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vk_exec_held_ready runs without sub_lock (vk_backend.c held_resume, submit_sync). It decided from the published copy
since 688b2506, but tested the wait with vk_exec_event_met, which compares at the copy point of the submission being
recorded (vk_exec_xfer.c ev_mem, ev_sync_seq). That point is set by whichever thread holds the lock, so a thread asking
while another one recorded tested "at sync" against that other submission's copies. Its question is whether held work
can go on in a submission of its own, which takes its copies later: vk_exec_event_met_now tests the value in memory now
or the signals replayed so far. Under the lock nothing changes: evo_resume and cont_ready keep the copy-point test, and
vk_exec_record asks right after its own copy point, where the two agree.
evo_pending and vk_exec_submit_seq are written under the lock and were read as plain values by vk_exec_held,
vk_exec_held_ready and the held present's since and PH_MAX checks; they are now stored and loaded as atomics
(vk_exec_submit_seq_now), so the compiler cannot keep a stale copy in an unlocked reader.
Not reproduced before the change. Checks that passed: pass_cc_check on every runtime file (a header changed), no new
-Wall -Wextra warnings in vk_exec.c, vk_exec_xfer.c and vk_backend.c, evo_peek_check, target_frames_check and
oq_hold_check.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
354 lines
27 KiB
C
354 lines
27 KiB
C
// The op-stream replay of the Vulkan back end. vk_exec.c walks the command
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// handles of a submission, keeps render targets, passes, clears and fixed-function state; draws, binds and dispatches
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// (vk_exec_draw.c) and copies, counters, events and conditional rendering (vk_exec_xfer.c) plug in through the two
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// hooks at the bottom.
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// Runs on the submitting thread under vk_sync_submit's lock: no locking inside.
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// Contains code Copyright (c) 2026 jhaizhou, Copyright (c) 2026 Peiikai (MIT; see THIRD_PARTY_NOTICES.md).
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#pragma once
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#include <stdint.h>
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#include "nvn_api.h"
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#include "vk.h"
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// Dynamic state the next draw must record (VkExec.dirty). vk_exec_record sets them all at the start of each command
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// buffer; the state ops set theirs; vk_exec_draw.c clears what it recorded.
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enum {
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VK_EXEC_DIRTY_VIEWPORT = 1 << 0, // viewports or depth range
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VK_EXEC_DIRTY_SCISSOR = 1 << 1,
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VK_EXEC_DIRTY_DEPTH_BIAS = 1 << 2, // polygon offset
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VK_EXEC_DIRTY_BLEND_CONST = 1 << 3,
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VK_EXEC_DIRTY_STENCIL = 1 << 4, // compare and write masks, references
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VK_EXEC_DIRTY_ALL = (1 << 5) - 1,
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};
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// One render target of OP_SET_RT, resolved to its vk_texture.c image for the current command buffer.
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typedef struct {
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const tex_t *tex; // texture pin of ex->rt (nvn_pins_sweep keeps it); NULL: no target in this slot
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VkImage image; // VK_NULL_HANDLE: no target or not renderable (logged once)
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VkFormat format; // view format: the view's when it reinterprets a same-size format
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VkImageViewType view_type; // 2D, or 2D_ARRAY for more than one layer
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VkImageAspectFlags aspect;
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uint32_t level, base_layer, layers; // subresource of the view; of a 3D image: depth planes
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uint8_t is3d; // a 3D image (colour only), viewed through 2D views of its slices
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uint8_t blocks; // a BC image viewed as one texel per block (VkTexImage.block_views)
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uint32_t width, height, samples; // extent of that level; with blocks, in blocks
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int32_t nvn_format; // NVNformat of the view (VkPipeState.color_fmt / depth_fmt)
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const VkTexImage *img; // the image (fb_usage, fb_learned)
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uint8_t scale; // VkTexImage.scale
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} VkExecTarget;
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void vk_exec_cond_frame_end(uint64_t frame); // vk_exec_xfer.c: a present, in replay order (NX2NAVI_LOG_RCOND)
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extern unsigned vk_cond_clears_run, vk_cond_clears_skip, vk_cond_draws_skip, vk_cond_depth_run;
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void vk_exec_cond_why(const p_render_cond *c, char *buf, size_t cap); // NX2NAVI_LOG_RCOND=ab
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// The replay state. One instance lives for the run: NVN state is queue state and carries over from one submission to
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// the next. The "per command buffer" fields are reset by vk_exec_record.
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typedef struct VkExec {
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// ---- per command buffer
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struct DrawCtx *dc; // vk_exec_draw.c: the draw context this state records with (NULL until a
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// draw op names it: the calling thread's, vk_exec_draw_ctx_use)
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VkCommandBuffer cb; // being recorded
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uint64_t fence; // timeline value the submission signals (vk_completion_add)
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int recorded; // Vulkan commands recorded so far; every handler adds the ones it records
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int in_pass; // inside vkCmdBeginRendering
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uint32_t dirty; // VK_EXEC_DIRTY_*
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// Pass marks (vk.h vk_pass_mark_begin): the open pass's record (NULL: none or marks off), vk_exec_frame.draws when
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// it began, and the passes and dispatches this submission marked so far.
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VkPassMark *mark;
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uint64_t mark_draws0;
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uint32_t mark_passes, mark_dispatches;
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// ---- render targets (OP_SET_RT) and the current pass
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p_set_rt rt; // last OP_SET_RT payload (a change ends the open pass); rt.n 0, no depth: none
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int rt_resolved; // color[] and depth hold this command buffer's images for rt
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VkExecTarget color[8], depth; // resolved targets
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uint32_t pass_w, pass_h, pass_layers; // render area and layer count of the open (or next) pass
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uint32_t pass_scale; // its targets' VkTexImage.scale: game viewports and scissors
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// are multiplied by it
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int pass_noatt; // the pass has no attachment: its size follows the draws (vk_exec_noatt_dims)
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VkFormat pass_color[8], pass_depth, pass_stencil; // attachment formats of the pass (VkPipelineRenderingCreateInfo);
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// VK_FORMAT_UNDEFINED: none
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uint32_t pass_ncolor, pass_samples; // colorAttachmentCount and rasterization samples of the pass
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// ---- fixed-function state (vk_exec.c keeps it; vk_exec_draw.c records it before draws)
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float vp[16][6]; // OP_VIEWPORTS: x, y, w, h, near, far
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int has_vp; // a viewport was set; else the render area
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int vp_jittered; // the viewport recorded last took the DLAA jitter (vk_dlaa.c vk_dlaa_viewport)
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int pass_jit; // a viewport of the pass open now took it: its targets' edges are filled at its end (vk_dlaa_pass_end)
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p_scissor scissor; // OP_SCISSOR (scissor 0)
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int has_scissor; // a scissor was set; else unbounded
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float depth_range[2]; // OP_DEPTH_RANGE: overrides the viewports' near and far
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uint32_t st_vmask[2], st_wmask[2], st_ref[2]; // OP_STENCIL per face (0 front, 1 back): compare mask, write mask, ref
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float point_size; // OP_BIND_STATE kind 6: NVN point size for the support buffer; 0 = never set = 1
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float line_width; // OP_BIND_STATE kind 7: NVN line width in pixels; 0 = never set = 1
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p_poly_offset poly_offset; // OP_POLY_OFFSET: depth bias factor, units, clamp
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p_prim_restart prim_restart; // OP_PRIM_RESTART: applied to indexed strip and fan draws (op_draw_idx)
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float blend_color[4]; // OP_BLEND_COLOR
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int64_t copy_stride; // OP_COPY_STRIDE: row stride of buffer <-> texture copies (vk_exec_xfer.c)
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const dpool_t *tex_pool, *samp_pool; // OP_SET_TEX_POOL, OP_SET_SAMP_POOL
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// Pipeline inputs. vk_exec.c writes depth_clamp (OP_DEPTH_CLAMP), raster_discard (OP_RASTER_DISCARD) and, at pass
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// begin, color_fmt, depth_fmt and samples; vk_exec_draw.c owns every other field (shaders, prim, y_flip, state
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// objects, vertex input).
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VkPipeState pipe;
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// ---- vk_exec_draw.c slots (draws, binds, dispatch): left empty by vk_exec.c
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const prog_t *prog; // OP_BIND_PROGRAM
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int32_t prog_stages;
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NVNbufferRange vbuf[16]; // OP_BIND_VBUF
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p_bind_buf ubo[8][18], ssbo[8][16]; // OP_BIND_UBO / OP_BIND_SSBO per NVN stage (6 task, 7 mesh) and index
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uint8_t cs_push[1024]; // OP_PUSH_CC: NVN2 compute push constants (c0 from 0x10)
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uint64_t tex[8][128], samp[8][128], img[8][32]; // OP_BIND_TEX / OP_BIND_SAMP / OP_BIND_IMG handles per stage
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// ---- vk_exec_xfer.c slots (render enable, conditional rendering): left empty by vk_exec.c
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int render_disabled; // OP_RENDER_ENABLE false or a failed OP_RENDER_COND: clears and draws skip
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p_render_cond render_cond; // last OP_RENDER_COND
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int has_render_cond;
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// ---- internal to vk_exec.c
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void *views; // image views created for this command buffer (freed at its fence)
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int nviews, cap_views;
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int barrier_at; // recorded right after the last full barrier (-1: none yet)
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// NX2NAVI_BARRIER_GAME (vk_exec.c barrier_to_why): the last full barrier was one the replay itself needed (a copy,
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// clear or fill of its own follows it), so the next pass or dispatch gets a full one too; passes and dispatches
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// begun since the last full barrier
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int bar_dirty, bar_passes, bar_dispatches;
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// Feedback loops (vk.h VkCtx.feedback, vk_exec_draw.c feedback_prepare). Learned targets are attached in
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// ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT; they stay in it across consecutive passes and go back to GENERAL at the next
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// full barrier that is not a pass begin.
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VkImage fbl_img[9]; // images in the feedback layout now
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VkImageAspectFlags fbl_aspect[9];
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int nfbl;
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uint32_t fbl_mask; // attachments of the open pass in that layout: bit i colour i, bit 8 depth
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uint32_t fb_dirty; // attachments of the open pass written by a draw or clear since the pass began
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// or the last in-pass barrier
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uint32_t fb_read; // attachments of the open pass a draw sampled (feedback layout) since the pass
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// began or the last in-pass read-to-write barrier (feedback_war)
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const void *fb_fs; // feedback_scan's memo: fragment shader, texture bind serial, pass serial
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uint32_t fb_serial, fb_pass, fb_sampled;
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uint32_t tex_serial, pass_serial; // bumped by every texture or image bind and pass begin
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uint32_t pre_pass; // the pass (pass_serial) the part's pre-pass command buffer serves (vk_sync_pre;
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// vk_exec_draw.c mesh emulation); a pass begins after it with another serial
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} VkExec;
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// Begins dynamic rendering with the current targets unless a pass is open (a full memory barrier precedes it). Call
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// before a draw or an attachment clear.
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void vk_exec_pass_begin(VkExec *ex);
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// Ends the open pass (no-op without one) and marks its targets GPU-written. Call before copies and dispatches.
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void vk_exec_pass_end(VkExec *ex);
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// Full memory barrier (all commands, all memory); ends the open pass first. Copies and dispatches order themselves with
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// it. Skipped when nothing was recorded since the last one.
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void vk_exec_barrier(VkExec *ex);
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// The barrier before a game dispatch: a full one, or with NX2NAVI_BARRIER_GAME none unless the replay's own commands
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// came since the last full barrier (vk_exec.c barrier_to_why). Ends the open pass.
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void vk_exec_barrier_dispatch(VkExec *ex);
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// NX2NAVI_TRACE=perf, every 600 frames: the barriers per frame by kind.
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void vk_exec_barrier_log(uint64_t frame);
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// Ends the open pass and the part without handing it to the queue (vk_sync_cut): the next draw begins the pass again
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// at the start of a new command buffer, which the part's pre-pass command buffer precedes. 0 when no more can wait.
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int vk_exec_split_now(VkExec *ex);
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// vk_texture.c (NX2NAVI_TEX_ALIAS): commands that must run at the replay's current position. vk_exec_inline_begin returns
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// the command buffer being recorded after a full barrier (an open pass is ended; *reopen says so), or VK_NULL_HANDLE
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// when this thread is not recording a replay. vk_exec_inline_end begins the pass again when it was open.
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// vk_exec_inline_buffer: a device buffer for transfers, destroyed when the submission completes.
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VkCommandBuffer vk_exec_inline_begin(int *reopen);
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void vk_exec_inline_end(int reopen);
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// A test's hook (tex_probe.c): between a call with cb and one with VK_NULL_HANDLE, the calling thread counts as
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// recording a replay into cb for submission `fence`, so vk_exec_inline_begin hands cb out. Called from the record
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// callback of vk_sync_submit_own, where a replay would be recorded.
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void vk_exec_probe_inline(VkCommandBuffer cb, uint64_t fence);
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// vk_exec_draw.c, the replay workers: a draw context of their own (what draws keep from one to the next while they
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// record: vk_exec_draw.c DrawCtx), and the one the calling thread records with from now on (NULL: the replay's).
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void *vk_exec_draw_ctx_new(void);
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void vk_exec_draw_ctx_use(void *ctx);
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// vk_exec_draw.c, before the chunks of a parallel group are recorded (submitting thread): the stand-ins are made and the
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// texture pool set this submission took is brought up to date, which the chunks then only bind. Returns the inline
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// uniform updates of the submission so far (vk_exec_upd_top).
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uint32_t vk_exec_draw_group_begin(VkExec *ex);
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// vk_exec.c: of the submission's inline uniform updates (all), those a draw on the calling thread may read.
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uint32_t vk_exec_upd_top(uint32_t all);
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// vk_exec_xfer.c, parallel groups: vk_exec_xfer_group turns the front pass of the group in slot `group` on (it lists
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// the group's occlusion segments) or off (-1); vk_exec_xfer_front replays a counter report or reset, render enable or
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// render condition in the front pass (returns the condition's decision, 1 renders); vk_exec_xfer_chunk_state is the
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// occlusion counting at a chunk's first op, which vk_exec_xfer_worker hands to the worker side with the chunk's
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// decisions and its group's slot (on), or turns it off.
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void vk_exec_xfer_group(int group);
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int vk_exec_xfer_front(VkExec *fx, uint32_t op, const void *payload);
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uint64_t vk_exec_xfer_chunk_state(void);
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void vk_exec_xfer_worker(int on, const uint8_t *cond, uint32_t ncond, uint64_t state, uint32_t slot0, uint32_t nslots,
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int chunk, int group);
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// After every chunk of the group in slot `group` is done (submitting thread, groups oldest first): the slots the
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// chunks closed go into their segments, in the order of the chunks.
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void vk_exec_xfer_group_merge(int group, int nchunks);
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// The front pass: whether a draw here counts samples (a query slot), and n slots of the ring in the order of the stream
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// for one chunk (the first is returned; vk_exec_xfer_worker hands them to the chunk's worker).
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int vk_exec_xfer_counting(void);
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uint32_t vk_exec_xfer_slots(uint32_t n);
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// vk_exec_draw.c: forget what the command buffer being recorded has bound (pipeline, sets, dynamic state, vertex
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// buffers): the replay continues in a new one (vk_sync_split).
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void vk_exec_draw_new_cb(void);
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// vk_exec_draw.c, before a part of submission fence goes to the queue (vk_exec.c maybe_split): 1 when it may go. The
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// texture pool set it binds is then sealed and the next draw that needs the pools takes another; 0 when every other set
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// is bound by this submission's earlier parts, and the replay keeps recording into the same part.
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int vk_exec_pool_split(uint64_t fence);
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// vk_exec_draw.c: the vertex and fragment shader of the last draw recorded into this command buffer (NULL: none yet).
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void vk_exec_draw_shaders(const GfxShader **vs, const GfxShader **fs);
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// vk_exec_draw.c "pool marks": at the end of a submission that recorded work, after its closing barrier. Hands the
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// mark copies the GPU completed to vk_texture.c and, every few such submissions, copies the marks out and clears them.
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void vk_exec_pool_marks(VkExec *ex);
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VkBuffer vk_exec_inline_buffer(VkDeviceSize size);
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// vk_exec.c: the stand-in a 3D BC render target is drawn through goes with its image (vk_exec_image_gone).
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void vk_exec_bc_gone(VkImage image);
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// vk_hdr.c: with NX2NAVI_HDR=1, notes a draw into a presented window texture (vk_hdr_track: set by the first present).
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extern int vk_hdr_track;
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void vk_hdr_draw(VkExec *ex, const VkPipeInfo *info);
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// Scissor 0 clipped to the render area of the open pass; extent 0: nothing to draw.
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VkRect2D vk_exec_scissor(const VkExec *ex);
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// vk_exec_draw.c: orders the open pass's earlier sampled reads of the attachments in written (bit i colour i, bit 8
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// depth) before a draw or clear writes them; nothing when none of them was sampled since the last such barrier.
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void vk_exec_feedback_war(VkExec *ex, uint32_t written);
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void vk_exec_noatt_dims(const VkExec *ex, uint32_t *w, uint32_t *h); // pass size when no attachment is set
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// 1: every target of the current pass (any 1: at least one, and not only the depth target while a colour target is
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// rendered for the first time) is one the game renders frame after frame: rendered in the last few presented frames,
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// or steady (vk_target_frames.h tfr_pass_recent); 0 otherwise, or when the pass has none.
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int vk_exec_targets_recent(VkExec *ex, int any);
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extern uint64_t vk_exec_steady_passes; // its answers of 1 that only a steady target gave (vk_target_frames.h)
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// Looking ahead (vk_exec.c): called by a draw that found its shader or pipeline missing, before it waits or is skipped.
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// The rest of the submission being replayed is read once and the stage libraries of the pipelines its later draws need
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// are queued to the workers (vk_pipeline_hint). vk_exec_ahead_op (vk_exec_draw.c) applies one bind or draw op of that
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// scan to sx, a copy of the replay state; vk_exec_ahead_begin starts a scan there.
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void vk_exec_ahead(VkExec *ex);
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void vk_exec_ahead_begin(void);
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void vk_exec_ahead_op(VkExec *sx, uint32_t op, const void *payload);
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extern uint64_t vk_exec_ahead_draws, vk_exec_ahead_lookups; // draws the scans saw, and those whose shaders they looked up
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// The current pass's targets with their formats, extents and the frames they were last rendered in (diagnostics).
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void vk_exec_targets_describe(VkExec *ex, char *buf, size_t cap);
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// NX2NAVI_TRACE=gfx: replay counters of the current frame, logged and reset at each present (vk_exec_frame_log).
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typedef struct {
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uint64_t passes, draws_seen, draws, clears, copies, dispatches, submits;
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uint64_t fb_draws, fb_barriers, fb_restarts, fb_layouts; // feedback loops: draws sampling a written target of
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// their pass, in-pass barriers, pass restarts, layout
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// transitions
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uint64_t fb_war_barriers; // in-pass barriers before a write to a target an earlier draw sampled
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uint64_t ub_updates, ub_pass_breaks; // inline uniform updates, and those that ended an open pass
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uint64_t bind_calls, bind_ns; // bind_resources: calls and the time spent resolving and pushing their sets
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uint64_t bind_tex_ns; // of bind_ns, the texture descriptors' lookups
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uint64_t bind_buf_ns; // of bind_ns, the uniform and storage buffer descriptors' resolution
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uint64_t bind_sig_ns; // of bind_ns, the per-draw binding signature
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uint64_t bind_push_ns; // of bind_ns, the set packing, pushes and binds after the binding loop
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uint64_t bind_reused, bind_resolved; // descriptors taken from the per-binding reuse (PB) and resolved again
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uint64_t dyn_calls, dyn_left; // dynamic state calls recorded, and left out as unchanged (B.dyn)
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} VkExecFrame;
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extern VkExecFrame vk_exec_frame;
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void vk_exec_frame_written(const tex_t *t); // vk_texture_gpu_written: t rendered or copied into
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uint64_t vk_exec_recording_fence(void); // fence of the submission this thread records, else 0
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void vk_exec_frame_log(const tex_t *presented, uint64_t frame);
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// The draws skipped since the last call because a shader or pipeline was still building (vk_exec_draw.c), and whether
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// a frame lacking them would be held back at its present (vk_backend.c frame_hold).
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uint32_t vk_exec_pending_draws_take(void);
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int vk_frame_hold_left(void);
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// 1 while the texture pool makes the textures of an area load (vk_exec_draw.c pool_load_backlog): the frames drawn
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// meanwhile show black stand-ins, and frame_hold leaves their presents out.
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int vk_exec_pool_loading(void);
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// NX2NAVI_DUMP=<frame> (vk_dump.c): between presents frame-1 and frame, every pass's targets and every dispatch's storage
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// images are copied out and written as PNGs to NX2NAVI_DUMP_DIR (default "dump"), with passes.txt (targets, pipelines,
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// textures, samplers) and images.txt (per image value statistics). The hooks run only when vk_dump_armed is set.
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extern int vk_dump_armed;
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void vk_dump_init(void); // reads the environment; vk_exec_record's first call
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void vk_dump_pass_end(VkExec *ex); // after vkCmdEndRendering
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// after a draw's binds; mesh: a mesh draw (s->vs is its mesh stage, s->ts its task stage or NULL)
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void vk_dump_draw(VkExec *ex, const VkPipeState *s, VkPipeline p, const VkPipeInfo *info, int mesh);
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enum { SK_DISABLED, SK_SCISSOR, SK_NO_PROGRAM, SK_NO_VERTEX_STAGE, SK_SHADER_PENDING, SK_SHADER_FAILED, SK_DLAA,
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SK_PIPE_PENDING, SK_PIPE_FAILED, SK_POOL_OFF, SK_PROG_FILTER, SK_SHADER_FILTER, SK_COUNT };
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extern const char *const vk_draw_skip_names[SK_COUNT];
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void vk_dump_draw_skipped(const VkExec *ex, int mesh, int why);
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// Around a mesh draw of the dumped frame (after vk_dump_draw): a primitives-generated query, listed in mesh_prims.txt.
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// begin returns the query, or -1 when none was begun; end takes that value.
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int vk_dump_mesh_begin(VkExec *ex);
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void vk_dump_mesh_end(VkExec *ex, int q);
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void vk_dump_dispatch(VkExec *ex, const GfxShader *cs, VkPipeline p, const VkPipeInfo *info, const p_dispatch *d);
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void vk_dump_copy(VkExec *ex, uint32_t op, const void *payload); // before a copy or texture clear is replayed
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void vk_dump_present(uint64_t frame); // vk_be_present: waits for the dump frame's copies and closes the logs
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// c0, the NVN driver constant bank of one stage (vk_exec_draw.c; NX2NAVI_FIX_C0=0 binds zeros instead): bank is
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// VK_C0_BYTES, stage an NVN stage (0 vertex, 1 fragment, 5 compute), ssbo and ubo the 16 bound slots of that stage.
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#define VK_C0_BYTES 0x800u
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void vk_c0_fill(uint8_t bank[VK_C0_BYTES], int stage, const p_bind_buf ssbo[16], const p_bind_buf ubo[16],
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const uint32_t dispatch[3], uint32_t base_instance);
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// Handler hooks. vk_exec.c defines both WEAK: they stop with rt_fatal naming the op.
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// vk_exec_draw.c: OP_DRAW, OP_DRAW_IDX, OP_DISPATCH, OP_BIND_* (program, state, vattr, vstream, vbuf, ubo, ssbo, tex,
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// samp, img), OP_UPDATE_UB, OP_DRAW_IDX_IND, OP_DISPATCH_IND. payload: nvn_op_payload of the record.
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void vk_exec_op_draw(VkExec *ex, uint32_t op, const void *payload);
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// The aspect a sampled view of img reads (vk_exec_draw.c get_view): stencil for a view in STENCIL depth-stencil mode.
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VkImageAspectFlags vk_exec_view_aspect(const VkTexImage *img, const view_t *v, int hv);
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VkImageView vk_exec_target_view(const VkTexImage *img, VkFormat format, VkImageViewType type, uint32_t aspect,
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uint32_t level, uint32_t base, uint32_t layers, int blocks); // kept for the image's life
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// 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,
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// OP_RESET_COUNTER, OP_RENDER_ENABLE, OP_RENDER_COND, OP_CLEAR_BUF.
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void vk_exec_op_xfer(VkExec *ex, uint32_t op, const void *payload);
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// OP_WAIT_EVENT (vk_exec_xfer.c "event order check"): counts the wait; 1 when its condition holds in replay order (the
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// value in memory, or the signals replayed so far), 0 when its signal has not been replayed yet.
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int vk_exec_wait_event(const void *payload);
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int vk_exec_event_met(const void *payload); // the same test without counting
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// Any thread, without the replay's lock: the wait's condition on the value in memory now or the signals replayed so
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// far, whatever submission another thread is recording (vk_exec_held_ready). A decision only.
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int vk_exec_event_met_now(const void *payload);
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extern int vk_exec_signalled; // set by every replayed SignalEvent; vk_exec.c clears it
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// Events the CPU signals (vk_exec_xfer.c "events the CPU signals").
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void vk_exec_event_cpu(const void *event); // any thread: nvnEventSignal is about to write the event's value
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void vk_exec_event_sync(int begin); // vk_exec_record: its mirror sync and uniform copy are taken now / it ends
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int vk_exec_event_cpu_known(const void *event); // the CPU has signalled this event before
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int vk_exec_event_holds_now(const void *payload); // an OP_WAIT_EVENT's condition on the value in memory now
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// vk_backend.c submit_sync, before a submission is recorded: waits for the CPU's signal when the submission begins
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// with a wait for it (vk_exec.c "the gate").
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void vk_exec_gate_wait(const uint64_t *handles, int n);
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int vk_exec_event_at_sync(void); // NX2NAVI_EVENT_AT_SYNC
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uint64_t vk_exec_event_late_take(void); // waits only a CPU signal after the copies would have passed, since the last call
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// Since the last call, which resets them: waits, waits reached before their signal, those of them a later replayed
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// signal met, and the sum of how many submissions later it came.
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void vk_exec_event_stats(uint64_t *waits, uint64_t *unmet, uint64_t *late, uint64_t *late_subs);
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extern uint64_t vk_exec_submit_seq; // replay thread: submissions replayed so far
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// The same from a thread that does not hold the submission lock (vk_sync.c sub_lock), under which it is written.
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static inline uint64_t vk_exec_submit_seq_now(void) { return __atomic_load_n(&vk_exec_submit_seq, __ATOMIC_RELAXED); }
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extern uint32_t vk_exec_brk; // replay thread: bumped by every op that is not state or a draw (vk_exec.c op_linear)
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uint32_t vk_exec_brk_now(void); // vk_exec_brk, or in a parallel group's chunk the chunk's own count
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int vk_exec_mesh_run(const void *cur, const void **out, int max);
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void vk_exec_mesh_run_stops(char *out, size_t n);
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// NX2NAVI_EVO_TRACE=1 (diagnostics, vk_exec.c "event order trace"): one token per step of the replay's event order.
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void vk_exec_evt(char what, const void *event, uint32_t value);
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void vk_exec_evt_frame(uint64_t frame); // the game's present call: the frame's tokens are closed and logged
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// The memory report's descriptor pools (vk_memory.c outside_log): the replay's pools, spare ones included, the sets
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// each holds, and the texture pool's sets (0 before it exists).
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typedef struct { uint64_t pools, spare, sets_each, tex_sets; } VkDescMem;
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void vk_exec_desc_mem(VkDescMem *d);
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int vk_exec_held(void); // any thread: held submissions waiting for a signal (event order)
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int vk_exec_held_ready(void); // ... and one of them can go on now (vk_backend.c present_held); any thread
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// vk_dlaa.c: once DLSS has scaled the scene this frame, passes larger than the scene's light target vk_dlaa_swap_img
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// sample DLSS's output vk_dlaa_swap_view in its place, so the game's scaling draw scales DLSS's picture.
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extern const VkTexImage *vk_dlaa_swap_img;
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extern VkImageView vk_dlaa_swap_view;
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// vk_aa.c, the anti-aliasing setting in place of the game's SMAA (vk_exec_draw.c aa_dispatch). vk_aa_mode: this frame's
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// replacement, VK_AA_GAME when the game's SMAA runs as it is. vk_aa_role: which of the game's SMAA passes a compute
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// program is, by the hash of its guest code. vk_aa_skip_ok: the edge and weight passes may be left out (the last
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// composition was replaced). vk_aa_record: the replacement of the composition into cb, from src (the composite, sampled)
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// into dst (the scene target's R32_UINT storage view) of w x h; 0 when it could not. vk_aa_composed: what became of the
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// composition this frame.
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enum { VK_AA_GAME, VK_AA_OFF, VK_AA_FXAA, VK_AA_SMAA };
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enum { VK_AA_ROLE_NONE, VK_AA_ROLE_EDGES, VK_AA_ROLE_WEIGHTS, VK_AA_ROLE_COMPOSE };
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int vk_aa_mode(void);
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int vk_aa_role(uint64_t guest_hash);
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int vk_aa_skip_ok(void);
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int vk_aa_record(VkCommandBuffer cb, int mode, VkImageView src, VkImageView dst, uint32_t w, uint32_t h);
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void vk_aa_composed(int ok);
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// vk_contact.c: a pass about to begin (its targets resolved, no pass open), and a dispatch or copy about to be recorded
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void vk_contact_pass_begin(VkExec *ex);
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void vk_contact_flush(VkExec *ex);
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int vk_contact_pending(void); // a contact shadows' pass waits for the next transfer outside a pass
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// vk_exec_xfer.c, samples-passed counting: a draw about to be recorded in the open pass (begins an occlusion query
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// when counting and none is active), and the open pass about to end (ends the active query).
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void vk_exec_oq_draw(VkExec *ex);
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void vk_exec_oq_pass_end(VkExec *ex);
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