The previous fix only partially solved the issue, as only certain GPUs that needed 9 or less MiB subtracted would work (i.e. GTX 980 Ti, GT 730). This takes from DXVK's example to divide `heap_size` by 2 to determine `allocable_size`. Additionally tested on my Quadro K4200, which previously required setting it to 12 to boot.
Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.
This also makes it consistent how we return empty optionals.
This is used in multiple games such as:
- Clubhouse Games: 51 Worldwide Classics
- Grandia HD Collection
- XCOM 2 Collection
- Baldur's Gate 1/2
- Dr Kawashima's Brain Training
- Super Mario 3D All-Stars
This is a hack to destroy all HostCounter instances before the base
class destructor is called. The query cache should be redesigned to have
a proper ownership model instead of using shared pointers.
For now, destroy the host counter hierarchy from the derived class
destructor.
This reworks how host<->device synchronization works on the Vulkan
backend. Instead of "protecting" resources with a fence and signalling
these as free when the fence is known to be signalled by the host GPU,
use timeline semaphores.
Vulkan timeline semaphores allow use to work on a subset of D3D12
fences. As far as we are concerned, timeline semaphores are a value set
by the host or the device that can be waited by either of them.
Taking advantange of this, we can have a monolithically increasing
atomic value for each submission to the graphics queue. Instead of
protecting resources with a fence, we simply store the current logical
tick (the atomic value stored in CPU memory). When we want to know if a
resource is free, it can be compared to the current GPU tick.
This greatly simplifies resource management code and the free status of
resources should have less false negatives.
To workaround bugs in validation layers, when these are attached there's
a thread waiting for timeline semaphores.
The context menu was removed in Mjölnir Part 1 as part of the input rewrite as we were unaware of it's usage statistics.
However, as this was the only way to clear the inputs of individual buttons, this PR will re-add it back in.
Previously we assumed a submission package can only contain one Program NCA with a single TitleID.
However, Super Mario 3D All-Stars contains four Program NCAs, each with their unique TitleIDs.
This accounts for the existence of multi-content games such as this one.
- Fixes booting Super Mario 3D All-Stars from the games list.
In a lot of cases, we can make use of const references rather than
non-const references.
While we're in the area we can silence some truncation and sign
conversion warnings.