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mirror of https://github.com/Ishan09811/pine.git synced 2025-04-29 08:25:10 +00:00

65 Commits

Author SHA1 Message Date
Ishan09811
de5757c5b1
fx 2025-01-17 13:55:07 +05:30
Ishan09811
89cc678cf3
test 2025-01-17 12:56:46 +05:30
Ishan09811
184ee1ab26
presentation_engine: fallback to FIFO if selected mode isn't supported (#60) 2025-01-16 17:00:03 +05:30
Ishan09811
5302dad837
Implement speed limit option (#51) 2025-01-05 19:37:02 +05:30
Ishan09811
a649516149
Implement Vsync option (#46) 2025-01-02 18:49:59 +05:30
Ishan09811
55efa7dc96
Implement Android 15 16kib page size support (#40) 2024-12-26 20:30:27 +05:30
Ishan09811
4cc4981d08
Implement proper pause and resume logic (#34) 2024-12-19 22:06:43 +05:30
lynxnb
74173a3967 Rework signal handling to remove per-thread handlers
Since the latest Android updates, which most users received in the form of August 2023 security patches, the Android runtime seems to rely on handling SIGSEGV via sigchain while performing JNI calls. We were hooking libc directly to inject our own signal handlers, so that they could run and restore the host TLS since the signal might have been generated in guest code. However, due to how we dispatched signals, the ART handlers were never called and the app crashed whenever a JNI call was made after installing our handlers.

This commit reworks signal handling to remove per-thread handlers. We now make a distinction between guest signals and host signals, and two new functions to set signal handlers have been introduced: `SetGuestSignalHandler` and `SetHostSignalHandler`. This greatly simplifies our signal handling code and allows us to get rid of some thread-local state.

Because of the above distinction, we install a "guest-safe" signal handler only when a guest signal is set. The guest-safe signal handler calls guest handlers only for guest signals, or falls back to the host handler if that's not the case.
Once a guest handler exists for a particular signal, we query libc sigaction as well as the sigchain-hooked sigaction and compare the results, and in case they differ we call sigchain's sigaction so that the host handler is correctly chained, ensuring no host handler can accidentally override the sigchain handler.
2023-11-30 22:45:50 +01:00
lynxnb
288f016f84 logger: Migrate remaining calls to the new logger and remove old logger 2023-09-06 16:51:01 +02:00
lynxnb
d151daffa9 logger: Refactor all Debug log calls to the new macros 2023-09-06 16:51:01 +02:00
lynxnb
e894970128 logger: Refactor all Warning log calls to the new macros 2023-09-06 16:51:01 +02:00
lynxnb
3c6e357e50 logger: Refactor all Error log calls to the new macros 2023-09-06 16:51:01 +02:00
lynxnb
180d1efd4d Revert "Toggle DisableFrameThrottling setting by clicking on FPS"
This commit reverts PR #2037. Passing `NativeSettings` to emulation code through a member reference, instead of a local variable, caused unpredictable crashes when using custom GPU drivers (v615+) on some Qualcomm SoCs.
The exact cause of the issue remains unknown, my best guess is that it was caused by an incorrect optimization performed on the Kotlin bytecode in release mode, which caused an issue when reading memory that had been forked, because of running emulation in a separate process.
Runtime settings modification will be reimplemented in the future via an alternative method.
2023-02-27 19:00:52 +01:00
lynxnb
dba191d2dc Fix deadlock on settings in PresentationEngine after callback
Accessing the settings class during the execution of the `OnChangedCallback` results in a deadlock, as accesses to values are protected by a mutex. Instead, we now keep a local copy of the relevant settings and update those with the new value.
2023-02-20 21:45:30 +00:00
lynxnb
fc9b34846c Fix KtSettings JNI usage
* Use a global ref for NativeSettings JNI instance
* Always use the JNI env from the JNI call to ensure it's safe to use in the current thread
2023-02-20 21:45:30 +00:00
Matesic Darko
f850271e2d toggle DisableFrameThrottling setting by clicking on FPS display
s/jSurface/vkSurface
2023-02-20 21:45:30 +00:00
Billy Laws
cc3c869b9f Attempt to signal the vsync event at present time if possible
Some games rely on the vsync event to schedule frames, by matching its timing with presentation we can reduce needless waiting as the game will immediely be able to queue the next frame after presentation.
2023-01-08 19:30:52 +00:00
Billy Laws
ac0e225114 Use vkCmdBlit for texture copies when formats dont match 2022-11-19 12:49:05 +00:00
Billy Laws
c8fc8f84ec Fallback to RGBA888 for unsupported swapchain formats as opposed to swizzle 2022-11-19 12:49:05 +00:00
Billy Laws
5ab80901c6 Drop some debug code 2022-11-02 17:46:07 +00:00
Billy Laws
14af383238 Only allow submitting swapchainImageCount images for host present at a time
Prevents situations where nothing would otherwise be waiting on the GPU and since presentation no longer blocks too many images would be submitted for presentation.
2022-11-02 17:46:07 +00:00
Billy Laws
1a0819fb76 Use semaphores for presentation engine frame synchronisation
Avoids waits on the CPU which can be costly and confuse the scheduler, also reduces latency significantly.
2022-11-02 17:46:07 +00:00
Billy Laws
05581f2230 Remove now redundant buffer/texture/megabuffer manager locks
They have been superseeded by the global channel lock
2022-11-02 17:46:07 +00:00
Billy Laws
9d50b6d0f7 Avoid locking presentation mutex in GetTransformHint
This caused slowdown in Pokemon as it was being called every frame
2022-08-08 14:57:44 +01:00
Billy Laws
1fe6d92970
Wait on Swapchain Image copy to complete
Certain titles can have a display frames out of order due to not waiting on the copy from the final RT to the swapchain image to occur. Although `PresentFrame` does wait on the syncpoint, that isn't enough to ensure the source texture is up-to-date due to us signalling syncpoints early. 

By waiting on the swapchain texture after the copy is submitted, we now implicitly wait on the source texture's cycle to be signalled thus waiting on the frame to be done which fixes the issue.
2022-08-07 03:12:27 +05:30
PixelyIon
0992fde028
Don't block on surface creation in GetTransformHint
We want to avoid blocking on surface creation unless necessary, this commit doesn't wait on the creation of the surface as it default initializes the value which'll generally be `Identity` or the transformation of the previous surface if it was lost.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
35133381b6
Fix V-Sync KEvent construction order
The V-Sync `KEvent` would be used by the presentation thread prior to construction leading to dereferencing an invalid value, this has been fixed by changing the order of construction to move the construction of the presentation thread after the V-Sync event.
2022-08-06 22:20:54 +05:30
Billy Laws
561103d3da
Submit GPFIFO work prior to CircularQueue waiting
The position at which we call submit is a significant factor in performance and we did so at the end of PBs (PushBuffers), this isn't optimal as there could be multiple PBs queued up that would benefit from being in the same submission. We now delay the submission of the workload till we run out of PBs.
2022-08-06 22:20:54 +05:30
PixelyIon
2636a37b31
Introduce alternative FPS measurement for disabled frame throttling
The FPS is implicitly bound to the refresh rate due to the timestamp being that of the presentation time, this leads to a misleading FPS figure for disabled frame throttling. It has now been fixed by using the frame submission time rather than the presentation time when frame throttling is disabled and to make this more apparent the color of the OSD FPS has been changed.
2022-08-06 22:20:54 +05:30
PixelyIon
2d08886e4e
Utilize TextureView rather than Texture for presentation
`PresentationEngine` and `GraphicBufferProducer` methods that utilized textures for the surface utilized the `Texture` type rather than the `TextureView` type, this was never correct but at the time of authoring this code `TextureView` was not finalized and in a major flux which is why it was not utilized and `Texture` was utilized instead. Now that is is far more stable, it has been replaced with `TextureView`.
2022-08-06 22:18:42 +05:30
PixelyIon
d7399e33c1
Avoid waiting on mutex in PresentationEngine::Present
We want to block on the host thread during presentation while the host surface isn't present to implicitly pause the game, this can end up being fairly costly as it involves locking the `PresentationEngine` mutex which can lead to a lot of contention with the presentation thread. This fixes the issue by polling if there is a surface and only if there isn't then doing the wait as it isn't mandatory to wait always, we'll eventually run into the guest thread stalling.
2022-08-06 22:18:42 +05:30
PixelyIon
3139889a09
Implement Asynchronous Presentation
We currently present all frames synchronously on the thread that calls into SurfaceFlinger functions, this is unoptimal as it doesn't match guest behavior which can lead to delaying the guest from working on the next frame. This commit queuing up frames to non-blocking and handles all waiting then presenting the frame on a dedicated thread.
2022-08-06 22:18:42 +05:30
PixelyIon
6e09dc5204
Fix thread name setting
We utilize `pthread_setname_np` to set the thread names but didn't check for any errors which resulted in the `Skyline-Choreographer` and `ChannelCmdFifo` not having proper names as they exceeded the 16 character limit on thread names for the pthread function.  This has now been fixed by changing the names and introducing error checking to invocations of this function.
2022-08-06 22:18:42 +05:30
lynxnb
3905728447 Make every setting observable individually
A `Setting` delegate class has been introduced, holding the raw value of the setting and adding support for registering callbacks to that setting. Callbacks will then be called when the value of that setting changes.
As a result of this, raw setting values have been made accessible through pointer dereference semantics.
2022-07-26 20:16:24 +05:30
Billy Laws
54999957a2 Remove RGB565 format workaround
Will soon be redundant with new texture manager and is quite hacky so drop it.
2022-06-04 17:49:13 +01:00
PixelyIon
42573170c6 Implement Framebuffer Cache
Implements a cache for storing `VkFramebuffer` objects with a special path on devices with `VK_KHR_imageless_framebuffer` to allow for more cache hits due to an abstract image rather than a specific one. 

Caching framebuffers is a fairly crucial optimization due to the cost of creating framebuffers on TBDRs since it involves calculating tiling memory allocations and in the case of Adreno's proprietary driver involves several kernel calls for mapping and allocating the corresponding framebuffer memory.
2022-05-01 18:27:27 +05:30
PixelyIon
54794f4b71 Move Texture locking and synchronization to PresentationEngine
The responsibility for synchronizing a texture and locking it is now on the `PresentationEngine` rather than the API-user as this'll allow more fine grained locking and delay waiting until necessary.
2022-04-25 21:01:16 +05:30
Billy Laws
1dd230afde Refactor all std::lock_guard usages to std::scoped_lock 2022-04-25 15:00:30 +01:00
Billy Laws
3f3acc31d8 Rework swizzle infrastructure to support arbritary format swizzles
This is required to support R4G4B4A4 which has no directly corresponding Vulkan format.

Co-authored-by: Lunar-Pixel <lunarn452@gmail.com>
2022-04-14 14:14:52 +05:30
PixelyIon
62ba180550 Use R5G6B5 as Vulkan swapchain format rather than B5G6R5
B5G6R5 isn't generally supported by the swapchain and the format is used for R5G6B5 with swapped R/B channels to avoid aliasing so we reverse that by using R5G6B5 as the underlying Vulkan format for the swapchain which should be automatically handled by the driver for any copies from B5G6R5 textures and the data representation should be the same as B5G6R5 with swapped R/B channels so not reporting the correct texture::Format should be fine.
2022-04-14 14:14:52 +05:30
lynxnb
5cd1f01690 Refactor all logger calls 2021-11-11 16:13:24 +01:00
Billy Laws
ef10d3d394 Use semantic wrapping where appropriate for class initialiser lists 2021-11-10 21:35:36 +05:30
Billy Laws
70d1b4994c Enable Wconversion and fix warnings produced 2021-10-26 11:41:24 +01:00
PixelyIon
f8acc1e131 Improve Shared Fonts + Fix AM PopLaunchParameter & Choreographer Bug
* Move Shared Font TTFs to AAsset storage + Support external shared font loading from `/data/data/skyline.emu/data/fonts`
* Fix bug in `IApplicationFunctions::PopLaunchParameter` caused by ignoring `LaunchParameterKind`
* Fix bug with Choreographer causing it to be awoken and exit prior to the destruction of `PresentationEngine`
* Fix bug with `IDirectory::Read` where it used `inputBuf` for the output buffer rather than `outputBuf`
* Improve `GetFunctionStackTrace` logs when `dli_sname` or `dli_fname` are missing
* Support more RT Formats
2021-10-16 12:13:30 +01:00
PixelyIon
95a08627e5 Subpass Support + More RT Formats + Fix FenceCycle Cyclic Dependencies
Support for subpasses was added by reworking attachment reuse code to account for preserved attachments and subpass dependencies. A lot of RT formats were also added to allow SMO to boot up entirely, it should be noted that it doesn't render anything. 

`FenceCycle` had a cyclic dependency which broke clean exit, we now utilize `std::weak_ptr<FenceCycle>` inside the `Texture` object. A minor fix for broken stack traces was also made caused by supplying a `nullptr` C-string to libfmt when a symbol was unresolved which caused an `abort` due to invocation of `strlen` with it.
2021-10-16 12:13:30 +01:00
PixelyIon
bee28aaf0d Validation Layer Filter + Fix Texture, GPU & PresentationEngine bugs
This commit implements a filter by type for any validation layer output, this allows filtering out any logs which may be unnecessary and additionally triggering a breakpoint as required. 

An issue concerning the `NDEBUG` flag never being set was fixed, it's now supplied as a release compiler flag. The issue can manifest itself by always relying on a validation layer even though it shouldn't on release, this is why the validation layer was mistakenly disabled entirely previously by using `#ifndef` rather than `#ifdef`.

An issue with the initial layout of a texture being supplied as neither `VK_IMAGE_LAYOUT_UNDEFINED` or `VK_IMAGE_LAYOUT_PREINITIALIZED` was fixed, these cases are now handled by transitioning to those layouts after creating the image rather than supplying it within `initialLayout`.

Another issue was fixed regarding not maintaining a transformation after a surface has been destroyed and recreated existed and manifested itself when the user would go out of the app and come back in, they would see the surface having an identity transformation rather than the desired one.
2021-10-05 01:13:22 +05:30
PixelyIon
270f2db1d2 Initial Texture Manager Implementation + Maxwell3D Render Target
Implement the groundwork for the texture manager to be able to report basic overlaps and be extended to support more in the future. The Maxwell3D registers `RenderTargetControl`, `RenderTarget` and a stub for `ClearBuffers` were implemented. 

A lot of changes were also made to `GuestTexture`/`Texture` for supporting mipmapping and multiple array layers alongside significant architectural changes to `GuestTexture` effectively disconnecting it from `Texture` with it no longer being a parent rather an object that can be used to create a `Texture` object.

Note: Support for fragmented CPU mappings hasn't been added for texture synchronization yet
2021-10-05 01:13:22 +05:30
PixelyIon
8cba1edf6d Introduce Boost as a submodule + Minor Fixes
Utilize Boost Container's `small_vector` for optimizing allocations, fix certain implicit casting issues and make `ILogger` not output an additional newline in the log when the application supplies one at the end of the log
2021-10-05 01:13:22 +05:30
PixelyIon
ec1da1b3f5 Address CR Comments + Increase minSdkVersion to 29 (Android 10) 2021-07-12 21:27:49 +05:30
PixelyIon
6595670a5d Rework Performance Statistics
We used instantaneous values for FPS previously which led to a lot of variation in it and the inability to determine a proper FPS value due to constant fluctuations. All FPS values are now averaged to allow reading out a stable value and a deviation statistic has been added for the frame-time to judge judder and frame-pacing which allows for a significantly better measure of overall performance. The formatting for all the floating-point numbers is now fixed-point to prevent shifting of position due to decimal digits becoming 0.
2021-07-12 21:27:49 +05:30