Implements an API agnostic texture view based texture cache. Classes
defined here are intended to be inherited by the API implementation and
used in API-specific code.
This implementation exposes protected virtual functions to be called
from the implementer.
Before executing any surface copies methods (defined in API-specific code)
it tries to detect if the overlapping surface is a superset and if it
is, it creates a view. Views are references of a subset of a surface, it
can be a superset view (the same as referencing the whole texture).
Current code manages 1D, 1D array, 2D, 2D array, cube maps and cube map
arrays with layer and mipmap level views. Texture 3D slices views are
not implemented.
If the view attempt fails, the fast path is invoked with the overlapping
textures (defined in the implementer). If that one fails (returning
nullptr) it will flush and reload the texture.
This manages two kinds of streaming buffers: one for unified memory
models and one for dedicated GPUs. The first one skips the copy from the
staging buffer to the real buffer, since it creates an unified buffer.
This implementation waits for all fences to finish their operation
before "invalidating". This is suboptimal since it should allocate
another buffer or start searching from the beginning. There is room for
improvement here.
This could also handle AMD's "pinned" memory (a heap with 256 MiB) that
seems to be designed for buffer streaming.
The scheduler abstracts command buffer and fence management with an
interface that's able to do OpenGL-like operations on Vulkan command
buffers.
It returns by value a command buffer and fence that have to be used for
subsequent operations until Flush or Finish is executed, after that the
current execution context (the pair of command buffers and fences) gets
invalidated a new one must be fetched. Thankfully validation layers will
quickly detect if this is skipped throwing an error due to modifications
to a sent command buffer.
VKDevice contains all the data required to manage and initialize a
physical device. Its intention is to be passed across Vulkan objects to
query device-specific data (for example the logical device and the
dispatch loader).
This file is intended to be included instead of vulkan/vulkan.hpp. It
includes declarations of unique handlers using a dynamic dispatcher
instead of a static one (which would require linking to a Vulkan
library).
When I originally added the compute assert I used the wrong
documentation. This addresses that.
The dispatch register was tested with homebrew against hardware and is
triggered by some games (e.g. Super Mario Odyssey). What exactly is
missing to get a valid program bound by this engine requires more
investigation.
Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
The idea of this cache is to avoid redundant uploads. So we are going
to cache the uploaded buffers within the stream_buffer and just reuse
the old pointers.
The next step is to implement a VBO cache on GPU memory, but for now,
I want to check the overhead of the cache management. Fetching the
buffer over PCI-E should be quite fast.
The Ryujinx macro interpreter and envydis were used as reference.
Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.