PNGs to TOTK_DUMP_DIR (default "dump"), with passes.txt (targets, pipelines,
// textures, samplers) and images.txt (per image value statistics). The hooks run only when vk_dump_armed is set.
extern int vk_dump_armed;
void vk_dump_init(void); // reads the environment; vk_exec_record's first call
void vk_dump_pass_end(VkExec *ex); // after vkCmdEndRendering
void vk_dump_draw(VkExec *ex, const VkPipeState *s, VkPipeline p, const VkPipeInfo *info); // after a draw's binds
void vk_dump_dispatch(VkExec *ex, const GfxShader *cs, VkPipeline p, const VkPipeInfo *info, const p_dispatch *d);
void vk_dump_copy(VkExec *ex, uint32_t op, const void *payload); // before a copy or texture clear is replayed
void vk_dump_present(uint64_t frame); // vk_be_present: waits for the dump frame's copies and closes the logs
// c0, the NVN driver constant bank of one stage (vk_exec_draw.c; TOTK_FIX_C0=0 binds zeros instead): bank is
// VK_C0_BYTES, stage an NVN stage (0 vertex, 1 fragment, 5 compute), ssbo and ubo the 16 bound slots of that stage.
#define VK_C0_BYTES 0x800u
void vk_c0_fill(uint8_t bank[VK_C0_BYTES], int stage, const p_bind_buf ssbo[16], const p_bind_buf ubo[16],
const uint32_t dispatch[3], uint32_t base_instance);
// Handler hooks. vk_exec.c defines both WEAK: they stop with rt_fatal naming the op.
// vk_exec_draw.c: OP_DRAW, OP_DRAW_IDX, OP_DISPATCH, OP_BIND_* (program, state, vattr, vstream, vbuf, ubo, ssbo, tex,
// samp, img), OP_UPDATE_UB, OP_DRAW_IDX_IND, OP_DISPATCH_IND. payload: nvn_op_payload of the record.
void vk_exec_op_draw(VkExec *ex, uint32_t op, const void *payload);
// The aspect a sampled view of img reads (vk_exec_draw.c get_view): stencil for a view in STENCIL depth-stencil mode.
VkImageAspectFlags vk_exec_view_aspect(const VkTexImage *img, const view_t *v, int hv);
VkImageView vk_exec_target_view(const VkTexImage *img, VkFormat format, VkImageViewType type, uint32_t aspect,
uint32_t level, uint32_t base, uint32_t layers, int blocks); // kept for the image's life
// vk_exec_xfer.c: OP_COPY_B2B, OP_COPY_B2T, OP_COPY_T2B, OP_COPY_T2T, OP_CLEAR_TEX, OP_SIGNAL_EVENT, OP_REPORT_COUNTER,
// OP_RESET_COUNTER, OP_RENDER_ENABLE, OP_RENDER_COND, OP_CLEAR_BUF.
void vk_exec_op_xfer(VkExec *ex, uint32_t op, const void *payload);
// vk_exec_xfer.c, samples-passed counting: a draw about to be recorded in the open pass (begins an occlusion query
// when counting and none is active), and the open pass about to end (ends the active query).
void vk_exec_oq_draw(VkExec *ex);
void vk_exec_oq_pass_end(VkExec *ex);