Files
NX2navi/runtime/vk_exec.c
epicmeme546 7eee4817f9 Split the uniform snapshot's copy over the replay workers at the start of a submission.
The workers have no chunk to record while the snapshot copies the uniform ranges a submission binds (about 700
regions, 0.7 MiB in Hyrule Field), so the replay thread now hands them slices of it through vk_exec_par, a loop the
workers take between groups. Without workers the copy runs on the replay thread as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 07:10:15 -05:00

2673 lines
141 KiB
C

// The op-stream replay core of the Vulkan back end: walks the command handles of
// one submission into its command buffer, keeps render targets and fixed-function state, opens and closes dynamic
// rendering passes and records clears and barriers. Draws, binds and dispatches go to vk_exec_op_draw
// (vk_exec_draw.c); copies, counters, events and conditional rendering to vk_exec_op_xfer (vk_exec_xfer.c). Images
// stay in VK_IMAGE_LAYOUT_GENERAL (vk_texture.c); full memory barriers order passes, clears and whatever those two
// record between them.
//
// The op loop handles END / BEGIN / JUMP / CALL and the pure-state ops, applies the state defaults, keeps render targets
// until they change and skips clears while rendering is disabled. A pass has GENERAL-layout attachments, LOAD/STORE and
// a render area from the smallest attachment, with a full barrier before it.
// Contains code Copyright (c) 2026 jhaizhou, Copyright (c) 2026 Peiikai (MIT; see THIRD_PARTY_NOTICES.md).
#include <limits.h>
#include <math.h>
#include <stdarg.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cfg.h"
#include "host.h"
#include "nvn_api.h"
#include "nvn_tex.h"
#include "platform/platform.h"
#include "prof.h"
#include "tex.h"
#include "vk.h"
#include "vk_exec.h"
#include "vk_target_frames.h"
#include "vk_dlaa.h"
#define WEAK __attribute__((weak))
#define CALL_DEPTH 8
typedef struct {
VkImage image;
VkFormat format;
VkImageViewType type;
VkImageAspectFlags aspect;
uint32_t level, base, layers;
VkImageView view;
} ViewEnt;
static VkExec X;
static int x_ready;
// The replay state this thread records with now (inside vk_exec_record, or a test's vk_exec_probe_inline), NULL when
// it records none: vk_exec_inline_begin hands out its command buffer.
static _Thread_local VkExec *x_cur;
// ---- parallel groups (NX2NAVI_REPLAY_WORKERS; "replay workers" below). A chunk: a part of a group's ops that one
// thread records into a command buffer of its own, from the replay state the front pass left at its first op.
#define GROUP_CHUNKS 17 // chunks a group is cut into at most: RW_MAX workers and the submitting thread
#define LIVE_GROUPS 4 // groups handed out whose command buffers are not in their part yet, at most
typedef struct Group Group;
typedef struct {
VkExec ex; // the state at its first op, then the state it records with
const op_hdr *h; // its first op
uint32_t nops; // the ops it records (JUMPs not counted)
uint32_t cond0, ncond; // its render conditions' decisions in its group's cond
uint64_t oq; // the occlusion counting at its first op (vk_exec_xfer_chunk_state)
uint32_t slot0, nslots; // its block of occlusion query slots (vk_exec_xfer_slots)
uint32_t brk; // its ops that are not state or a draw (vk_exec_brk_now)
int idx; // in its group: 0 runs the group's pass hooks
Group *g; // its group
VkCommandBuffer cb;
int recorded;
volatile int32_t done;
} Chunk;
struct Group {
Chunk c[GROUP_CHUNKS];
int n;
uint8_t *cond; // the decisions of the group's render conditions, in stream order
uint32_t ncond, ccond;
volatile int32_t hooks; // chunk 0 began its first pass (or ended): the others may start
volatile int32_t ndone; // its chunks done
volatile uint64_t seq; // its number: Q.out when it was handed out (vk_exec_stream_pos)
uint32_t upd; // the submission's inline uniform updates before it (vk_exec_upd_top)
int at; // its chunks' places in the part's list (vk_sync_append_later)
uint64_t out_ns; // when it was handed out
};
// Group number s is GQ[s % LIVE_GROUPS]. Its chunks wait in Q in the order of the stream once it is handed out; the
// workers (and the submitting thread, while it waits) take them in that order.
static Group GQ[LIVE_GROUPS];
#define QN (LIVE_GROUPS * GROUP_CHUNKS)
static struct {
Chunk *q[QN]; // chunk number i of those handed out is q[i % QN]
volatile uint64_t put, take; // chunks handed out, taken
volatile uint64_t done; // every group up to this number has all its chunks done
uint64_t out, drained; // the submitting thread: groups handed out, and put into their parts
} Q;
static PlatMutex done_lock = PLAT_MUTEX_INIT; // Q.done moves on (groups_done_advance)
static _Thread_local Chunk *rw_chunk; // the chunk the calling thread records, NULL outside one
// The submitting thread records on past groups whose chunks may not all be done yet (NX2NAVI_REPLAY_PIPE).
static _Thread_local int rw_behind;
// Why it waited for them (RW.pw_*): room for the next group, an op chunks never record, a pass's hooks, an effect that
// waits for its turn (vk_exec_turn), a texture entry, a part split, the submission's end; and the waits that found
// every group done already.
enum { PW_NEXT, PW_OP, PW_HOOKS, PW_TURN, PW_TEX, PW_SPLIT, PW_END, PW_DONE, PW_N };
static void group_wait(int why, int help);
static void group_drain(VkExec *ex, int why);
static _Thread_local const op_hdr *rw_op; // in a chunk: the op it records (vk_exec_mesh_run reads on from it)
static _Thread_local int rw_ordered; // every earlier chunk of its group is done
static PlatMutex tfr_lock = PLAT_MUTEX_INIT; // target frames (vk_target_frames.h) noted by several chunks at once
// ---- NX2NAVI_TRACE=gfx frame counters
VkExecFrame vk_exec_frame;
static struct { const uint8_t *mem; uint32_t w, h, fmt, n; } fw[64]; // textures written this frame
static int nfw;
uint64_t vk_exec_recording_fence(void) { return x_cur ? x_cur->fence : 0; }
void vk_exec_frame_written(const tex_t *t) {
if (!(rt_trace & RT_TRACE_GFX) || !t) return;
for (int i = 0; i < nfw; i++)
if (fw[i].mem == t->mem) { fw[i].n++; return; }
if (nfw == 64) return;
fw[nfw].mem = t->mem, fw[nfw].w = t->d.width, fw[nfw].h = t->d.height, fw[nfw].fmt = (uint32_t)t->d.format;
fw[nfw++].n = 1;
}
// ---- draw runs (NX2NAVI_REPLAY_RUNS=1, diagnostics for recording a submission on several threads)
// How the draws of a frame fall into runs that a recording thread of their own could take: a run is the draws between
// two ops that have to stay in the replay's order on one thread (dispatches, copies, texture and buffer clears, events,
// the game's barriers, a held submission going on, the end of a submission). The ops a run carries that a serial front
// pass would have to settle in order before the threads record (counter reports and resets, render conditions, inline
// uniform updates, render target changes, attachment clears) are counted apart. Every 600 presented frames one line:
// the draws per frame, the share of them in runs of at least 16, 64 and 256 draws, the runs, and the breaks by kind.
enum { RB_DISPATCH, RB_COPY, RB_CLEAR, RB_EVENT, RB_BARRIER, RB_HELD, RB_SUBMIT, RB_N };
enum { RO_COUNTER, RO_COND, RO_UB, RO_RT, RO_ATT_CLEAR, RO_N };
static const char *const rb_name[RB_N] = {"dispatches", "copies", "clears", "events", "barriers", "held", "submits"};
static const char *const ro_name[RO_N] = {"counters", "conditions", "uniform updates", "target changes",
"attachment clears"};
static struct {
int on;
uint32_t draws; // of the run open now
uint64_t total, in16, in64, in256, runs, longest, brk[RB_N], carried[RO_N], frame0;
} RR = {.on = -1};
static void runs_break(int why) {
uint32_t d = RR.draws;
RR.brk[why]++;
if (!d) return;
RR.runs++, RR.total += d, RR.draws = 0;
if (d >= 16) RR.in16 += d;
if (d >= 64) RR.in64 += d;
if (d >= 256) RR.in256 += d;
if (d > RR.longest) RR.longest = d;
}
static void runs_op(uint32_t op) {
switch (op) {
case OP_DRAW: case OP_DRAW_IDX: case OP_DRAW_IDX_IND: case OP_DRAW_MESH: case OP_DRAW_MESH_IND: RR.draws++; break;
case OP_DISPATCH: case OP_DISPATCH_IND: runs_break(RB_DISPATCH); break;
case OP_COPY_B2B: case OP_COPY_B2T: case OP_COPY_T2B: case OP_COPY_T2T: runs_break(RB_COPY); break;
case OP_CLEAR_TEX: case OP_CLEAR_BUF: runs_break(RB_CLEAR); break;
case OP_SIGNAL_EVENT: case OP_WAIT_EVENT: runs_break(RB_EVENT); break;
case OP_BARRIER: runs_break(RB_BARRIER); break;
case OP_REPORT_COUNTER: case OP_RESET_COUNTER: RR.carried[RO_COUNTER]++; break;
case OP_RENDER_ENABLE: case OP_RENDER_COND: RR.carried[RO_COND]++; break;
case OP_UPDATE_UB: RR.carried[RO_UB]++; break;
case OP_SET_RT: RR.carried[RO_RT]++; break;
case OP_CLEAR_COLOR: case OP_CLEAR_DS: RR.carried[RO_ATT_CLEAR]++; break;
default: break;
}
}
static int runs_on(void) {
if (RR.on < 0) RR.on = rt_knob("REPLAY_RUNS", "0");
return RR.on;
}
static void runs_frame(uint64_t frame) {
if (!runs_on() || frame % 600) return;
if (RR.frame0 && frame > RR.frame0) {
double f = (double)(frame - RR.frame0), t = RR.total ? (double)RR.total : 1.0;
char b[256], c[256];
int o = 0;
for (int k = 0; k < RB_N; k++)
o += snprintf(b + o, sizeof b - (size_t)o, "%s %s %.1f", k ? "," : "", rb_name[k], RR.brk[k] / f);
o = 0;
for (int k = 0; k < RO_N; k++)
o += snprintf(c + o, sizeof c - (size_t)o, "%s %s %.1f", k ? "," : "", ro_name[k], RR.carried[k] / f);
rt_log("vk_exec: frame %llu: draw runs: %.0f draws a frame in %.1f runs; in runs of 16 or more %.0f%%, "
"64 or more %.0f%%, 256 or more %.0f%%, longest %llu; breaks a frame:%s; carried a frame:%s",
(unsigned long long)frame, RR.total / f, RR.runs / f, 100.0 * RR.in16 / t, 100.0 * RR.in64 / t,
100.0 * RR.in256 / t, (unsigned long long)RR.longest, b, c);
}
uint32_t open = RR.draws;
memset(&RR.total, 0, sizeof RR - offsetof(typeof(RR), total));
RR.draws = open, RR.frame0 = frame;
}
uint64_t vk_exec_submit_seq;
void vk_exec_frame_log(const tex_t *p, uint64_t frame) {
vk_exec_cond_frame_end(frame); // a frame boundary in replay order (present_image runs on the replay thread)
runs_frame(frame);
if (!(rt_trace & RT_TRACE_GFX)) return;
VkExecFrame *f = &vk_exec_frame;
uint64_t ew, eu, el, ed;
vk_exec_event_stats(&ew, &eu, &el, &ed);
int hit = 0;
char list[512] = "";
size_t o = 0;
for (int i = 0; i < nfw; i++) {
if (p && fw[i].mem == p->mem) hit = 1;
if (o < sizeof list - 48)
o += (size_t)snprintf(list + o, sizeof list - o, " %p:%ux%u/%#x*%u", (const void *)fw[i].mem, fw[i].w,
fw[i].h, fw[i].fmt, fw[i].n);
}
rt_log("frame %llu: submits %llu passes %llu draws %llu/%llu clears %llu copies %llu dispatches %llu; present %p "
"%ux%u/%#x written %d; feedback draws %llu barriers %llu restarts %llu layouts %llu read-before-write %llu; "
"uniform updates %llu (%llu ended a pass); binds %llu in %.2f ms (textures %.2f, buffers %.2f, sig %.2f, push %.2f ms; "
"descriptors reused %llu, resolved %llu); dynamic state calls %llu (%llu unchanged, left out); "
"event waits %llu (%llu before their signal: %llu "
"signalled later, %.1f submits later on average); targets%s",
(unsigned long long)frame, (unsigned long long)f->submits,
(unsigned long long)f->passes, (unsigned long long)f->draws, (unsigned long long)f->draws_seen,
(unsigned long long)f->clears, (unsigned long long)f->copies, (unsigned long long)f->dispatches,
p ? (const void *)p->mem : NULL, p ? p->d.width : 0, p ? p->d.height : 0, p ? (uint32_t)p->d.format : 0,
hit, (unsigned long long)f->fb_draws, (unsigned long long)f->fb_barriers, (unsigned long long)f->fb_restarts,
(unsigned long long)f->fb_layouts, (unsigned long long)f->fb_war_barriers, (unsigned long long)f->ub_updates,
(unsigned long long)f->ub_pass_breaks, (unsigned long long)f->bind_calls,
(double)(f->bind_ns) / 1e6, (double)(f->bind_tex_ns) / 1e6, (double)(f->bind_buf_ns) / 1e6,
(double)(f->bind_sig_ns) / 1e6, (double)(f->bind_push_ns) / 1e6, (unsigned long long)f->bind_reused,
(unsigned long long)f->bind_resolved, (unsigned long long)f->dyn_calls, (unsigned long long)f->dyn_left,
(unsigned long long)ew, (unsigned long long)eu, (unsigned long long)el,
el ? (double)ed / (double)el : 0.0, list);
memset(f, 0, sizeof *f);
nfw = 0;
}
WEAK void vk_exec_op_draw(VkExec *ex, uint32_t op, const void *payload) {
(void)ex, (void)payload;
rt_fatal("vk: op %s is not replayed yet", nvn_op_name(op));
}
WEAK void vk_exec_op_xfer(VkExec *ex, uint32_t op, const void *payload) {
(void)ex, (void)payload;
rt_fatal("vk: op %s is not replayed yet", nvn_op_name(op));
}
enum { W_UNRENDERABLE, W_LEVEL, W_LAYER, W_VIEW_FORMAT, W_BLOCK_VIEW, W_BLOCK_LAYERS, W_CLEAR_TARGET, W_CLEAR_MASK, W_STENCIL_MASK, W_COUNT };
static void warn_once(int key, const char *fmt, ...) {
static volatile int32_t seen[W_COUNT];
if (__atomic_exchange_n(&seen[key], 1, __ATOMIC_RELAXED)) return;
char msg[256];
va_list ap;
va_start(ap, fmt);
vsnprintf(msg, sizeof msg, fmt, ap);
va_end(ap);
rt_log("vk: %s (logged once)", msg);
}
// NVN defaults of the replay state (nvn_mtl.m).
static void state_reset(VkExec *ex) {
memset(ex, 0, sizeof *ex);
ex->st_vmask[0] = ex->st_vmask[1] = ex->st_wmask[0] = ex->st_wmask[1] = 0xff;
ex->depth_range[1] = 1.0f;
vk_pipe_state_defaults(&ex->pipe);
ex->barrier_at = -1;
}
// ---- render targets
static uint32_t level_extent(uint32_t v, uint32_t level) {
v >>= level;
return v ? v : 1;
}
// A view format other than the texture's is used when both map directly and have the same texel size (the image is
// created MUTABLE_FORMAT for colour formats). blocks: t is a BC texture with block_views, and the view an uncompressed
// format whose texel is one of its blocks.
static int view_format(const tex_t *t, const view_t *v, int blocks, VkFormat *out) {
TexVkFormat a, b;
int bw, bh, vbw, vbh;
if (!tex_vk_format(t->d.format, &a) || a.vk != a.ideal || !tex_vk_format(v->format, &b) || b.vk != b.ideal ||
b.depth || b.stencil)
return 0;
int bpb = nvn_fmt_bpb(t->d.format, &bw, &bh), vbpb = nvn_fmt_bpb(v->format, &vbw, &vbh);
if (!bpb || bpb != vbpb || (!blocks && (bw != 1 || bh != 1)) || vbw != 1 || vbh != 1) return 0;
VkFormatProperties fp;
vkGetPhysicalDeviceFormatProperties(vk_ctx()->phys, b.vk, &fp);
if (!(fp.optimalTilingFeatures & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)) return 0;
*out = b.vk;
return 1;
}
// ---- 3D BC render targets
// A 3D BC texture has no block views (vk_texture.c create_tex, NX2NAVI_BLOCK_VIEWS_3D): on RDNA2 cards such an image
// made BLOCK_TEXEL_VIEW_COMPATIBLE and 2D_ARRAY_COMPATIBLE took GPU writes past the end of its memory (issue #5). Draws
// into it through an uncompressed view of its blocks (agl's BC4 encoder fills 32x32x32 and 64x64x64 volumes and their
// levels at the logo) go to a stand-in: a 2D array of the blocks of one level in the view's format, one layer per
// depth plane. It starts with the level's content, so a pass that writes part of a plane keeps the rest, and each pass
// end copies the planes it drew into the level (a copy between a compressed and a size-compatible uncompressed format).
typedef struct { VkImage bc, img; VmaAllocation alloc; VkFormat fmt; uint32_t level, w, h, d; } BcStandIn;
#define BC_STANDINS 64 // one per level drawn: 6 volumes of up to 7 levels at the logo
static BcStandIn bcs[BC_STANDINS];
static int nbcs;
static PlatMutex bcs_lock = PLAT_MUTEX_INIT; // the replay adds and reads; destroy_tex (any thread) removes
static void image_barrier(VkCommandBuffer cb, VkImage img, VkImageLayout from, uint32_t layers) {
VkImageMemoryBarrier2 ib = {.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2, .srcStageMask = VK_PIPELINE_STAGE_2_NONE,
.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
.dstAccessMask = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT,
.oldLayout = from, .newLayout = VK_IMAGE_LAYOUT_GENERAL,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = img, .subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, layers}};
VkDependencyInfo di = {.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO, .imageMemoryBarrierCount = 1, .pImageMemoryBarriers = &ib};
vkCmdPipelineBarrier2(cb, &di);
}
static void memory_barrier(VkCommandBuffer cb, VkPipelineStageFlags2 src, VkAccessFlags2 sa, VkPipelineStageFlags2 dst,
VkAccessFlags2 da) {
VkMemoryBarrier2 mb = {.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2, .srcStageMask = src, .srcAccessMask = sa,
.dstStageMask = dst, .dstAccessMask = da};
VkDependencyInfo di = {.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO, .memoryBarrierCount = 1, .pMemoryBarriers = &mb};
vkCmdPipelineBarrier2(cb, &di);
}
// The stand-in of level level of a 3D BC image for draws through view format fmt, made on first use; 0 when none can
// be made (logged). Replay thread.
static int bc_standin(const VkTexImage *img, uint32_t level, VkFormat fmt, BcStandIn *out) {
static int warned;
plat_mutex_lock(&bcs_lock);
int full = nbcs == BC_STANDINS;
for (int i = 0; i < nbcs; i++)
if (bcs[i].bc == img->image && bcs[i].level == level && bcs[i].fmt == fmt) {
*out = bcs[i];
plat_mutex_unlock(&bcs_lock);
return 1;
}
plat_mutex_unlock(&bcs_lock);
if (full) {
if (!warned++) rt_log("vk: more than %d 3D BC render targets: the others are left out", BC_STANDINS);
return 0;
}
uint32_t lw = level_extent(img->width, level), lh = level_extent(img->height, level);
BcStandIn s = {img->image, VK_NULL_HANDLE, NULL, fmt, level, (lw + 3) / 4, (lh + 3) / 4,
level_extent(img->depth, level)};
VkImageCreateInfo ci = {.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, .imageType = VK_IMAGE_TYPE_2D, .format = fmt,
.extent = {s.w, s.h, 1}, .mipLevels = 1, .arrayLayers = s.d, .samples = VK_SAMPLE_COUNT_1_BIT,
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT |
VK_IMAGE_USAGE_TRANSFER_DST_BIT,
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED};
VmaAllocationCreateInfo ai = {.usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE};
if (vmaCreateImage(vk_ctx()->vma, &ci, &ai, &s.img, &s.alloc, NULL) != VK_SUCCESS) {
if (!warned++) rt_log("vk: stand-in for a 3D BC render target could not be created: left out");
return 0;
}
// In the upload batch, which goes to the queue before this part: GENERAL, then the texture's blocks.
VkCommandBuffer cb = vk_upload_begin();
image_barrier(cb, s.img, VK_IMAGE_LAYOUT_UNDEFINED, s.d);
memory_barrier(cb, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, VK_ACCESS_2_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_2_COPY_BIT,
VK_ACCESS_2_TRANSFER_READ_BIT | VK_ACCESS_2_TRANSFER_WRITE_BIT);
VkImageCopy rg = {.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, level, 0, 1},
.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, s.d},
.extent = {lw, lh, s.d}}; // texels of the compressed source
vkCmdCopyImage(cb, img->image, VK_IMAGE_LAYOUT_GENERAL, s.img, VK_IMAGE_LAYOUT_GENERAL, 1, &rg);
memory_barrier(cb, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT);
vk_upload_end();
plat_mutex_lock(&bcs_lock);
bcs[nbcs++] = s;
plat_mutex_unlock(&bcs_lock);
rt_log("vk: 3D BC render target %ux%ux%u level %u drawn through a %ux%u x %u stand-in (format %d)", img->width,
img->height, img->depth, level, s.w, s.h, s.d, (int)fmt);
*out = s;
return 1;
}
// vk_exec_draw.c vk_exec_image_gone: the stand-in of a BC image that goes, freed once the GPU is done with it.
void vk_exec_bc_gone(VkImage image) {
plat_mutex_lock(&bcs_lock);
for (int i = 0; i < nbcs; i++)
if (bcs[i].bc == image) {
vk_defer_image(bcs[i].img, bcs[i].alloc);
bcs[i--] = bcs[--nbcs];
}
plat_mutex_unlock(&bcs_lock);
}
// At a pass end: the planes the pass drew into a stand-in go to its texture.
static void bc_copy_back(VkExec *ex, const VkExecTarget *t) {
plat_mutex_lock(&bcs_lock);
for (int i = 0; i < nbcs; i++) {
if (bcs[i].img != t->image) continue;
memory_barrier(ex->cb, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, VK_ACCESS_2_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_2_COPY_BIT,
VK_ACCESS_2_TRANSFER_READ_BIT | VK_ACCESS_2_TRANSFER_WRITE_BIT);
VkImageCopy rg = {.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, t->base_layer, t->layers},
.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, bcs[i].level, 0, 1},
.dstOffset = {0, 0, (int32_t)t->base_layer},
.extent = {bcs[i].w, bcs[i].h, t->layers}}; // texels of the uncompressed source
vk_gpu_gap_note(VK_GAP_BC_BACK, 0);
vkCmdCopyImage(ex->cb, t->image, VK_IMAGE_LAYOUT_GENERAL, bcs[i].bc, VK_IMAGE_LAYOUT_GENERAL, 1, &rg);
memory_barrier(ex->cb, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT,
VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT);
ex->recorded++;
break;
}
plat_mutex_unlock(&bcs_lock);
}
// A draw into a 3D BC image without block views through an uncompressed view of its blocks: the target is the
// image's stand-in (bc_standin). 1 when o is filled (target or left out), 0 for any other target.
static int bc_target(const tex_t *t, const view_t *v, int has_v, const VkTexImage *img, VkExecTarget *o) {
int bw, bh;
if (img->type != VK_IMAGE_TYPE_3D || img->block_views || !nvn_fmt_bpb(t->d.format, &bw, &bh) || bw != 4 || bh != 4)
return 0;
VkFormat fmt;
BcStandIn s;
uint32_t level = has_v && v->set_levels ? v->base_level : 0;
if (level >= img->levels) {
warn_once(W_LEVEL, "render target level %u of a %u-level texture: left out", level, img->levels);
return 1;
}
if (!has_v || !v->set_format || !view_format(t, v, 1, &fmt) || !bc_standin(img, level, fmt, &s)) {
warn_once(W_BLOCK_VIEW, "render target format %#x (%ux%u) through view format %#x: no block view, left out",
t->d.format, t->d.width, t->d.height, has_v && v->set_format ? v->format : 0);
return 1;
}
uint32_t base = 0, layers = s.d;
if (v->set_layers) {
base = v->min_layer;
layers = v->nlayers ? v->nlayers : (base < s.d ? s.d - base : 0);
}
if (base >= s.d || !layers) return 1;
if (base + layers > s.d) layers = s.d - base;
o->image = s.img; // not img->image: view_of makes this command buffer's view of the stand-in
o->img = img;
o->format = fmt;
o->view_type = layers > 1 ? VK_IMAGE_VIEW_TYPE_2D_ARRAY : VK_IMAGE_VIEW_TYPE_2D;
o->aspect = VK_IMAGE_ASPECT_COLOR_BIT;
o->level = 0, o->base_layer = base, o->layers = layers;
o->width = s.w, o->height = s.h, o->samples = 1;
o->nvn_format = v->format;
return 1;
}
static void resolve_target(const tex_t *t, const view_t *v, int has_v, int depth_slot, VkExecTarget *o) {
memset(o, 0, sizeof *o);
o->tex = t;
if (!t) return;
const VkTexImage *img = vk_texture_get(t);
if (img && !depth_slot && bc_target(t, v, has_v, img, o)) return; // a 3D BC image: its stand-in
VkImageUsageFlags need = depth_slot ? VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT : VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
int is3d = img && img->type == VK_IMAGE_TYPE_3D && !depth_slot; // slices drawn through 2D views (2D_ARRAY_COMPATIBLE)
if (!img || !(img->usage & need) || (img->type != VK_IMAGE_TYPE_2D && !is3d)) {
warn_once(W_UNRENDERABLE, "render target format %#x target %d (%ux%u) is not renderable here: left out",
t->d.format, t->d.target, t->d.width, t->d.height);
return;
}
uint32_t level = has_v && v->set_levels ? v->base_level : 0;
if (level >= img->levels) {
warn_once(W_LEVEL, "render target level %u of a %u-level texture: left out", level, img->levels);
return;
}
// A 3D level's depth planes take the place of layers (Vulkan views them as the array layers of a 2D array view).
uint32_t nlay = is3d ? level_extent(img->depth, level) : img->layers;
uint32_t base = 0, layers = nlay;
if (has_v && v->set_layers) {
base = v->min_layer;
layers = v->nlayers ? v->nlayers : (base < nlay ? nlay - base : 0);
}
if (base >= nlay || !layers) {
warn_once(W_LAYER, "render target layer %u of a %u-layer texture: left out", base, nlay);
return;
}
if (base + layers > nlay) layers = nlay - base;
VkFormat fmt = img->format;
int32_t nvn_fmt = t->d.format;
int blocks = !depth_slot && img->block_views;
if (blocks) { // a BC texture takes draws only through an uncompressed view of its blocks
if (!has_v || !v->set_format || !view_format(t, v, 1, &fmt)) {
warn_once(W_BLOCK_VIEW, "render target format %#x (%ux%u) through view format %#x: no block view, left out",
t->d.format, t->d.width, t->d.height, has_v && v->set_format ? v->format : 0);
return;
}
nvn_fmt = v->format;
if (layers > 1) { // an uncompressed view of a BC image has one layer (no maintenance6 here)
warn_once(W_BLOCK_LAYERS, "render target format %#x: block view of %u layers, first layer only", t->d.format,
layers);
layers = 1;
}
} else if (!depth_slot && has_v && v->set_format && v->format != t->d.format) {
if (view_format(t, v, 0, &fmt)) nvn_fmt = v->format;
else warn_once(W_VIEW_FORMAT, "render target view format %#x of a format %#x texture: texture format used",
v->format, t->d.format);
}
o->image = img->image;
o->img = img;
o->scale = img->scale ? img->scale : 1;
o->format = fmt;
o->view_type = layers > 1 ? VK_IMAGE_VIEW_TYPE_2D_ARRAY : VK_IMAGE_VIEW_TYPE_2D;
o->aspect = depth_slot ? img->aspect & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)
: VK_IMAGE_ASPECT_COLOR_BIT;
o->level = level, o->base_layer = base, o->layers = layers;
o->is3d = (uint8_t)is3d;
o->blocks = (uint8_t)blocks;
o->width = level_extent(img->width, level), o->height = level_extent(img->height, level);
if (blocks) o->width = (o->width + 3) / 4, o->height = (o->height + 3) / 4; // the view's extent: 4x4 blocks
o->samples = img->samples ? img->samples : 1;
o->nvn_format = nvn_fmt;
if (!o->aspect) o->image = VK_NULL_HANDLE;
}
/* The size of a pass without attachments: the far corner of viewport 0, else of the scissor, 1..16384.
NX2navi draws a fragment shader that only writes a storage buffer into a 1x1
viewport; a pass sized by the viewport's width alone puts an offset viewport outside the scissor, and the cave rock
loses its ambient light. */
void vk_exec_noatt_dims(const VkExec *ex, uint32_t *w, uint32_t *h) {
double x1 = 0, y1 = 0;
if (ex->has_vp) {
x1 = ceil(fmax(ex->vp[0][0], ex->vp[0][0] + ex->vp[0][2]));
y1 = ceil(fmax(ex->vp[0][1], ex->vp[0][1] + ex->vp[0][3]));
}
if ((x1 < 1 || y1 < 1) && ex->has_scissor) x1 = (double)ex->scissor.x + ex->scissor.w, y1 = (double)ex->scissor.y + ex->scissor.h;
*w = x1 < 1 ? 1 : x1 > 16384 ? 16384 : (uint32_t)x1;
*h = y1 < 1 ? 1 : y1 > 16384 ? 16384 : (uint32_t)y1;
}
// Resolves ex->rt to this command buffer's images and derives the pass parameters and the pipeline's target formats.
static void resolve_rt(VkExec *ex) {
if (ex->rt_resolved) return;
ex->rt_resolved = 1;
const p_set_rt *r = &ex->rt;
int n = r->n < 0 ? 0 : r->n > 8 ? 8 : r->n;
uint32_t w = UINT32_MAX, h = UINT32_MAX, layers = UINT32_MAX, samples = 0, scale = 1;
for (int i = 0; i < 8; i++) {
VkExecTarget *t = &ex->color[i];
resolve_target(i < n ? r->color[i] : NULL, &r->cview[i], i < n && r->has_cview[i], 0, t);
ex->pass_color[i] = t->image ? t->format : VK_FORMAT_UNDEFINED;
ex->pipe.color_fmt[i] = t->image ? t->nvn_format : 0;
if (!t->image) continue;
if (t->width < w) w = t->width;
if (t->height < h) h = t->height;
if (t->layers < layers) layers = t->layers;
if (!samples) samples = t->samples;
if (t->scale > scale) scale = t->scale;
}
VkExecTarget *d = &ex->depth;
resolve_target(r->depth, &r->dview, r->has_dview, 1, d);
ex->pass_depth = d->image && (d->aspect & VK_IMAGE_ASPECT_DEPTH_BIT) ? d->format : VK_FORMAT_UNDEFINED;
ex->pass_stencil = d->image && (d->aspect & VK_IMAGE_ASPECT_STENCIL_BIT) ? d->format : VK_FORMAT_UNDEFINED;
ex->pipe.depth_fmt = d->image ? d->nvn_format : 0;
if (d->image) {
if (d->width < w) w = d->width;
if (d->height < h) h = d->height;
if (d->layers < layers) layers = d->layers;
if (!samples) samples = d->samples;
if (d->scale > scale) scale = d->scale;
}
ex->pass_noatt = w == UINT32_MAX;
if (ex->pass_noatt) {
vk_exec_noatt_dims(ex, &w, &h);
layers = 1;
static int logged;
if (logged < 8 && ex->has_vp && (ex->vp[0][0] != 0 || ex->vp[0][1] != 0 || ex->vp[0][2] != w || ex->vp[0][3] != h))
logged++, rt_log("vk_exec: pass without attachments %ux%u for viewport %g,%g %gx%g", w, h, ex->vp[0][0],
ex->vp[0][1], ex->vp[0][2], ex->vp[0][3]);
}
ex->pass_w = w, ex->pass_h = h, ex->pass_layers = layers;
ex->pass_scale = ex->pass_noatt ? 1 : scale;
ex->pass_ncolor = (uint32_t)n;
ex->pass_samples = samples ? samples : 1;
ex->pipe.samples = (uint8_t)ex->pass_samples;
}
// The attachment view of a target. A registered texture's view lives as long as its image (vk_exec_target_view); any
// other image's view, and that of a texture destroyed since the target was resolved (gone: its record is freed only
// after this submission, vk_defer_free), is made for this command buffer and freed at its fence.
static VkImageView view_of(VkExec *ex, const VkExecTarget *t) {
if (t->img && t->img->image == t->image && !t->img->gone)
return vk_exec_target_view(t->img, t->format, t->view_type, t->aspect, t->level, t->base_layer, t->layers, t->blocks);
ViewEnt *v = ex->views;
for (int i = 0; i < ex->nviews; i++)
if (v[i].image == t->image && v[i].format == t->format && v[i].type == t->view_type && v[i].aspect == t->aspect &&
v[i].level == t->level && v[i].base == t->base_layer && v[i].layers == t->layers)
return v[i].view;
VkImageViewCreateInfo ci = {.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, .image = t->image,
.viewType = t->view_type, .format = t->format,
.subresourceRange = {t->aspect, t->level, 1, t->base_layer, t->layers}};
VkImageViewUsageCreateInfo use = {.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_USAGE_CREATE_INFO,
.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT};
if (t->blocks) ci.pNext = &use; // not the BC image's sampling and transfer usages
VkImageView view;
if (vkCreateImageView(vk_ctx()->device, &ci, NULL, &view) != VK_SUCCESS)
rt_fatal("vk: render target view (format %d, %ux%u) could not be created", (int)t->format, t->width, t->height);
if (ex->nviews == ex->cap_views) {
ex->cap_views = ex->cap_views ? ex->cap_views * 2 : 16;
ex->views = realloc(ex->views, sizeof(ViewEnt) * (size_t)ex->cap_views);
if (!ex->views) rt_fatal("vk: out of memory");
v = ex->views;
}
v[ex->nviews++] = (ViewEnt){t->image, t->format, t->view_type, t->aspect, t->level, t->base_layer, t->layers, view};
return view;
}
typedef struct { int n; VkImageView v[]; } ViewList;
static void free_views(void *arg) { // completion thread, once the submission that used them is done
ViewList *l = arg;
VkDevice dev = vk_ctx()->device;
for (int i = 0; i < l->n; i++) vkDestroyImageView(dev, l->v[i], NULL);
free(l);
}
// ---- target history (vk_target_frames.h: the table, what recent and steady mean, and the pass verdict)
uint64_t vk_exec_steady_passes; // lookups a steady target alone made per-frame (vk_exec_targets_recent)
static TfrTarget tfr_of(const VkExecTarget *t) {
return (TfrTarget){(uint64_t)(uintptr_t)t->image, t->level, t->base_layer, t->img ? t->img->addr : 0};
}
static int steady_on(void) {
static int on = -1;
if (on < 0) {
on = cfg_bool("NX2NAVI_PIPE_SKIP_STEADY");
rt_log("vk: a pass whose targets the game has rendered in %d frames or more counts as per-frame after a "
"pause too, so its draws are skipped, not waited for, while a pipeline builds: %s (NX2NAVI_PIPE_SKIP_STEADY)",
TFR_STEADY, on ? "on" : "off");
}
return on;
}
// tfr_pass_recent for the current pass; vk_exec_steady_passes counts the lookups that only a steady target made
// per-frame.
int vk_exec_targets_recent(VkExec *ex, int any) {
resolve_rt(ex);
uint64_t stamp = __atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED) + 1;
TfrTarget c[8], d = tfr_of(&ex->depth);
for (int i = 0; i < 8; i++) c[i] = tfr_of(&ex->color[i]);
int by_steady = 0, r = tfr_pass_recent(c, 8, &d, stamp, any, steady_on(), &by_steady);
vk_exec_steady_passes += (uint64_t)by_steady;
return r;
}
// One line naming each target of the current pass: format, extent, layer and the two frames it was last rendered in
// (prepare_draw's pipeline wait log).
void vk_exec_targets_describe(VkExec *ex, char *buf, size_t cap) {
resolve_rt(ex);
size_t n = 0;
buf[0] = 0;
for (int i = 0; i < 9 && n < cap; i++) {
const VkExecTarget *t = i < 8 ? &ex->color[i] : &ex->depth;
if (!t->image) continue;
TfrTarget ft = tfr_of(t);
const TargetFrames *e = tfr_find(&ft, 0);
int w = snprintf(buf + n, cap - n, "%s%c%d fmt %d %ux%u L%u seen %llu/%llu in %u frames", n ? "; " : "",
i < 8 ? 'c' : 'd', i < 8 ? i : 0, (int)t->format, t->width, t->height, t->base_layer,
(unsigned long long)(e ? e->last : 0), (unsigned long long)(e ? e->prev : 0),
e && e->owner == ft.owner ? e->n : 0);
if (w < 0) break;
n += (size_t)w;
}
if (!n) snprintf(buf, cap, "no targets");
}
// ---- passes and barriers
static int has_image(const VkImage *list, int n, VkImage img) {
for (int i = 0; i < n; i++)
if (list[i] == img) return 1;
return 0;
}
static VkImageMemoryBarrier2 layout_barrier(VkImage img, VkImageAspectFlags aspect, VkImageLayout from, VkImageLayout to) {
return (VkImageMemoryBarrier2){.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2,
.srcStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, .srcAccessMask = VK_ACCESS_2_MEMORY_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
.dstAccessMask = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT,
.oldLayout = from, .newLayout = to, .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, .image = img,
.subresourceRange = {aspect, 0, VK_REMAINING_MIP_LEVELS, 0, VK_REMAINING_ARRAY_LAYERS}};
}
// Full barrier. The images in the feedback layout become want[] (pass begin) or none (every other barrier): the others
// go back to GENERAL and the new ones leave it, in the same command.
// NX2NAVI_BARRIER_GAME (1; 0: every pass begin and dispatch a full barrier; ab: in the B blocks): the game's own
// barriers order its work, as on the Switch. A pass that
// samples what an earlier one drew, a dispatch that reads what another dispatch wrote, an indirect draw whose arguments
// a dispatch wrote: on the Switch each needs nvnCommandBufferBarrier (ORDER_* and INVALIDATE_* bits) in the game's
// command stream, which the replay keeps as a full barrier (OP_BARRIER). What the GPU orders by itself there is kept: a
// switch between graphics and compute work drains the one before (the 3D and compute classes share the engine). With
// every pass begin and every dispatch a full barrier, 2.3 ms of a 9.7 ms GPU frame in Kokiri Forest was barriers.
// With the switch:
// - a pass begin after an earlier pass and no dispatch since the last full barrier gets an attachment barrier
// (colour and depth/stencil output before the next pass's loads and writes: Vulkan orders attachment access only
// inside one pass instance), after neither nothing;
// - a dispatch after other dispatches only gets none;
// - a pass after a dispatch, and a dispatch after a pass, get a full barrier, the drain of the switch;
// - either gets a full barrier as before after one the replay itself asked for (vk_exec_barrier: its copies,
// clears, fills, uniform updates and stand-in copies call it before their commands, which sets bar_dirty), and
// when feedback-loop targets change layout.
// Copies, clears and the game's barriers keep their full barriers.
//
// The default is 1 on NVIDIA GPUs and 0 on every other. The game placed its barriers for an NVIDIA GPU, and what it
// left out is what such a GPU orders by itself; Vulkan asks for a barrier wherever a pass samples what an earlier pass
// drew or a dispatch reads what an earlier one wrote, whether the game recorded one or not. On an RTX 5090 the picture
// was the same with the switch on and off (34 screenshots across A/B blocks in Kokiri Forest) and the GPU time fell by
// 0.5 to 0.6 ms of 5.4 a frame; no other vendor's driver has run it, so there the setting has to be turned on by hand.
static int barrier_game(void) {
static int mode = -1;
if (mode < 0) {
const VkCtx *c = vk_ctx();
int nvidia = c && c->props.vendorID == 0x10de;
mode = rt_knob("BARRIER_GAME", nvidia ? "1" : "0");
if (mode)
rt_log("vk_exec: NX2NAVI_BARRIER_GAME=%s: passes and dispatches are ordered by the game's barriers",
mode == 2 ? "ab" : "1");
}
return RT_KNOB_ON(mode);
}
// NX2NAVI_TRACE=perf: barriers per frame by kind (vk_exec_barrier_log)
enum { BS_FULL, BS_GAME, BS_PASS_FULL, BS_PASS_ATT, BS_PASS_NONE, BS_DISP_FULL, BS_DISP_NONE, BS_N };
static uint64_t bstat[BS_N];
static const char *const bs_name[BS_N] = {"replay full", "game", "pass full", "pass attachment", "pass none",
"dispatch full", "dispatch none"};
enum { BR_OTHER, BR_GAME, BR_PASS, BR_DISPATCH };
static void barrier_to_why(VkExec *ex, const VkImage *want, const VkImageAspectFlags *wasp, int nwant, int why);
static void barrier_to(VkExec *ex, const VkImage *want, const VkImageAspectFlags *wasp, int nwant) {
barrier_to_why(ex, want, wasp, nwant, BR_OTHER);
}
static void attachment_barrier(VkExec *ex) {
const VkPipelineStageFlags2 st = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT |
VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
VkMemoryBarrier2 mb = {.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2, .srcStageMask = st,
.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstStageMask = st,
.dstAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT};
VkDependencyInfo di = {.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO, .memoryBarrierCount = 1, .pMemoryBarriers = &mb};
vkCmdPipelineBarrier2(ex->cb, &di);
ex->recorded++;
}
static void barrier_to_why(VkExec *ex, const VkImage *want, const VkImageAspectFlags *wasp, int nwant, int why) {
vk_exec_pass_end(ex);
if (why == BR_OTHER) ex->bar_dirty = 1; // also when it falls together with the last one: its commands follow
VkImageMemoryBarrier2 ib[18];
uint32_t n = 0;
for (int i = 0; i < ex->nfbl; i++)
if (!has_image(want, nwant, ex->fbl_img[i]))
ib[n++] = layout_barrier(ex->fbl_img[i], ex->fbl_aspect[i], VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT,
VK_IMAGE_LAYOUT_GENERAL);
for (int i = 0; i < nwant; i++)
if (!has_image(ex->fbl_img, ex->nfbl, want[i]))
ib[n++] = layout_barrier(want[i], wasp[i], VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT);
for (int i = 0; i < nwant; i++) ex->fbl_img[i] = want[i], ex->fbl_aspect[i] = wasp[i];
ex->nfbl = nwant;
if (ex->barrier_at == ex->recorded && !n) return;
if (!n && !ex->bar_dirty && ((why == BR_PASS && !ex->bar_dispatches) || (why == BR_DISPATCH && !ex->bar_passes)) &&
barrier_game()) {
if (why == BR_DISPATCH) {
bstat[BS_DISP_NONE]++;
} else if (ex->bar_passes) {
attachment_barrier(ex);
bstat[BS_PASS_ATT]++;
} else {
bstat[BS_PASS_NONE]++;
}
return;
}
bstat[why == BR_GAME ? BS_GAME : why == BR_PASS ? BS_PASS_FULL : why == BR_DISPATCH ? BS_DISP_FULL : BS_FULL]++;
if (why != BR_OTHER) ex->bar_dirty = 0; // after BR_OTHER the replay's own commands follow: the next pass or
ex->bar_passes = ex->bar_dispatches = 0; // dispatch orders after them
vk_exec_frame.fb_layouts += n;
VkMemoryBarrier2 mb = {.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2,
.srcStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
.srcAccessMask = VK_ACCESS_2_MEMORY_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
.dstAccessMask = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT};
VkDependencyInfo di = {.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO, .memoryBarrierCount = 1, .pMemoryBarriers = &mb,
.imageMemoryBarrierCount = n, .pImageMemoryBarriers = ib};
vkCmdPipelineBarrier2(ex->cb, &di);
ex->barrier_at = ++ex->recorded;
}
void vk_exec_barrier(VkExec *ex) { barrier_to(ex, NULL, NULL, 0); }
void vk_exec_barrier_dispatch(VkExec *ex) {
barrier_to_why(ex, NULL, NULL, 0, BR_DISPATCH);
ex->bar_dispatches++;
}
void vk_exec_barrier_log(uint64_t frame) {
static uint64_t last;
if (!(rt_trace & RT_TRACE_PERF) || frame % 600) return;
double f = frame > last ? (double)(frame - last) : 1.0;
last = frame;
char s[320];
int o = 0;
for (int k = 0; k < BS_N; k++) {
o += snprintf(s + o, sizeof s - o, "%s%s %.1f", k ? ", " : "", bs_name[k], bstat[k] / f);
bstat[k] = 0;
}
rt_log("vk_exec: frame %llu: barriers per frame: %s", (unsigned long long)frame, s);
}
void vk_exec_pass_begin(VkExec *ex) {
if (ex->in_pass) return;
resolve_rt(ex);
if (vk_texture_deferred()) return; // a chunk's lookup waits for its turn (chunk_record): the op is replayed again
// A parallel group's targets do not change: its pass hooks, which follow the frame pass by pass, run in its first
// chunk, which the others start after (chunk_record).
if (!rw_chunk || !rw_chunk->idx) {
// the submitting thread past a group: the hooks read what its first chunk's left, and wait for the whole
// group where they change what its draws read (vk_exec_hook_turn)
if (!rw_chunk) vk_exec_hooks_wait();
vk_contact_pass_begin(ex);
vk_dlaa_pass(ex); // DLAA runs before the bloom chain's first pass (vk_dlaa.c)
}
// Learned targets (VkTexImage.fb_learned) are attached in the feedback layout
VkImage want[9];
VkImageAspectFlags wasp[9];
int nwant = 0;
uint32_t fbl = 0;
for (uint32_t i = 0; i < 9; i++) {
const VkExecTarget *t = i < 8 ? &ex->color[i] : &ex->depth;
if ((i < 8 && i >= ex->pass_ncolor) || !t->image || !t->img || !t->img->fb_learned) continue;
fbl |= 1u << i;
if (has_image(want, nwant, t->image)) continue;
want[nwant] = t->image, wasp[nwant++] = i < 8 ? VK_IMAGE_ASPECT_COLOR_BIT : t->img->aspect;
}
barrier_to_why(ex, want, wasp, nwant, BR_PASS); // passes, clears, copies and dispatches see each other's results
ex->bar_passes++;
ex->fbl_mask = fbl;
ex->fb_dirty = 0;
ex->fb_read = 0;
ex->pass_serial++;
VkRenderingAttachmentInfo ca[8], da = {0}, sa = {0};
for (uint32_t i = 0; i < ex->pass_ncolor; i++) {
const VkExecTarget *t = &ex->color[i];
ca[i] = (VkRenderingAttachmentInfo){.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
if (!t->image) continue;
ca[i].imageView = view_of(ex, t);
ca[i].imageLayout = fbl >> i & 1 ? VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT : VK_IMAGE_LAYOUT_GENERAL;
ca[i].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
ca[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE; }
const VkExecTarget *d = &ex->depth;
if (d->image) {
VkRenderingAttachmentInfo a = {.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO, .imageView = view_of(ex, d),
.imageLayout = fbl >> 8 & 1 ? VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT
: VK_IMAGE_LAYOUT_GENERAL,
.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD, .storeOp = VK_ATTACHMENT_STORE_OP_STORE};
if (d->aspect & VK_IMAGE_ASPECT_DEPTH_BIT) da = a;
if (d->aspect & VK_IMAGE_ASPECT_STENCIL_BIT) sa = a;
}
// The start mark goes between the barrier and vkCmdBeginRendering, its end right after vkCmdEndRendering
// (vk_exec_pass_end): outside the pass, and without breaking it.
VkPassMark *m = ex->mark = rw_chunk ? NULL : vk_pass_mark_begin(ex->cb, VK_MARK_PASS, ex->fence); // one ring
if (m) {
m->step = ex->mark_passes++;
m->w = ex->pass_w, m->h = ex->pass_h, m->d = ex->pass_layers;
m->layer = ex->depth.image ? ex->depth.base_layer : 0;
m->ncolor = (uint8_t)(ex->pass_ncolor < 8 ? ex->pass_ncolor : 8);
for (int i = 0; i < m->ncolor; i++) m->color[i] = ex->pass_color[i];
m->depth = ex->pass_depth ? ex->pass_depth : ex->pass_stencil;
// The shaders bound now are the first draw's when it repeats the pipeline state; when it does not,
// vk_exec_draw.c prepare_draw replaces them as it records the new state.
vk_exec_draw_shaders(&m->first[0], &m->first[1]);
ex->mark_draws0 = vk_exec_frame.draws;
}
VkRenderingInfo ri = {.sType = VK_STRUCTURE_TYPE_RENDERING_INFO, .renderArea = {{0, 0}, {ex->pass_w, ex->pass_h}},
.layerCount = ex->pass_layers, .colorAttachmentCount = ex->pass_ncolor,
.pColorAttachments = ca,
.pDepthAttachment = ex->pass_depth ? &da : NULL,
.pStencilAttachment = ex->pass_stencil ? &sa : NULL};
vkCmdBeginRendering(ex->cb, &ri);
vk_exec_frame.passes++;
ex->recorded++;
ex->in_pass = 1;
if (rw_chunk && !rw_chunk->idx) __atomic_store_n(&rw_chunk->g->hooks, 1, __ATOMIC_RELEASE);
}
void vk_exec_pass_end(VkExec *ex) {
if (!ex->in_pass) return;
vk_exec_oq_pass_end(ex);
vkCmdEndRendering(ex->cb);
ex->recorded++;
ex->in_pass = 0;
if (ex->mark) {
// vk_exec_frame_log resets the frame counters at a present (NX2NAVI_TRACE=gfx): then only the draws since it count
uint64_t d = vk_exec_frame.draws, d0 = ex->mark_draws0;
ex->mark->draws = (uint32_t)(d >= d0 ? d - d0 : d);
if (ex->mark->draws) vk_exec_draw_shaders(&ex->mark->last[0], &ex->mark->last[1]);
vk_pass_mark_end(ex->cb, ex->mark);
ex->mark = NULL;
}
for (int i = 0; i < ex->pass_ncolor && i < 8; i++) // stand-ins of 3D BC targets go to their textures
if (ex->color[i].image && ex->color[i].img && ex->color[i].img->image != ex->color[i].image)
bc_copy_back(ex, &ex->color[i]);
if (vk_dump_armed) vk_dump_pass_end(ex);
uint64_t stamp = __atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED) + 1;
int lk = vk_exec_shared();
if (lk) plat_mutex_lock(&tfr_lock);
for (int i = 0; i < 8; i++)
if (ex->color[i].image) {
TfrTarget ft = tfr_of(&ex->color[i]);
vk_texture_gpu_written(ex->color[i].tex), tfr_note(&ft, stamp);
}
if (ex->depth.image) {
TfrTarget ft = tfr_of(&ex->depth);
vk_texture_gpu_written(ex->depth.tex), tfr_note(&ft, stamp);
}
if (lk) plat_mutex_unlock(&tfr_lock);
}
VkCommandBuffer vk_exec_inline_begin(int *reopen) {
VkExec *ex = x_cur;
*reopen = 0;
if (!ex || !ex->cb) return VK_NULL_HANDLE;
*reopen = ex->in_pass;
vk_exec_barrier(ex); // ends the pass; feedback-layout targets go back to GENERAL
return ex->cb;
}
void vk_exec_inline_end(int reopen) {
VkExec *ex = x_cur; // set: the caller's vk_exec_inline_begin handed out its command buffer
ex->recorded++;
if (reopen) vk_exec_pass_begin(ex);
}
void vk_exec_probe_inline(VkCommandBuffer cb, uint64_t fence) {
X.cb = cb, X.fence = fence;
x_cur = cb != VK_NULL_HANDLE ? &X : NULL;
}
typedef struct { VkBuffer b; VmaAllocation a; } InlineBuf;
static void free_inline_buf(void *arg) { // completion thread
InlineBuf *t = arg;
vmaDestroyBuffer(vk_ctx()->vma, t->b, t->a);
free(t);
}
VkBuffer vk_exec_inline_buffer(VkDeviceSize size) {
InlineBuf *t = calloc(1, sizeof *t);
VkBufferCreateInfo bi = {.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, .size = size,
.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE};
VmaAllocationCreateInfo ai = {.usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE};
if (!t || vmaCreateBuffer(vk_ctx()->vma, &bi, &ai, &t->b, &t->a, NULL) != VK_SUCCESS) { free(t); return VK_NULL_HANDLE; }
vk_completion_add(x_cur->fence, free_inline_buf, t); // inside vk_exec_inline_begin and _end
return t->b;
}
VkRect2D vk_exec_scissor(const VkExec *ex) {
int64_t w = ex->pass_w, h = ex->pass_h;
if (!ex->has_scissor) return (VkRect2D){{0, 0}, {(uint32_t)w, (uint32_t)h}};
int64_t k = ex->pass_scale > 1 ? ex->pass_scale : 1;
int64_t x0 = ex->scissor.x * k, y0 = ex->scissor.y * k;
int64_t x1 = x0 + (int64_t)ex->scissor.w * k, y1 = y0 + (int64_t)ex->scissor.h * k;
if (x0 < 0) x0 = 0;
if (y0 < 0) y0 = 0;
if (x1 > w) x1 = w;
if (y1 > h) y1 = h;
if (x1 <= x0 || y1 <= y0) return (VkRect2D){{0, 0}, {0, 0}};
return (VkRect2D){{(int32_t)x0, (int32_t)y0}, {(uint32_t)(x1 - x0), (uint32_t)(y1 - y0)}};
}
// ---- clears
// Outside a pass, a clear of a whole target (no narrower scissor, the target as large as the render area) clears the
// image directly instead of opening a pass for it.
static int whole_target(const VkExec *ex, const VkExecTarget *t) {
// vkCmdClear*Image addresses a 3D level whole, not one depth plane: slices of a 3D target clear in a pass; it
// cannot clear a compressed image: views of BC blocks clear in a pass too
if (ex->in_pass || t->is3d || t->blocks || t->width != ex->pass_w || t->height != ex->pass_h) return 0;
if (!ex->has_scissor) return 1;
const p_scissor *s = &ex->scissor;
return s->x <= 0 && s->y <= 0 && (int64_t)s->x + s->w >= t->width && (int64_t)s->y + s->h >= t->height;
}
static void clear_attachment(VkExec *ex, const VkClearAttachment *a) {
vk_exec_pass_begin(ex);
VkClearRect cr = {vk_exec_scissor(ex), 0, ex->pass_layers};
if (!cr.rect.extent.width || !cr.rect.extent.height) return;
uint32_t bit = a->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT ? 1u << a->colorAttachment : 0x100u;
vk_exec_feedback_war(ex, bit); // a draw of this pass sampled it: its reads finish before the clear writes
vkCmdClearAttachments(ex->cb, 1, a, 1, &cr);
ex->recorded++;
ex->fb_dirty |= bit;
}
// NX2NAVI_LOG_RCOND=1: clears issued under a render condition (the first 400), run or skipped, with their target.
static void clear_cond_log(const VkExec *ex, const char *what, int index) {
static int on = -1, n;
if (on < 0) on = rt_knob("LOG_RCOND", "0");
if (on == 2 && index < 0 && ex->has_render_cond && ex->depth.width >= 1600) { // full-size depth clears, all of them
char why[256];
vk_exec_cond_why(&ex->render_cond, why, sizeof why);
rt_log("SEQ depth clear %#llx %s; %s", ex->depth.img ? (unsigned long long)ex->depth.img->addr : 0ull,
ex->render_disabled ? "skipped" : "RUN", why);
return;
}
if (!on || !ex->has_render_cond || n >= 400) return;
n++;
const VkExecTarget *t = index < 0 ? &ex->depth : index < (int)ex->pass_ncolor ? &ex->color[index] : NULL;
rt_log("vk: %s clear %d under the condition at %#llx (mode %d): %s, target %ux%u", what, index,
(unsigned long long)ex->render_cond.addr, ex->render_cond.mode, ex->render_disabled ? "skipped" : "run",
t ? t->width : 0, t ? t->height : 0);
}
static void clear_color(VkExec *ex, const p_clear_color *c) {
vk_exec_frame.clears++;
clear_cond_log(ex, "colour", c->index);
if (ex->has_render_cond) ex->render_disabled ? vk_cond_clears_skip++ : vk_cond_clears_run++;
if (ex->render_disabled) return;
resolve_rt(ex);
if (vk_texture_deferred()) return;
int i = c->index;
if (i < 0 || i >= (int)ex->pass_ncolor || !ex->color[i].image) {
warn_once(W_CLEAR_TARGET, "colour clear of target %d, which is not bound or not renderable: skipped", i);
return;
}
uint32_t mask = (uint32_t)c->mask & 0xf;
if (!mask) return;
if (mask != 0xf) { // vkCmdClearAttachments ignores write masks; a masked clear needs a draw (vk_exec_draw.c)
warn_once(W_CLEAR_MASK, "colour clear with channel mask %#x is not replayed: skipped", mask);
return;
}
const VkExecTarget *t = &ex->color[i];
VkClearColorValue cv;
memcpy(cv.float32, c->rgba, sizeof cv.float32); // integer targets: the payload's bits as the front end stored them
if (whole_target(ex, t)) {
vk_exec_barrier(ex);
VkImageSubresourceRange r = {VK_IMAGE_ASPECT_COLOR_BIT, t->level, 1, t->base_layer, t->layers};
vk_gpu_gap_note(VK_GAP_CLEAR_TARGET, (uint64_t)t->width * t->height);
vkCmdClearColorImage(ex->cb, t->image, VK_IMAGE_LAYOUT_GENERAL, &cv, 1, &r);
ex->recorded++;
vk_texture_gpu_written(t->tex);
return;
}
VkClearAttachment a = {.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, .colorAttachment = (uint32_t)i};
a.clearValue.color = cv;
clear_attachment(ex, &a);
}
static void clear_ds(VkExec *ex, const p_clear_ds *c) {
clear_cond_log(ex, "depth", -1);
if (ex->has_render_cond) ex->render_disabled ? vk_cond_clears_skip++ : (vk_cond_clears_run++, vk_cond_depth_run++);
if (ex->render_disabled) return;
resolve_rt(ex);
if (vk_texture_deferred()) return;
const VkExecTarget *t = &ex->depth;
if (!t->image) return;
VkImageAspectFlags asp = 0;
if (c->depth_mask && (t->aspect & VK_IMAGE_ASPECT_DEPTH_BIT)) asp |= VK_IMAGE_ASPECT_DEPTH_BIT;
uint32_t sm = (uint32_t)c->stencil_mask & 0xff;
if (sm && (t->aspect & VK_IMAGE_ASPECT_STENCIL_BIT)) {
if (sm == 0xff) asp |= VK_IMAGE_ASPECT_STENCIL_BIT;
else warn_once(W_STENCIL_MASK, "stencil clear with mask %#x is not replayed: skipped", sm);
}
if (!asp) return;
float d = c->depth < 0.0f ? 0.0f : c->depth > 1.0f ? 1.0f : c->depth;
VkClearDepthStencilValue v = {d, (uint32_t)c->stencil & 0xff};
if (whole_target(ex, t)) {
vk_exec_barrier(ex);
VkImageSubresourceRange r = {asp, t->level, 1, t->base_layer, t->layers};
vk_gpu_gap_note(VK_GAP_CLEAR_TARGET, (uint64_t)t->width * t->height);
vkCmdClearDepthStencilImage(ex->cb, t->image, VK_IMAGE_LAYOUT_GENERAL, &v, 1, &r);
ex->recorded++;
vk_texture_gpu_written(t->tex);
return;
}
VkClearAttachment a = {.aspectMask = asp};
a.clearValue.depthStencil = v;
clear_attachment(ex, &a);
}
// ---- the op loop
static void set_rt(VkExec *ex, const p_set_rt *r) {
if (!memcmp(&ex->rt, r, sizeof *r)) return; // the same targets again: the pass goes on
vk_exec_pass_end(ex);
ex->rt = *r;
ex->rt_resolved = 0;
}
// ---- command buffer parts
// NVN starts the GPU as soon as commands are submitted; one Vulkan command buffer per submission starts it only after
// the whole replay. Between passes, once NX2NAVI_SPLIT_DRAWS (64; 0 off) draws and dispatches were recorded since the
// last part, the part goes to the queue (vk_sync_split) and the replay continues in a new command buffer. Only
// command-buffer state is lost there (bindings and dynamic state: vk_exec_draw_new_cb, ex->dirty); barriers, layouts and
// queries are not: a barrier's first scope is everything earlier in submission order, image layouts belong to the image,
// and occlusion queries end with their pass. Fences, completion callbacks and reports stay per submission: only the last
// part signals the value. The texture pool set a part binds is sealed when the part goes (vk_exec_pool_split): later
// parts write and bind another, and a part is not split off while no other set is free of this submission.
// A part also spans at least NX2NAVI_SPLIT_US (1000) of replay time: a split costs about 40 us of the render thread
// (vkQueueSubmit2, a command buffer, the mirror prologue), and a fight frame of 2,000 draws made 15 parts on the 7900X;
// a millisecond of recording is a fraction of a millisecond of GPU work, so the GPU still starts early.
// With NX2NAVI_SPLIT_IDLE=1, neither limit holds the first part of a submission back while the GPU has run everything
// submitted: it goes at the first pass boundary after a draw or dispatch. Each frame the game's thread waits for the GPU
// to run the frame's first submission (nvn_api_core.c nvnQueueSubmitCommands, NX2NAVI_SUBMIT_FINISH), so the GPU is idle
// when the next one replays, and waited for the first 64 draws and 1 ms of it in Kokiri Forest (2026-11-09). Off by
// default: with it the foliage of Kokiri Forest flickered (RTX 5090, 2026-11-09), and the parts it cuts that early are
// the one thing it changes; why they matter is not known yet.
// Both limits also split inside a pass (NX2NAVI_SPLIT_IN_PASS, on): the pass ends there and the next draw begins it
// again in the new part, as after a barrier (attachments load and store; occlusion queries continue in a new segment).
// Kokiri Forest's two scene passes of ~500 draws take 2-4 ms each to replay and most of the frame's GPU time; split only
// between passes, the GPU waited for each whole pass, idle up to 3.6 ms a frame (2026-11-09).
// After the time limit held a part back, the clock is read again only 8 draws later (split_at): read after every
// command, it was 4% of the replay in Kokiri Forest.
static int split_n = -1, split_idle, split_in_pass, split_draws, split_at, part_start;
static uint64_t split_ns, part_t0;
static uint64_t n_parts, n_subs, n_idle_parts, n_pass_splits;
static int split_wanted(void) {
if (split_draws >= split_at) return 1;
// the first part only: later parts of the submission run on the GPU, while done and issued stay as they were
return split_idle && split_draws && !part_start && vk_sync_fence_done() >= vk_sync_issued();
}
static void maybe_split(VkExec *ex) {
if (split_n < 0) {
split_n = cfg_int("NX2NAVI_SPLIT_DRAWS");
if (split_n < 0) split_n = 0;
int us = cfg_int("NX2NAVI_SPLIT_US");
split_ns = us > 0 ? (uint64_t)us * 1000 : 0;
split_idle = split_n && cfg_bool("NX2NAVI_SPLIT_IDLE");
split_in_pass = split_n && cfg_bool("NX2NAVI_SPLIT_IN_PASS");
rt_log("vk: replay command buffer split every %d draws %s, parts of at least %d us%s%s", split_n,
split_in_pass ? "(inside passes too)" : "between passes", us > 0 ? us : 0, split_n ? "" : " (off)",
split_idle ? "; a first part at once while the GPU is idle" : "");
split_at = split_n ? split_n : INT_MAX;
}
if (!split_n) return;
if (Q.drained < Q.out) { // groups the submitting thread went on past go into the part first, once done
if (__atomic_load_n(&Q.done, __ATOMIC_ACQUIRE) < Q.out) return; // split_draws stays: a later op asks again
group_drain(ex, PW_SPLIT);
}
// the first part while the GPU is idle: at a pass boundary only, where a split costs no pass restart
int idle = !ex->in_pass && split_idle && split_draws && !part_start && vk_sync_fence_done() >= vk_sync_issued();
if (!idle) {
if (ex->in_pass && !split_in_pass) return;
if (split_draws < split_n) return;
if (split_ns && kern_now_ns() - part_t0 < split_ns) { // split_draws stays: a later draw asks again
split_at = split_draws + 8;
return;
}
}
split_draws = 0;
split_at = split_n;
if (ex->recorded == part_start || !vk_exec_pool_split(ex->fence)) return;
if (idle) n_idle_parts++;
if (ex->in_pass) vk_exec_pass_end(ex), n_pass_splits++; // the next draw begins the pass again, in the new part
ex->cb = vk_sync_split();
part_start = ex->recorded;
part_t0 = kern_now_ns();
ex->dirty = VK_EXEC_DIRTY_ALL;
vk_exec_draw_new_cb();
n_parts++;
}
// ---- event order across the game's queues
// Ocarina runs work on a second queue that hands results back and forth with the main one by events: each frame the
// worker submits first, its command buffer waits (WaitEvent) for a signal the main queue gives in its submission a few
// submits later, does a step, signals, waits for the next point of the main queue's frame, and so on, while the main
// queue waits for the worker's signals before it uses the results (Kokiri Forest: about 13 waits a frame, 7 of them
// reached before their signal in submission order). On one Vulkan queue in submission order the worker's steps would
// run before the work they wait for and read the previous frame's results: Link and the other characters were
// drawn much too dark, at any time of day.
// So a top-level wait whose condition does not hold in replay order (vk_exec_wait_event: memory, or the signals
// replayed so far) stops its submission there: the rest becomes a continuation of that queue (Cont), and later
// submissions of the queue line up behind it. After every replayed signal the continuations whose wait now holds go
// on, inside the command buffer being recorded: the open pass ends, a full barrier orders them after what came before
// (the event's memory dependency), the queue's own state replaces the running one while they run, and another barrier
// and the running state come back after. One that would still wait after CONT_MAX submissions goes on regardless, as
// it did before (counted, logged). Only with the replay on the submitting thread: the recording copies a continuation
// reads stay alive there until the game recycles them, which it does only after the work ran on the console.
// NX2NAVI_EVENT_ORDER=0: every submission in the order it came.
#define CONT_MAX 36
#define EVO_QUEUES 16
typedef struct Cont {
struct Cont *next; // the next submission of the same queue
uint64_t *h; // private copies of the recordings it has still to walk (cont_new), the one being walked
int n, i;
const op_hdr *at; // the wait it stopped at in h[i] (NULL: not started)
uint64_t since; // vk_exec_submit_seq when it stopped
int has_st; // st holds the queue's state (else the running state carries over, as for any submission)
uint8_t *st;
} Cont;
static struct { uintptr_t q; Cont *head, *tail; } evq[EVO_QUEUES];
static int evo_on = -1, evo_in; // knob; inside a continuation
static uintptr_t evo_queue; // queue of the stream being walked (0: it cannot stop at a wait)
static int evo_pending; // continuations held
static uint64_t evo_held, evo_resumed, evo_forced, evo_switches; // since the last perf line
int vk_exec_held(void) { return evo_pending; }
#define ST_LO offsetof(VkExec, rt)
#define ST_HI offsetof(VkExec, views)
static const op_hdr *walk(VkExec *ex, const op_hdr *h, int depth);
// ---- event order trace (NX2NAVI_EVO_TRACE=1, diagnostics)
// The order in which a frame's submissions, waits, signals and held parts were replayed, as a string of tokens:
// |<queue>.<n> a submission of n command buffers on that queue; p it lines up behind held work of its queue; m<e> a
// wait on event e that holds; u<e> one that does not; h the submission stops there; s<e>=<v> a replayed signal; r<queue>
// held work of that queue goes on; w it stops at a wait again; d it is through; F it went on without its signal;
// c<e>=<v> the CPU signals an event (nvnEventSignal, on whatever thread, where the call came between the others); L<e>
// a wait that holds only by a CPU signal that came after the submission took its copies (vk_exec_xfer.c "events the
// CPU signals"). Events and queues are numbered in the order they first appear; a value of 16 or more is written n,
// as a counter would make every frame's string its own. Every distinct string is logged once with its number, and the
// numbers of the frames are logged sixty to a line, so the frames that were replayed in another order than usual can
// be set against the pictures of the flight recorder.
#define EVT_KINDS 512
static struct {
int on;
PlatMutex lock;
char buf[2048];
int n, over;
const void *ev[64];
int nev;
char *kind[EVT_KINDS];
int nkind;
uint64_t line_first;
int line_n;
char line[512];
int line_len;
} ET = {.on = -1, .lock = PLAT_MUTEX_INIT};
static int evt_on(void) {
if (ET.on < 0) ET.on = rt_knob("EVO_TRACE", "0");
return ET.on;
}
void vk_exec_evt(char what, const void *event, uint32_t value) {
if (!evt_on()) return;
char t[40];
int e = -1;
plat_mutex_lock(&ET.lock);
if (event) {
for (e = 0; e < ET.nev && ET.ev[e] != event; e++) {}
if (e == ET.nev && ET.nev < 64) ET.ev[ET.nev++] = event;
}
if (what == 's' || what == 'c') snprintf(t, sizeof t, value < 16 ? "%c%d=%u " : "%c%d=n ", what, e, value);
else if (what == '|') snprintf(t, sizeof t, "|%d.%u ", e, value);
else if (event) snprintf(t, sizeof t, "%c%d ", what, e);
else snprintf(t, sizeof t, "%c ", what);
for (const char *s = t; *s; s++) {
if (ET.n >= (int)sizeof ET.buf - 1) { ET.over = 1; break; }
ET.buf[ET.n++] = *s;
}
plat_mutex_unlock(&ET.lock);
}
void vk_exec_evt_frame(uint64_t frame) {
if (!evt_on()) return;
plat_mutex_lock(&ET.lock);
ET.buf[ET.n] = 0;
int k = 0;
while (k < ET.nkind && strcmp(ET.kind[k], ET.buf)) k++;
if (k == ET.nkind && ET.nkind < EVT_KINDS) {
size_t len = strlen(ET.buf) + 1;
if ((ET.kind[k] = malloc(len))) {
memcpy(ET.kind[k], ET.buf, len);
ET.nkind++;
rt_log("evo: order %d first at frame %llu%s: %s", k, (unsigned long long)frame, ET.over ? " (cut)" : "", ET.buf);
}
}
if (!ET.line_n) ET.line_first = frame, ET.line_len = 0;
ET.line_len += snprintf(ET.line + ET.line_len, sizeof ET.line - (size_t)ET.line_len, " %d", k);
if (++ET.line_n == 60 || ET.line_len > (int)sizeof ET.line - 16) {
rt_log("evo: frames %llu-%llu:%s", (unsigned long long)ET.line_first, (unsigned long long)frame, ET.line);
ET.line_n = 0;
}
ET.n = 0, ET.over = 0;
plat_mutex_unlock(&ET.lock);
}
static int evo_enabled(void) {
if (evo_on < 0) {
const char *e = cfg_get("NX2NAVI_EVENT_ORDER");
evo_on = !(e && !strcmp(e, "0"));
if (evo_on && gfx_replay_async()) {
evo_on = 0;
rt_log("vk: event order across queues off: the replay runs on its own thread (NX2NAVI_REPLAY_ASYNC)");
} else rt_log("vk: event order across queues %s (NX2NAVI_EVENT_ORDER)", evo_on ? "on" : "off");
}
return evo_on;
}
static int evq_slot(uintptr_t q) {
int free_i = -1;
for (int i = 0; i < EVO_QUEUES; i++) {
if (evq[i].q == q) return i;
if (free_i < 0 && !evq[i].head) free_i = i;
}
if (free_i >= 0) evq[free_i].q = q;
return free_i;
}
// Holds h[from..n), stopped at `at` in h[from] (NULL: from its start). The recordings are copied: the game records a
// command buffer again once the fence it took after the submission is done, and that fence does not wait for a held
// part (it signals with the submission that held it).
static Cont *cont_new(const uint64_t *h, int n, int from, const op_hdr *at) {
Cont *c = calloc(1, sizeof *c);
if (!c || !(c->h = calloc((size_t)(n - from) + 1, sizeof *c->h))) rt_fatal("vk: out of memory (held submission)");
for (int k = from; k < n; k++) {
const op_hdr *x = nvn_op_first(h[k]);
uint64_t bytes = 0;
for (; x->op != OP_END; x = nvn_op_next(x)) bytes += x->size;
bytes += x->size;
uint8_t *copy = malloc(bytes);
if (!copy) rt_fatal("vk: out of memory (held submission, %llu bytes)", (unsigned long long)bytes);
memcpy(copy, (const void *)(uintptr_t)h[k], bytes);
c->h[k - from] = (uintptr_t)copy;
if (k == from && at) c->at = (const op_hdr *)(const void *)(copy + ((const uint8_t *)at - (const uint8_t *)(uintptr_t)h[k]));
}
c->n = n - from;
c->since = vk_exec_submit_seq;
return c;
}
static void cont_free(Cont *c) {
for (int k = 0; k < c->n; k++) free((void *)(uintptr_t)c->h[k]);
free(c->h), free(c->st), free(c);
}
static void cont_push(int slot, Cont *c) {
if (evq[slot].tail) evq[slot].tail->next = c;
else evq[slot].head = c;
evq[slot].tail = c;
evo_pending++;
}
// Swaps the queue state in ex with buf (ST_HI - ST_LO bytes); what the swapped-in state names is bound again.
static void st_swap(VkExec *ex, uint8_t *buf) {
static uint8_t tmp[ST_HI - ST_LO];
memcpy(tmp, (uint8_t *)ex + ST_LO, sizeof tmp);
memcpy((uint8_t *)ex + ST_LO, buf, sizeof tmp);
memcpy(buf, tmp, sizeof tmp);
ex->rt_resolved = 0;
ex->dirty = VK_EXEC_DIRTY_ALL;
ex->tex_serial++;
vk_exec_draw_new_cb();
}
static int cont_ready(const Cont *c) {
return !c->at || vk_exec_event_met(nvn_op_payload(c->at)) || vk_exec_submit_seq - c->since > CONT_MAX;
}
// ---- the gate: a submission that begins with a wait for the CPU's signal (NX2NAVI_GATE_WAIT_MS, default 10; 0 off)
// Ocarina's main queue begins with a wait for an event the game signals from the CPU once it has written what the
// frame reads (vk_exec_xfer.c "events the CPU signals"). The render thread submits that queue without waiting for the
// signal, and polls the event afterwards, a millisecond at a time, before it presents. In Hyrule Field the signal
// came 1 to 2 ms after the submit call in about every other frame: the main thread first waits for the previous
// frame's fence and reads back what it needs. The submission then took its copies (the mirror sync and the uniform
// snapshot, 1.1 to 1.7 ms), met the wait unmet and was held; the render thread polled, presented, and the present
// replayed the frame (vk_backend.c held_resume) under a value the game's fence does not stand for, so the game's next
// wait for that fence returned with the GPU still at work and the frame after was replayed inside its submit call
// again: frames of 23 and 15 ms in turn where each takes 17.
// So when a submission would stop at such a wait before it has recorded anything, the submit call waits for the
// signal here, before the copies are taken, as the console's GPU waits at the wait itself: the copies are then
// taken after the game has finished writing, and the frame is replayed in the call the game's fence stands for.
// Only state may precede the wait in the command buffer, and the event must be one the CPU has signalled before;
// the wait ends after NX2NAVI_GATE_WAIT_MS at the latest, and the submission is then held as before.
static struct { uint64_t n, ns, late; } GW; // since the last perf line: waits, their time, waits that ran out
static const void *gate_first_wait(const op_hdr *h) {
for (int k = 0; k < 256; k++) {
if (h->size < sizeof *h || (h->size & 7) || h->op >= OP_COUNT_) return NULL;
const void *a = nvn_op_payload(h);
switch (h->op) {
case OP_WAIT_EVENT: return a;
case OP_JUMP: h = (const op_hdr *)(uintptr_t)((const p_jump *)a)->target; continue;
// state the walk only stores: nothing is recorded and nothing reaches the CPU before the wait
case OP_BEGIN: case OP_SET_RT: case OP_VIEWPORTS: case OP_SCISSOR: case OP_DEPTH_RANGE: case OP_BIND_PROGRAM:
case OP_BIND_STATE: case OP_BIND_VATTR: case OP_BIND_VSTREAM: case OP_BIND_VBUF: case OP_BIND_UBO:
case OP_BIND_SSBO: case OP_BIND_TEX: case OP_BIND_SAMP: case OP_BIND_IMG: case OP_STENCIL: case OP_POLY_OFFSET:
case OP_SET_TEX_POOL: case OP_SET_SAMP_POOL: case OP_COPY_STRIDE: case OP_BLEND_COLOR: case OP_DEPTH_CLAMP:
case OP_RASTER_DISCARD: case OP_PRIM_RESTART: case OP_PUSH_CC:
break;
default: return NULL; // a draw, a copy, a signal, a call: the walk decides, as before
}
h = nvn_op_next(h);
}
return NULL;
}
void vk_exec_gate_wait(const uint64_t *handles, int n) {
static int64_t cap_ns = -1;
if (cap_ns < 0) {
int ms = cfg_int("NX2NAVI_GATE_WAIT_MS");
cap_ns = ms > 0 ? (int64_t)ms * 1000000 : 0;
}
if (!cap_ns || n < 1 || !handles[0] || !gfx_submit_queue || !evo_enabled()) return;
const void *w = gate_first_wait(nvn_op_first(handles[0]));
if (!w || vk_exec_event_holds_now(w) || !vk_exec_event_cpu_known((const void *)((const p_wait_event *)w)->val)) return;
uint64_t t0 = kern_now_ns(), now = t0;
for (unsigned i = 0; !vk_exec_event_holds_now(w); i++) {
if ((i & 15) == 15 && (now = kern_now_ns()) - t0 >= (uint64_t)cap_ns) {
GW.late++;
break;
}
if (i < 20000) plat_pause();
else plat_yield();
}
GW.n++, GW.ns += kern_now_ns() - t0;
if (GW.n >= 600) {
if (rt_trace & RT_TRACE_PERF)
rt_log("perf: gate: %llu submissions waited for the CPU's signal before their copies, %.2f ms on average; "
"%llu waited %lld ms without it and were held", (unsigned long long)GW.n, (double)GW.ns / (double)GW.n / 1e6,
(unsigned long long)GW.late, (long long)(cap_ns / 1000000));
GW.n = GW.ns = GW.late = 0;
}
}
int vk_exec_held_ready(void) {
for (int s = 0; evo_pending && s < EVO_QUEUES; s++)
if (evq[s].head && cont_ready(evq[s].head)) return 1;
return 0;
}
// Held work that goes on in a submission without commands of its own (the present thread's empty one after its blit,
// vk_backend.c present_main, or the one a waiting present makes, present_held) gets what any submission's recording
// gets: the VRAM mirror sync before and the write-back after (vk_mem_mirror_begin/end), and a uniform copy (vk_usnap).
// Without them its draws read mirrors that missed the CPU's writes since the last submission, and its GPU writes never
// went back to guest memory: the next vk_mem_mirror_begin dropped the write-back list. NX2NAVI_HELD_SYNC=0: as before.
static int held_sync(void) {
static int on = -1;
if (on < 0) on = rt_knob("HELD_SYNC", "1");
return on;
}
// Walks the continuation from where it stopped; 1 when it stopped at another wait (c->i, c->at updated), 0 when done.
static int cont_walk(VkExec *ex, Cont *c) {
if (c->at && !vk_exec_event_met(nvn_op_payload(c->at))) {
evo_forced++;
vk_exec_evt('F', NULL, 0);
static int logged;
if (logged++ < 8)
rt_log("vk: event order: a held submission goes on after %llu submissions without its signal",
(unsigned long long)(vk_exec_submit_seq - c->since));
}
for (; c->i < c->n; c->i++) {
const op_hdr *from = c->at ? nvn_op_next(c->at) : nvn_op_first(c->h[c->i]);
c->at = NULL;
const op_hdr *stop = walk(ex, from, 0);
if (stop) {
c->at = stop;
c->since = vk_exec_submit_seq;
return 1;
}
}
return 0;
}
// Runs the held continuations whose wait holds now, in the command buffer being recorded, until none can go on.
static void evo_resume(VkExec *ex) {
if (evo_in || !evo_pending) return;
vk_exec_signalled = 0;
uintptr_t run_q = evo_queue;
for (int progress = 1; progress;) {
progress = 0;
for (int s = 0; s < EVO_QUEUES; s++) {
Cont *c = evq[s].head;
if (!c || !cont_ready(c)) continue;
progress = 1;
evo_switches++;
vk_exec_brk++;
if (RR.on > 0) runs_break(RB_HELD);
vk_exec_pass_end(ex);
vk_exec_barrier(ex);
uint8_t *mine = malloc(ST_HI - ST_LO);
if (!mine) rt_fatal("vk: out of memory (queue state)");
memcpy(mine, (uint8_t *)ex + ST_LO, ST_HI - ST_LO);
if (c->has_st) st_swap(ex, c->st);
evo_in = 1, evo_queue = evq[s].q;
for (;;) {
evo_resumed++;
vk_exec_evt('r', (const void *)evq[s].q, 0);
if (cont_walk(ex, c)) { // waits again: the queue's state stays with it
vk_exec_evt('w', NULL, 0);
vk_exec_pass_end(ex);
if (!c->st && !(c->st = malloc(ST_HI - ST_LO))) rt_fatal("vk: out of memory (queue state)");
memcpy(c->st, (uint8_t *)ex + ST_LO, ST_HI - ST_LO);
c->has_st = 1;
break;
}
evq[s].head = c->next; // done: the queue's next submission starts with the state this one left
if (!evq[s].head) evq[s].tail = NULL;
evo_pending--;
vk_exec_evt('d', NULL, 0);
cont_free(c);
c = evq[s].head;
if (!c) break;
c->has_st = 0;
}
evo_in = 0, evo_queue = run_q;
vk_exec_pass_end(ex);
vk_exec_barrier(ex);
memcpy((uint8_t *)ex + ST_LO, mine, ST_HI - ST_LO); // the running stream's state back
ex->rt_resolved = 0;
ex->dirty = VK_EXEC_DIRTY_ALL;
ex->tex_serial++;
vk_exec_draw_new_cb();
free(mine);
}
}
}
// ---- looking ahead for pipelines (NX2NAVI_PIPE_AHEAD, default 1; 0 off)
// A draw whose pipeline is not there yet waits for its fast link or is skipped until a worker has built it, and the
// next draw with a new pipeline is only found when the replay reaches it: an area's first frame, or a turn that brings
// a dozen new materials into view, paid for them one after another (each wait a few milliseconds with the stage
// libraries in the driver's cache, 100 ms and more without), or showed frames with those draws missing while the
// workers that could have built them all at once sat idle.
// The submission is recorded before it is replayed, so what comes after the draw is known. The first draw of a
// submission that finds a shader or pipeline missing has the rest read here (vk_exec_ahead), from the op after it to
// the end of the submission's last command buffer: the scan applies the binds that decide a draw's shaders and its
// shader libraries (program, state objects, vertex attributes, textures and images, render targets, depth clamp) to a
// copy of the replay state and, at each draw, looks its shaders up as the draw will and names the state to
// vk_pipeline_hint, which queues the libraries not built yet. Nothing is recorded and no Vulkan object is touched;
// a shader not in memory is queued for its disk read or translation by the lookup itself. The draws then find their
// libraries built, or building on several workers at once.
// What the scan does not follow: the op stream past a wait for another queue's signal (what follows may be held), a
// change of the texture pool, mesh draws (their pipelines have no libraries), and whatever would take it past
// AHEAD_NS. Render targets are read from their descriptors (format, view format, sample count), which is what the
// replay resolves them to unless a target is left out; a guess that misses costs two libraries at most.
#define AHEAD_NS 3000000ull
#define AHEAD_OPS 400000u
static struct {
int on, live; // on: -1 until read; live: vk_exec_record walks handles[i] now
const uint64_t *handles;
int n, i;
const op_hdr *at[CALL_DEPTH + 1]; // the op being replayed at each call depth
int depth;
uint64_t seq; // the submission scanned last
uint64_t scans, ops, cut, ns, max_ns, logged_scans;
} AH = {.on = -1};
static void ahead_set_rt(VkExec *sx, const p_set_rt *r) {
sx->rt = *r;
int n = r->n < 0 ? 0 : r->n > 8 ? 8 : r->n, samples = 0;
for (int i = 0; i < 8; i++) {
const tex_t *t = i < n ? r->color[i] : NULL;
sx->pipe.color_fmt[i] = !t ? 0 : r->has_cview[i] && r->cview[i].set_format ? (int32_t)r->cview[i].format : t->d.format;
if (t && !samples) samples = t->d.samples > 1 ? t->d.samples : 1;
}
sx->pipe.depth_fmt = r->depth ? r->depth->d.format : 0;
if (r->depth && !samples) samples = r->depth->d.samples > 1 ? r->depth->d.samples : 1;
sx->pipe.samples = (uint8_t)(samples ? samples : 1);
}
void vk_exec_ahead(VkExec *ex) {
if (AH.on < 0) {
AH.on = cfg_bool("NX2NAVI_PIPE_AHEAD");
rt_log("vk: a draw that finds its pipeline missing has the rest of its submission read ahead for the stage "
"libraries the later draws need: %s (NX2NAVI_PIPE_AHEAD)", AH.on ? "on" : "off");
}
if (!AH.on || !AH.live || evo_in || rw_chunk || AH.seq == vk_exec_submit_seq) return; // not in a chunk
AH.seq = vk_exec_submit_seq;
uint64_t t0 = kern_now_ns();
uint32_t ops = 0;
static VkExec sx; // a copy of the replay state: too large for the stack
sx = *ex;
vk_exec_ahead_begin();
const op_hdr *ret[CALL_DEPTH + 1];
int depth = AH.depth, i = AH.i;
for (int d = 0; d < depth; d++) ret[d] = AH.at[d];
const op_hdr *h = nvn_op_next(AH.at[depth]);
for (;;) {
if (h->size < sizeof *h || (h->size & 7) || h->op >= OP_COUNT_) break; // the replay reports it when it gets there
if (++ops >= AHEAD_OPS || (!(ops & 63) && kern_now_ns() - t0 > AHEAD_NS)) {
AH.cut++;
break;
}
const void *a = nvn_op_payload(h);
int stop = 0;
switch (h->op) {
case OP_END:
if (depth > 0) h = ret[--depth]; // back in the caller: on from the op after its call, below
else if (++i < AH.n) {
h = nvn_op_first(AH.handles[i]);
continue;
} else stop = 1;
break;
case OP_JUMP: h = (const op_hdr *)(uintptr_t)((const p_jump *)a)->target; continue;
case OP_CALL:
if (depth >= CALL_DEPTH) {
stop = 1;
break;
}
ret[depth++] = h;
h = nvn_op_first(((const p_jump *)a)->target);
continue;
case OP_WAIT_EVENT: stop = 1; break;
case OP_SET_TEX_POOL: stop = ((const p_set_pool *)a)->pool != sx.tex_pool; break;
case OP_SET_RT:
if (memcmp(&sx.rt, a, sizeof sx.rt)) ahead_set_rt(&sx, a);
break;
case OP_DEPTH_CLAMP: sx.pipe.depth_clamp = ((const p_flag *)a)->value != 0; break;
case OP_RASTER_DISCARD: sx.pipe.raster_discard = ((const p_flag *)a)->value != 0; break;
case OP_BIND_PROGRAM: case OP_BIND_STATE: case OP_BIND_VATTR: case OP_BIND_VSTREAM: case OP_BIND_TEX: case OP_BIND_IMG:
case OP_DRAW: case OP_DRAW_IDX: case OP_DRAW_IDX_IND:
vk_exec_ahead_op(&sx, h->op, a);
break;
default: break;
}
if (stop) break;
h = nvn_op_next(h);
}
uint64_t ns = kern_now_ns() - t0;
AH.scans++, AH.ops += ops, AH.ns += ns;
if (ns > AH.max_ns) AH.max_ns = ns;
if ((rt_trace & RT_TRACE_PERF) && AH.scans - AH.logged_scans >= 100) {
rt_log("perf: looking ahead: %llu scans so far, %.0f ops and %.2f ms each (longest %.2f ms, %llu ended at their "
"limit); %llu draws seen, %llu looked up", (unsigned long long)AH.scans, (double)AH.ops / (double)AH.scans,
(double)AH.ns / 1e6 / (double)AH.scans, (double)AH.max_ns / 1e6, (unsigned long long)AH.cut,
(unsigned long long)vk_exec_ahead_draws, (unsigned long long)vk_exec_ahead_lookups);
AH.logged_scans = AH.scans;
}
}
// Ops that only store state or draw: nothing they record runs outside a pass, and the walk goes on with the op after
// them. Counter reports and resets are among them: they close and open an occlusion query inside the pass, and the
// value reaches guest memory from the completion thread once the submission's fence has passed (vk_exec_xfer.c
// oq_cb, counter_cb), never from the GPU inside the run; so are the render conditions, which the replay decides on
// the CPU. Ocarina reports a counter after most of its indirect mesh draws. Any other op the walk replays bumps
// vk_exec_brk, and so does a held submission that goes on in between (evo_resume): what was prepared for the draws
// of a run of such ops (vk_exec_draw.c, the indirect mesh draws' records) holds only while it stays the same.
uint32_t vk_exec_brk;
static int op_linear(uint32_t op) {
switch (op) {
case OP_BEGIN: case OP_JUMP: case OP_VIEWPORTS: case OP_SCISSOR: case OP_DEPTH_RANGE: case OP_STENCIL:
case OP_POLY_OFFSET: case OP_BLEND_COLOR: case OP_DEPTH_CLAMP: case OP_RASTER_DISCARD: case OP_PRIM_RESTART:
case OP_COPY_STRIDE: case OP_SET_TEX_POOL: case OP_SET_SAMP_POOL: case OP_DRAW: case OP_DRAW_IDX: case OP_DRAW_IDX_IND:
case OP_BIND_PROGRAM: case OP_BIND_STATE: case OP_BIND_VATTR: case OP_BIND_VSTREAM: case OP_BIND_VBUF: case OP_BIND_UBO:
case OP_BIND_SSBO: case OP_BIND_TEX: case OP_BIND_SAMP: case OP_BIND_IMG: case OP_PUSH_CC: case OP_DRAW_MESH:
case OP_DRAW_MESH_IND: case OP_REPORT_COUNTER: case OP_RESET_COUNTER: case OP_RENDER_ENABLE: case OP_RENDER_COND:
return 1;
default: return 0;
}
}
#define MESH_RUN_OPS 2048
static uint32_t mesh_run_stop[OP_COUNT_]; // the op each run of vk_exec_mesh_run ended at, since the start
// For the perf log: the ops the runs ended at most often.
void vk_exec_mesh_run_stops(char *out, size_t n) {
uint32_t c[OP_COUNT_];
memcpy(c, mesh_run_stop, sizeof c);
size_t at = 0;
*out = 0;
for (int k = 0; k < 4; k++) {
int best = 0;
for (int i = 1; i < OP_COUNT_; i++)
if (c[i] > c[best]) best = i;
if (!c[best]) break;
int w = snprintf(out + at, n - at, "%s%u at %s", k ? ", " : "", c[best], nvn_op_name((uint32_t)best));
if (w < 0 || (size_t)w >= n - at) break;
at += (size_t)w, c[best] = 0;
}
}
// The indirect mesh draws that follow the op being replayed (cur: its payload) with only ops of op_linear between
// them, MESH_RUN_OPS at most: their payloads into out, at most max. 0 when the walk is not at cur.
uint32_t vk_exec_brk_now(void) { return rw_chunk ? rw_chunk->brk : vk_exec_brk; }
int vk_exec_mesh_run(const void *cur, const void **out, int max) {
const op_hdr *h = rw_chunk ? rw_op : AH.at[AH.depth]; // a chunk reads on from its own op (into the next ones)
if (!h || nvn_op_payload(h) != cur) return 0;
int n = 0;
h = nvn_op_next(h);
for (int ops = 0; ops < MESH_RUN_OPS && n < max; ops++) {
if (h->size < sizeof *h || (h->size & 7) || h->op >= OP_COUNT_) break;
if (!op_linear(h->op)) {
mesh_run_stop[h->op]++;
break;
}
if (h->op == OP_JUMP) {
h = (const op_hdr *)(uintptr_t)((const p_jump *)nvn_op_payload(h))->target;
continue;
}
if (h->op == OP_DRAW_MESH_IND) out[n++] = nvn_op_payload(h);
h = nvn_op_next(h);
}
return n;
}
// One op of the stream other than those that steer the walk (END, JUMP, CALL and WAIT_EVENT: walk).
static void op_one(VkExec *ex, const op_hdr *h) {
const void *a = nvn_op_payload(h);
switch (h->op) {
case OP_BEGIN: break;
case OP_SET_RT: set_rt(ex, a); break;
case OP_CLEAR_COLOR: clear_color(ex, a); break;
case OP_CLEAR_DS: clear_ds(ex, a); break;
case OP_VIEWPORTS: {
const p_viewports *v = a;
for (int i = 0; i < v->n && v->first + i < 16; i++)
if (v->first + i >= 0) memcpy(ex->vp[v->first + i], v->v[i], sizeof ex->vp[0]);
ex->has_vp = 1;
ex->dirty |= VK_EXEC_DIRTY_VIEWPORT;
break;
}
case OP_SCISSOR:
ex->scissor = *(const p_scissor *)a;
ex->has_scissor = 1;
ex->dirty |= VK_EXEC_DIRTY_SCISSOR;
break;
case OP_DEPTH_RANGE: {
const p_depth_range *r = a;
ex->depth_range[0] = r->n, ex->depth_range[1] = r->f;
ex->dirty |= VK_EXEC_DIRTY_VIEWPORT;
break;
}
case OP_STENCIL: {
const p_stencil *st = a;
for (int f = 0; f < 2; f++) {
if (!(st->face & (1 << f))) continue;
if (st->which == 0) ex->st_vmask[f] = (uint32_t)st->value_mask;
else if (st->which == 1) ex->st_wmask[f] = (uint32_t)st->mask;
else ex->st_ref[f] = (uint32_t)st->ref;
}
ex->dirty |= VK_EXEC_DIRTY_STENCIL;
break;
}
case OP_POLY_OFFSET:
ex->poly_offset = *(const p_poly_offset *)a;
ex->dirty |= VK_EXEC_DIRTY_DEPTH_BIAS;
break;
case OP_BLEND_COLOR:
memcpy(ex->blend_color, ((const p_blend_color *)a)->rgba, sizeof ex->blend_color);
ex->dirty |= VK_EXEC_DIRTY_BLEND_CONST;
break;
case OP_DEPTH_CLAMP: ex->pipe.depth_clamp = ((const p_flag *)a)->value != 0; break;
case OP_RASTER_DISCARD: ex->pipe.raster_discard = ((const p_flag *)a)->value != 0; break;
case OP_PRIM_RESTART: ex->prim_restart = *(const p_prim_restart *)a; break;
case OP_COPY_STRIDE: ex->copy_stride = ((const p_copy_stride *)a)->stride; break;
case OP_SET_TEX_POOL: ex->tex_pool = ((const p_set_pool *)a)->pool, ex->tex_serial++; break;
case OP_SET_SAMP_POOL: ex->samp_pool = ((const p_set_pool *)a)->pool; break;
case OP_BARRIER: barrier_to_why(ex, NULL, NULL, 0, BR_GAME); break;
case OP_DRAW: case OP_DRAW_IDX: case OP_DISPATCH: case OP_UPDATE_UB: case OP_DRAW_IDX_IND: case OP_DISPATCH_IND:
if (h->op == OP_DRAW || h->op == OP_DRAW_IDX || h->op == OP_DRAW_IDX_IND) vk_exec_frame.draws_seen++, split_draws++;
if (h->op == OP_DISPATCH || h->op == OP_DISPATCH_IND) vk_exec_frame.dispatches++, split_draws++;
// fall through
case OP_BIND_PROGRAM: case OP_BIND_STATE: case OP_BIND_VATTR: case OP_BIND_VSTREAM: case OP_BIND_VBUF:
case OP_BIND_UBO: case OP_BIND_SSBO: case OP_BIND_TEX: case OP_BIND_SAMP: case OP_BIND_IMG: case OP_PUSH_CC:
case OP_DRAW_MESH: case OP_DRAW_MESH_IND:
vk_exec_op_draw(ex, h->op, a);
break;
case OP_COPY_B2B: case OP_COPY_B2T: case OP_COPY_T2B: case OP_COPY_T2T: case OP_CLEAR_TEX:
if (h->op != OP_CLEAR_TEX) vk_exec_frame.copies++;
if (vk_dump_armed) vk_dump_copy(ex, h->op, a);
// fall through
case OP_SIGNAL_EVENT: case OP_REPORT_COUNTER: case OP_RESET_COUNTER: case OP_RENDER_ENABLE: case OP_RENDER_COND:
case OP_CLEAR_BUF:
vk_exec_op_xfer(ex, h->op, a);
break;
default: rt_fatal("vk: op %s has no replay handler", nvn_op_name(h->op));
}
}
// ---- replay workers (NX2NAVI_REPLAY_WORKERS, default 0: the replay records every op on the submitting thread)
// A submission's draws come in runs between ops that have to stay in the replay's order on its own thread (dispatches,
// copies, texture and buffer clears, events, the game's barriers, calls). Hyrule Field, standing (NX2NAVI_REPLAY_RUNS,
// 2026-11-11): about 3,500 draws a frame in 82 runs, 96% of them in runs of 16 draws or more and 67% in runs of 256 or
// more, with a timestamp report beside nearly every draw and a render condition beside every second one.
// A run is cut into groups: a group ends where the render targets change after its first draw or clear, and before an
// inline uniform update (and a mesh draw with the mesh fallback or while NX2NAVI_GPU_PASSES copies their counts), which
// the submitting thread replays itself in the order of the stream like everything outside groups. A group of
// 2 * CHUNK_DRAWS draws or more is recorded by several threads at once:
// - the front pass, on the submitting thread, walks the group in the order of the stream before anything of it is
// recorded: it applies the state and binds, settles the CPU side of counter reports and decides the render conditions
// (vk_exec_xfer_front), and copies the replay state at the first op of each chunk;
// - the chunks are taken in order by the workers and the submitting thread, each recording into a command buffer of its
// own pool with a draw context of its own, from its copy of the state, behind the full barrier that ended the
// replay's command buffer before the group, and ending behind a full barrier of its own. vk_sync_append puts them
// after the replay's command buffer in the same part, in the order of the stream, and the replay goes on in a new one.
// The frame's pass hooks (vk_contact_pass_begin, vk_dlaa_pass) follow the frame pass by pass: they run in chunk 0,
// which reaches the group's pass first, and the others start after that pass began; groups follow one another.
// What still depends on the order between chunks waits for its turn (vk_exec_turn: every earlier chunk of the group
// done): a texture lookup that would make or take back an entry (vk_texture.c entry_of) returns nothing and the chunk
// replays the op again once in turn, and so do the contact shadows' pass and the HDR pass's source. Per-object motion
// lists its draws under a lock (vk_exec_draw.c mvobj_draw), and the occlusion queries' slots and segments follow the
// stream (vk_exec_xfer.c vk_exec_xfer_slots, vk_exec_xfer_group_merge).
// NX2NAVI_REPLAY_PIPE=N (1-4, default 0): the submitting thread hands the group to the workers, takes chunks of it as
// they do until none is left to take, and goes on with the ops after it, in a new command buffer after the chunks'
// places in the part (vk_sync_append_later), while the last chunks are recorded; also into the front pass of the next
// group: up to N (at most LIVE_GROUPS) groups are handed out and not in their part yet, their chunks taken from one
// queue in the order of the stream (Q). Hyrule Field, 3 workers (2026-11-12): the frame's groups took 6.8 ms of the
// submitting thread and the ops between them 4.6. A group's chunk 0 runs its pass hooks after the group before began
// its pass, and waits for every earlier group where a hook acts; a turn (vk_exec_turn) waits for every earlier chunk,
// of earlier groups too.
// The submitting thread waits for the groups (group_wait), and puts their command buffers and query slots in place
// (group_drain, oldest first: groups_put_done), only where the order needs it:
// - for room when N groups are out, before a part is split off or submitted (a part due before a group goes to the
// GPU first: its work would otherwise wait for the group's last chunk too), and before an op that chunks never
// record (pipe_op: copies, clears of textures and buffers);
// - where a pass's hook acts: DLAA's run (vk_dlaa.c: the jitter and its end, and the per-object motion lists it takes)
// and the contact shadows' targets (vk_contact.c) change what earlier draws read (vk_exec_hook_turn);
// - when a lookup would make a texture entry or take back a retired one: the op returns early and goes again once the
// groups are done (op_again), as a chunk's does in turn (vk_texture.c lookup_quiet: what changes nothing, or takes
// back a released render target that kept its image, needs no turn);
// - uniform snapshot drops count from where they are in the stream (vk_exec_epoch: a group's chunks do not see the
// drops of ops after the group), the texture pool set syncs under the lock the chunks take, a chunk reads only the
// inline uniform updates before its group (vk_exec_upd_top), the HDR present's source goes by stream position
// (vk_exec_stream_pos), and the queries after a group's last report go into the next segment made after its front
// pass (vk_exec_xfer.c GS).
// Locks a chunk takes, the submitting thread takes too while it is behind (vk_exec_shared). The chunks it records,
// at the hand-out or while it waits between two ops, use a draw context of its own (RW.help_dc).
// Off by default: Hyrule Field, 3 workers, standing (2026-11-12), it shortens the replay (10.9-11.5 against 11.7-12.1
// ms a frame) but not the frame: with 1, 2 or 4 groups out the fps stayed within one of the 50 the stage 2 mode makes,
// over three batches. A frame there is the replay (about 11.5 ms) and then the GPU's work after it (about 6.6 ms: the
// temporal upscaler about 4, the write-back copies 1.5), which the next frame waits for (nvn_api_core.c
// nvnQueueSubmitCommands, NX2NAVI_SUBMIT_FINISH; without that wait the game waits as long itself, 52.4 fps); during the
// replay the GPU keeps up with what is submitted. Sending the part's command buffers up to the first chunk place still
// being recorded while later groups record (tried) did so for at most 0.2 parts per submission and gained nothing.
#define RW_MAX 16
#define CHUNK_DRAWS 32 // draws a chunk takes at least
#define GROUP_PEEK 65536u // ops read ahead for a group, at most
// The ops a run may hold; JUMP is followed.
static int run_op(uint32_t op) {
switch (op) {
case OP_BEGIN: case OP_VIEWPORTS: case OP_SCISSOR: case OP_DEPTH_RANGE: case OP_STENCIL: case OP_POLY_OFFSET:
case OP_BLEND_COLOR: case OP_DEPTH_CLAMP: case OP_RASTER_DISCARD: case OP_PRIM_RESTART: case OP_COPY_STRIDE:
case OP_SET_TEX_POOL: case OP_SET_SAMP_POOL: case OP_BIND_PROGRAM: case OP_BIND_STATE: case OP_BIND_VATTR:
case OP_BIND_VSTREAM: case OP_BIND_VBUF: case OP_BIND_UBO: case OP_BIND_SSBO: case OP_BIND_TEX: case OP_BIND_SAMP:
case OP_BIND_IMG: case OP_PUSH_CC: case OP_DRAW: case OP_DRAW_IDX: case OP_DRAW_IDX_IND: case OP_DRAW_MESH:
case OP_DRAW_MESH_IND: case OP_REPORT_COUNTER: case OP_RESET_COUNTER: case OP_RENDER_ENABLE: case OP_RENDER_COND:
case OP_UPDATE_UB: case OP_SET_RT: case OP_CLEAR_COLOR: case OP_CLEAR_DS:
return 1;
default: return 0;
}
}
typedef struct {
PlatThread *t;
int idx; // also its command pool (vk_sync_worker_begin); the submitting thread's is RW.n
void *dc; // its draw context (vk_exec_draw_ctx_new)
volatile int32_t sleeping; // waits for wake rather than spinning
PlatEvent wake;
} RwWorker;
static const char *const pw_name[PW_N] = {"next group", "op", "pass hooks", "turn", "texture entry", "split",
"submission end", "done before"};
static struct {
int n; // workers; 0 off, -1 not read yet
int pipe; // NX2NAVI_REPLAY_PIPE: the groups out at once at most, 0 none
void *help_dc; // the submitting thread's draw context for chunks it takes while it waits
RwWorker *w[RW_MAX];
const op_hdr *skip_to[CALL_DEPTH + 1]; // per call depth: the walk read ahead to this op, a group too small
uint64_t groups, group_draws, chunks, serial_draws, wait_ns; // since the last perf line
uint64_t end_draws[5]; // draws of groups by what ended them (group_peek's GE_*), since the last perf line
uint64_t small_end[5]; // ... of those too small to split
uint64_t run_end[OP_COUNT_]; // draws of groups that an op outside groups ended, by that op
// the submitting thread, since the last perf line: ops outside groups by kind (SER_*), and in groups the front
// pass, its own chunks and the wait for the others'
uint64_t ser_n[4], ser_ns[4], front_ns, own_ns, spin_ns;
// NX2NAVI_REPLAY_PIPE, since the last perf line: waits by why (PW_*), the time from a group's hand-out to the end
// of the wait for it, and the ops that waited (PW_OP)
uint64_t pw_n[PW_N], pw_ns[PW_N], behind_ns, pd_op[OP_COUNT_];
volatile uint64_t turns, turn_ns, redos, chunk_ns; // chunk_ns: the chunks' recording, every thread's
} RW = {.n = -1};
static void group_take(int pool);
enum { SER_DRAW, SER_MESH, SER_DISPATCH, SER_OTHER };
static int ser_kind(uint32_t op) {
switch (op) {
case OP_DRAW: case OP_DRAW_IDX: case OP_DRAW_IDX_IND: return SER_DRAW;
case OP_DRAW_MESH: case OP_DRAW_MESH_IND: return SER_MESH;
case OP_DISPATCH: case OP_DISPATCH_IND: return SER_DISPATCH;
default: return SER_OTHER;
}
}
static Chunk *chunk_take(void);
static void chunk_record(Chunk *c, int pool);
// ---- side work (vk_exec_par): the replay thread hands the workers a loop over n items while they have no chunk to
// record, at a submission's start (vk_usnap.c copy_regions). One job at a time, in a static slot: seq is odd while it
// runs. A worker counts itself in (PJ.in) and checks seq again before it reads the job, and the caller, once every
// slice is done, makes seq even and waits until no worker is in, so none reads a job that has ended.
static struct {
void (*fn)(void *, int, int);
void *arg;
int n, grain;
volatile int32_t next, left, in;
volatile uint32_t seq;
} PJ;
static PlatMutex pj_lock = PLAT_MUTEX_INIT;
static void par_slices(void) {
for (;;) {
int lo = __atomic_fetch_add(&PJ.next, PJ.grain, __ATOMIC_ACQ_REL);
if (lo >= PJ.n) return;
int hi = lo + PJ.grain < PJ.n ? lo + PJ.grain : PJ.n;
PJ.fn(PJ.arg, lo, hi);
__atomic_sub_fetch(&PJ.left, hi - lo, __ATOMIC_ACQ_REL);
}
}
static int par_pending(void) { return __atomic_load_n(&PJ.seq, __ATOMIC_ACQUIRE) & 1; }
static void par_help(void) {
uint32_t s = __atomic_load_n(&PJ.seq, __ATOMIC_ACQUIRE);
if (!(s & 1)) return;
__atomic_add_fetch(&PJ.in, 1, __ATOMIC_SEQ_CST);
if (__atomic_load_n(&PJ.seq, __ATOMIC_SEQ_CST) == s) par_slices();
__atomic_sub_fetch(&PJ.in, 1, __ATOMIC_SEQ_CST);
}
void vk_exec_par(void (*fn)(void *, int, int), void *arg, int n, int grain) {
if (grain < 1) grain = 1;
if (RW.n <= 0 || n <= grain || Q.drained != Q.out) {
if (n > 0) fn(arg, 0, n);
return;
}
plat_mutex_lock(&pj_lock);
PJ.fn = fn, PJ.arg = arg, PJ.n = n, PJ.grain = grain;
__atomic_store_n(&PJ.next, 0, __ATOMIC_RELAXED);
__atomic_store_n(&PJ.left, n, __ATOMIC_RELAXED);
__atomic_add_fetch(&PJ.seq, 1, __ATOMIC_SEQ_CST); // odd: running
for (int k = 0; k < RW.n; k++)
if (__atomic_load_n(&RW.w[k]->sleeping, __ATOMIC_SEQ_CST)) plat_event_set(&RW.w[k]->wake);
par_slices();
while (__atomic_load_n(&PJ.left, __ATOMIC_ACQUIRE) > 0) plat_pause();
__atomic_add_fetch(&PJ.seq, 1, __ATOMIC_SEQ_CST); // even: ended
while (__atomic_load_n(&PJ.in, __ATOMIC_SEQ_CST)) plat_pause();
plat_mutex_unlock(&pj_lock);
}
static void rw_main(void *arg) {
RwWorker *w = arg;
plat_thread_priority(PLAT_PRIO_HIGHEST); // as the recording thread (rec_claim)
perf_lock_timing_here(); // NX2NAVI_LOCK_TIME, as on the recording thread
vk_exec_draw_ctx_use(w->dc);
for (;;) {
par_help();
Chunk *c = chunk_take();
if (c) {
chunk_record(c, w->idx);
continue;
}
// spins about 100 us after a chunk (the next group of the frame is usually closer), then sleeps
uint64_t t0 = kern_now_ns();
for (unsigned i = 0; __atomic_load_n(&Q.take, __ATOMIC_SEQ_CST) >= __atomic_load_n(&Q.put, __ATOMIC_SEQ_CST);
i++) {
if (par_pending()) break;
if ((i & 63) || kern_now_ns() - t0 < 100000) {
plat_pause();
continue;
}
__atomic_store_n(&w->sleeping, 1, __ATOMIC_SEQ_CST);
if (__atomic_load_n(&Q.take, __ATOMIC_SEQ_CST) >= __atomic_load_n(&Q.put, __ATOMIC_SEQ_CST) &&
!par_pending())
plat_event_wait_ns(&w->wake, 2000000);
__atomic_store_n(&w->sleeping, 0, __ATOMIC_RELAXED);
t0 = kern_now_ns();
}
}
}
static void rw_init(void) {
int n = cfg_int("NX2NAVI_REPLAY_WORKERS");
RW.n = n < 0 ? 0 : n > RW_MAX ? RW_MAX : n;
for (int k = 0; k < RW.n; k++) {
RwWorker *w = calloc(1, sizeof *w);
if (!w) rt_fatal("vk: out of memory (replay worker)");
w->idx = k, w->dc = vk_exec_draw_ctx_new();
plat_event_init(&w->wake, 0, 0);
char name[32];
snprintf(name, sizeof name, "vk replay worker %d", k);
if (!(w->t = plat_thread_new(rw_main, w, name))) rt_fatal("vk: cannot start a replay worker");
RW.w[k] = w;
}
int pipe = cfg_int("NX2NAVI_REPLAY_PIPE"); // the groups out at once
RW.pipe = RW.n <= 0 || pipe <= 0 ? 0 : pipe > LIVE_GROUPS ? LIVE_GROUPS : pipe;
if (RW.pipe) RW.help_dc = vk_exec_draw_ctx_new();
if (RW.pipe)
rt_log("vk: groups of %d draws or more are recorded by %d replay worker%s while the submitting thread goes on "
"past them, %d at once at most (NX2NAVI_REPLAY_WORKERS, NX2NAVI_REPLAY_PIPE)", 2 * CHUNK_DRAWS, RW.n,
RW.n > 1 ? "s" : "", RW.pipe);
else if (RW.n)
rt_log("vk: groups of %d draws or more are recorded by %d replay worker%s and the submitting thread "
"(NX2NAVI_REPLAY_WORKERS)", 2 * CHUNK_DRAWS, RW.n, RW.n > 1 ? "s" : "");
}
// Every group before g has all its chunks done.
static int groups_before_done(const Group *g) { return __atomic_load_n(&Q.done, __ATOMIC_ACQUIRE) + 1 >= g->seq; }
// Every chunk before c in the stream is done: those of earlier groups, and its group's earlier ones.
static int chunk_in_turn(const Chunk *c) {
if (!groups_before_done(c->g)) return 0;
for (int i = 0; i < c->idx; i++)
if (!__atomic_load_n(&c->g->c[i].done, __ATOMIC_ACQUIRE)) return 0;
return 1;
}
int vk_exec_turn_due(void) {
if (!rw_chunk) {
if (rw_behind && __atomic_load_n(&Q.done, __ATOMIC_ACQUIRE) >= Q.out) rw_behind = 0;
return rw_behind;
}
if (!rw_ordered && chunk_in_turn(rw_chunk)) rw_ordered = 1;
return !rw_ordered;
}
int vk_exec_in_chunk(void) { return rw_chunk != NULL; }
int vk_exec_shared(void) { return rw_chunk || rw_behind; }
int vk_exec_behind(void) { return !rw_chunk && rw_behind; }
// A chunk of a group comes after the ops before the group and after its group's earlier chunks; the submitting
// thread after every chunk of the groups it handed out.
uint64_t vk_exec_stream_pos(void) { return rw_chunk ? rw_chunk->g->seq << 5 | (uint64_t)rw_chunk->idx : Q.out << 5 | 31; }
// Uniform snapshot drops (vk_usnap.c): a chunk's are its group's; the submitting thread's come after every group it
// handed out. A chunk sees the drops of epochs up to its group's, the submitting thread every one.
uint64_t vk_exec_epoch(int write) { return rw_chunk ? rw_chunk->g->seq : write ? Q.out + 1 : UINT64_MAX; }
// The inline uniform updates of the submission a draw may read (vk_exec_draw.c upd_read): a chunk only those before
// its group.
uint32_t vk_exec_upd_top(uint32_t all) { return rw_chunk ? rw_chunk->g->upd : all; }
void vk_exec_hooks_wait(void) {
if (!vk_exec_behind()) return;
const Group *g = &GQ[Q.out % LIVE_GROUPS]; // the last handed out, whose first chunk ran after the others'
while (!__atomic_load_n(&g->hooks, __ATOMIC_ACQUIRE)) plat_pause();
}
void vk_exec_hook_turn(void) {
if (!rw_chunk) {
group_wait(PW_HOOKS, 0);
return;
}
// a group's hooks run in its first chunk, after its group's earlier chunks; the earlier groups' draws read what
// the hook changes
while (!groups_before_done(rw_chunk->g)) plat_pause();
}
void vk_exec_turn(void) {
Chunk *c = rw_chunk;
if (!c) { // the submitting thread: after every chunk of the groups it went on past
group_wait(PW_TURN, 0);
return;
}
if (rw_ordered) return;
uint64_t t0 = kern_now_ns();
while (!chunk_in_turn(c)) plat_pause();
rw_ordered = 1;
__atomic_add_fetch(&RW.turns, 1, __ATOMIC_RELAXED);
__atomic_add_fetch(&RW.turn_ns, kern_now_ns() - t0, __ATOMIC_RELAXED);
}
// The image views a command buffer made for its targets go when its submission is done.
static void views_release(VkExec *ex, uint64_t fence) {
if (!ex->nviews) return;
ViewList *l = malloc(sizeof *l + sizeof(VkImageView) * (size_t)ex->nviews);
if (!l) rt_fatal("vk: out of memory");
l->n = ex->nviews;
for (int i = 0; i < ex->nviews; i++) l->v[i] = ((ViewEnt *)ex->views)[i].view;
vk_completion_add(fence, free_views, l);
ex->nviews = 0;
}
// What ended a group (RW.end_draws): the end of the run, a render target change, an inline uniform update, a mesh
// draw, the read-ahead limit.
enum { GE_RUN, GE_TARGET, GE_UB, GE_MESH, GE_LIMIT, GE_N };
static const char *const ge_name[GE_N] = {"run end", "target change", "uniform update", "mesh draw", "read limit"};
int vk_gpu_passes_capturing(void); // vk_crumbs.c: NX2NAVI_GPU_PASSES is copying this frame's counts
// The draws of the group that starts at h (it ends at *end, for the reason *why), reading at most GROUP_PEEK ops.
static uint32_t group_peek(const VkExec *ex, const op_hdr *h, const op_hdr **end, int *why, uint32_t *end_op) {
uint32_t draws = 0;
*end_op = 0;
int begun = 0;
const p_set_rt *rt = &ex->rt;
*why = GE_LIMIT;
// mesh draws stay on the submitting thread with the mesh fallback (its buffers are shared) and while
// NX2NAVI_GPU_PASSES copies their workgroup counts (one list)
int mesh_serial = vk_ctx()->mesh_fallback || vk_gpu_passes_capturing();
for (uint32_t ops = 0; ops < GROUP_PEEK; ops++) {
if (h->size < sizeof *h || (h->size & 7) || h->op >= OP_COUNT_) { *why = GE_RUN; break; } // the walk reports it
const void *a = nvn_op_payload(h);
if (h->op == OP_JUMP) {
h = (const op_hdr *)(uintptr_t)((const p_jump *)a)->target;
continue;
}
if (!run_op(h->op)) { *why = GE_RUN, *end_op = h->op; break; }
if (h->op == OP_UPDATE_UB) { *why = GE_UB; break; }
int mesh = h->op == OP_DRAW_MESH || h->op == OP_DRAW_MESH_IND;
if (mesh && mesh_serial) { *why = GE_MESH; break; }
if (h->op == OP_SET_RT && memcmp(rt, a, sizeof *rt)) {
if (begun) { *why = GE_TARGET; break; } // another pass: the next group
rt = a;
}
if (h->op == OP_DRAW || h->op == OP_DRAW_IDX || h->op == OP_DRAW_IDX_IND || mesh) draws++, begun = 1;
if (h->op == OP_CLEAR_COLOR || h->op == OP_CLEAR_DS) begun = 1;
h = nvn_op_next(h);
}
*end = h;
return draws;
}
static Chunk *chunk_open(Group *g, const VkExec *ex, const op_hdr *h, int idx) {
Chunk *c = &g->c[idx];
memcpy(&c->ex, ex, sizeof *ex);
c->h = h, c->nops = 0, c->cond0 = g->ncond, c->ncond = 0, c->idx = idx, c->g = g, c->oq = vk_exec_xfer_chunk_state();
c->nslots = 0, c->brk = 0;
return c;
}
// The groups whose every chunk is done, in order (Q.done), once a group's last chunk is.
static void groups_done_advance(void) {
plat_mutex_lock(&done_lock);
for (;;) {
uint64_t d = Q.done;
const Group *g = &GQ[(d + 1) % LIVE_GROUPS];
if (__atomic_load_n(&g->seq, __ATOMIC_ACQUIRE) != d + 1 || __atomic_load_n(&g->ndone, __ATOMIC_ACQUIRE) != g->n)
break;
__atomic_store_n(&Q.done, d + 1, __ATOMIC_RELEASE);
}
plat_mutex_unlock(&done_lock);
}
static Chunk *chunk_take(void) {
uint64_t t = __atomic_load_n(&Q.take, __ATOMIC_ACQUIRE);
while (t < __atomic_load_n(&Q.put, __ATOMIC_ACQUIRE))
if (__atomic_compare_exchange_n(&Q.take, &t, t + 1, 0, __ATOMIC_ACQ_REL, __ATOMIC_ACQUIRE)) return Q.q[t % QN];
return NULL;
}
// Records chunk c with the command pool `pool` (a worker's index; the submitting thread's is RW.n).
static void chunk_record(Chunk *c, int pool) {
Group *g = c->g;
if (c->idx)
while (!__atomic_load_n(&g->hooks, __ATOMIC_ACQUIRE)) plat_pause();
else if (!groups_before_done(g)) { // the pass hooks follow the frame pass by pass: after the group before's
const Group *p = &GQ[(g->seq - 1) % LIVE_GROUPS]; // not done, so not put in its part yet: still its slot
while (!__atomic_load_n(&p->hooks, __ATOMIC_ACQUIRE)) plat_pause();
}
uint64_t t0 = kern_now_ns();
gfx_tl_note('c', t0, (uint64_t)c->idx, (uint64_t)c->nops);
VkExec *ex = &c->ex, *was = x_cur;
// the submitting thread records with its own (the state's), or one of its own past the group (RW.pipe)
int help = pool == RW.n && RW.pipe;
if (pool < RW.n) ex->dc = RW.w[pool]->dc;
else if (help) ex->dc = RW.help_dc, vk_exec_draw_ctx_use(RW.help_dc);
x_cur = ex, rw_chunk = c, rw_ordered = !c->idx && groups_before_done(g);
vk_exec_xfer_worker(1, g->cond + c->cond0, c->ncond, c->oq, c->slot0, c->nslots, c->idx, (int)(g - GQ));
ex->cb = vk_sync_worker_begin(pool);
// the replay's command buffer before the group ended behind a full barrier, with every image in GENERAL
ex->recorded = 0, ex->barrier_at = 0, ex->in_pass = 0, ex->nfbl = 0, ex->mark = NULL;
ex->dirty = VK_EXEC_DIRTY_ALL, ex->rt_resolved = 0, ex->fb_fs = NULL;
ex->views = NULL, ex->nviews = ex->cap_views = 0;
vk_exec_draw_new_cb();
const op_hdr *o = c->h;
for (uint32_t k = 0; k < c->nops;) {
if (o->op == OP_JUMP) {
o = (const op_hdr *)(uintptr_t)((const p_jump *)nvn_op_payload(o))->target;
continue;
}
if (!op_linear(o->op)) c->brk++;
rw_op = o;
op_one(ex, o);
if (vk_texture_deferred_take()) { // a lookup would have made or taken back a texture entry: in turn, again
vk_exec_pass_end(ex);
ex->rt_resolved = 0, ex->dirty = VK_EXEC_DIRTY_ALL;
vk_exec_draw_new_cb();
vk_exec_turn();
__atomic_add_fetch(&RW.redos, 1, __ATOMIC_RELAXED);
op_one(ex, o);
}
k++, o = nvn_op_next(o);
}
if (!c->idx) __atomic_store_n(&g->hooks, 1, __ATOMIC_RELEASE); // a chunk 0 that began no pass
vk_exec_barrier(ex); // the next command buffer starts after it, every image back in GENERAL
vk_sync_worker_end(ex->cb);
views_release(ex, ex->fence);
free(ex->views);
ex->views = NULL;
c->cb = ex->cb, c->recorded = ex->recorded;
vk_exec_xfer_worker(0, NULL, 0, 0, 0, 0, 0, 0);
x_cur = was, rw_chunk = NULL;
if (help) vk_exec_draw_ctx_use(NULL);
__atomic_add_fetch(&RW.chunk_ns, kern_now_ns() - t0, __ATOMIC_RELAXED);
gfx_tl_note('d', 0, (uint64_t)c->idx, 0);
__atomic_store_n(&c->done, 1, __ATOMIC_RELEASE);
if (__atomic_add_fetch(&g->ndone, 1, __ATOMIC_ACQ_REL) == g->n) groups_done_advance();
}
static void group_take(int pool) {
for (Chunk *c; (c = chunk_take());) chunk_record(c, pool);
}
// The submitting thread past groups it handed out (RW.pipe): until every chunk of them is done. With `help` (only
// between two ops) it records the chunks no worker took yet itself. Then nothing of them runs beside it any more.
static void group_wait(int why, int help) {
if (!rw_behind) return;
uint64_t t0 = kern_now_ns();
int done = __atomic_load_n(&Q.done, __ATOMIC_ACQUIRE) >= Q.out;
if (!done) {
gfx_tl_note('q', t0, (uint64_t)(uintptr_t)pw_name[why], 0);
if (help) group_take(RW.n);
while (__atomic_load_n(&Q.done, __ATOMIC_ACQUIRE) < Q.out) plat_pause();
gfx_tl_note('u', 0, 0, 0);
}
rw_behind = 0;
uint64_t t1 = kern_now_ns();
if (done) RW.pw_n[PW_DONE]++;
else RW.pw_n[why]++, RW.pw_ns[why] += t1 - t0;
}
// A done group's command buffers into their places in the part, its closed query slots into their segments.
static void group_put(VkExec *ex, Group *g) {
vk_exec_xfer_group_merge((int)(g - GQ), g->n);
VkCommandBuffer cbs[GROUP_CHUNKS];
int rec = 0;
for (int i = 0; i < g->n; i++) cbs[i] = g->c[i].cb, rec += g->c[i].recorded;
vk_sync_append_fill(g->at, cbs, g->n);
if (ex->barrier_at == ex->recorded) ex->barrier_at += rec; // nothing since the chunks' closing barrier
ex->recorded += rec;
RW.behind_ns += kern_now_ns() - g->out_ns;
gfx_tl_note('h', 0, 0, 0);
}
// The done groups not in their parts yet, oldest first; when every one handed out is, the submitting thread is no
// longer behind.
static void groups_put_done(VkExec *ex) {
uint64_t d = __atomic_load_n(&Q.done, __ATOMIC_ACQUIRE);
while (Q.drained < d) Q.drained++, group_put(ex, &GQ[Q.drained % LIVE_GROUPS]);
if (Q.drained == Q.out) rw_behind = 0;
}
static void group_drain(VkExec *ex, int why) {
if (Q.drained == Q.out) return;
group_wait(why, 1);
groups_put_done(ex);
}
// Before the front pass of a new group: its slot holds a group put in its part (the oldest goes in first).
static void group_room(VkExec *ex) {
if (Q.out - Q.drained < (uint64_t)RW.pipe) return;
uint64_t want = Q.drained + 1;
if (__atomic_load_n(&Q.done, __ATOMIC_ACQUIRE) < want) {
uint64_t t0 = kern_now_ns();
gfx_tl_note('q', t0, (uint64_t)(uintptr_t)pw_name[PW_NEXT], 0);
group_take(RW.n);
while (__atomic_load_n(&Q.done, __ATOMIC_ACQUIRE) < want) plat_pause();
gfx_tl_note('u', 0, 0, 0);
RW.pw_n[PW_NEXT]++, RW.pw_ns[PW_NEXT] += kern_now_ns() - t0;
}
groups_put_done(ex);
}
// The ops the submitting thread replays past a group it handed out; before any other it waits for the group. The
// ops a chunk records, the game's barriers, dispatches, and events (a wait reads memory, a signal's value goes there
// from the completion thread): their lookups go again once the group is done (op_again), and they leave what the
// chunks read as it was (vk_exec_shared, vk_exec_epoch, vk_exec_upd_top).
static int pipe_op(uint32_t op) {
return run_op(op) || op == OP_BARRIER || op == OP_DISPATCH || op == OP_DISPATCH_IND || op == OP_WAIT_EVENT ||
op == OP_SIGNAL_EVENT;
}
// A lookup of op h would have made or taken back a texture entry before the group it went on past was done (the
// submitting thread's vk_texture_deferred): once it is, h goes again, as a chunk's op does in turn.
static void op_again(VkExec *ex, const op_hdr *h) {
vk_exec_pass_end(ex);
ex->rt_resolved = 0, ex->dirty = VK_EXEC_DIRTY_ALL;
vk_exec_draw_new_cb();
group_wait(PW_TEX, 1);
__atomic_add_fetch(&RW.redos, 1, __ATOMIC_RELAXED);
op_one(ex, h);
}
// The submitting thread, at op h of the walk: when a group large enough to split starts here, it is recorded by the
// workers and this thread, and the walk goes on with the op that ended it, which is returned; otherwise h (the walk
// replays the group itself, without reading ahead again before its end).
static const op_hdr *group_start(VkExec *ex, const op_hdr *h, int depth) {
const op_hdr *end;
int why;
uint32_t end_op;
uint32_t draws = group_peek(ex, h, &end, &why, &end_op);
if (why == GE_RUN && end_op < OP_COUNT_) RW.run_end[end_op] += draws;
if (end == h) return h; // an op the submitting thread replays itself
RW.end_draws[why] += draws;
int n = (int)(draws / CHUNK_DRAWS);
if (n > RW.n + 1) n = RW.n + 1;
if (n > GROUP_CHUNKS) n = GROUP_CHUNKS;
if (n < 2 || vk_dump_armed || !vk_sync_append_room(n)) {
RW.skip_to[depth] = end, RW.serial_draws += draws, RW.small_end[why] += draws;
return h;
}
if (RW.pipe) {
// a part due goes to the GPU before the group, with the groups still recording in it: its GPU work would
// otherwise wait for this group's chunks too
if (split_draws && split_wanted()) group_drain(ex, PW_SPLIT), maybe_split(ex);
group_room(ex);
}
Group *g = &GQ[(Q.out + 1) % LIVE_GROUPS];
uint64_t t0 = kern_now_ns();
gfx_tl_note('g', 0, draws, (uint64_t)n);
vk_exec_barrier(ex); // the command buffer so far ends behind a full barrier, every image back in GENERAL
g->upd = vk_exec_draw_group_begin(ex);
// the front pass
uint32_t per = (draws + (uint32_t)n - 1) / (uint32_t)n, cd = 0;
int nc = 1, cut = 0;
g->ncond = 0;
vk_exec_xfer_group((int)(g - GQ));
Chunk *c = chunk_open(g, ex, h, 0);
for (const op_hdr *o = h; o != end;) {
const void *a = nvn_op_payload(o);
if (o->op == OP_JUMP) {
o = (const op_hdr *)(uintptr_t)((const p_jump *)a)->target;
continue;
}
if (cut) c = chunk_open(g, ex, o, nc++), cd = 0, cut = 0;
switch (o->op) {
case OP_DRAW: case OP_DRAW_IDX: case OP_DRAW_IDX_IND: case OP_DRAW_MESH: case OP_DRAW_MESH_IND:
if (vk_exec_xfer_counting() && !ex->render_disabled) c->nslots++; // at most one query each
if (++cd == per && nc < n) cut = 1;
break;
case OP_CLEAR_COLOR: case OP_CLEAR_DS: break; // recorded by the chunk
case OP_REPORT_COUNTER: case OP_RESET_COUNTER: case OP_RENDER_ENABLE: case OP_RENDER_COND: {
int on = vk_exec_xfer_front(ex, o->op, a);
if (o->op == OP_RENDER_COND) {
if (g->ncond == g->ccond) {
g->ccond = g->ccond ? g->ccond * 2 : 1024;
if (!(g->cond = realloc(g->cond, g->ccond))) rt_fatal("vk: out of memory (render conditions)");
}
g->cond[g->ncond++] = (uint8_t)on;
c->ncond++;
}
break;
}
default: op_one(ex, o); break; // state, binds, render targets
}
c->nops++;
o = nvn_op_next(o);
}
vk_exec_xfer_group(-1); // the segments stay listed for the workers until the group is put in its part
for (int i = 0; i < nc; i++) g->c[i].slot0 = vk_exec_xfer_slots(g->c[i].nslots); // in the order of the stream
// handed out: the workers (and without RW.pipe this thread) take the chunks in order
for (int i = 0; i < nc; i++) g->c[i].done = 0;
g->hooks = 0, g->ndone = 0, g->n = nc;
__atomic_store_n(&g->seq, ++Q.out, __ATOMIC_RELEASE);
// the replay's command buffer so far goes into the part, then the chunks' places, and the replay goes on in a new
// one at once
ex->cb = vk_sync_append_later(nc, &g->at);
for (int i = 0; i < nc; i++) Q.q[(Q.put + (uint64_t)i) % QN] = &g->c[i];
uint64_t tf = kern_now_ns();
g->out_ns = tf;
__atomic_store_n(&Q.put, Q.put + (uint64_t)nc, __ATOMIC_SEQ_CST);
for (int k = 0; k < RW.n; k++)
if (__atomic_load_n(&RW.w[k]->sleeping, __ATOMIC_SEQ_CST)) plat_event_set(&RW.w[k]->wake);
ex->barrier_at = ex->recorded; // the chunks end with a full barrier
ex->in_pass = 0, ex->nfbl = 0, ex->mark = NULL, ex->dirty = VK_EXEC_DIRTY_ALL, ex->rt_resolved = 0, ex->fb_fs = NULL;
vk_exec_draw_new_cb();
RW.groups++, RW.group_draws += draws, RW.chunks += (uint64_t)nc;
if (RW.pipe) {
// the submitting thread takes chunks too, as the workers wake up, and goes on once none is left to take: the
// GPU waits for the group's part until its last chunk is done
rw_behind = 1;
group_take(RW.n);
uint64_t to = kern_now_ns();
RW.front_ns += tf - t0, RW.own_ns += to - tf, RW.wait_ns += to - t0;
return end;
}
group_take(RW.n);
uint64_t to = kern_now_ns();
while (__atomic_load_n(&Q.done, __ATOMIC_ACQUIRE) < g->seq) plat_pause();
uint64_t tw = kern_now_ns();
RW.front_ns += tf - t0, RW.own_ns += to - tf, RW.spin_ns += tw - to;
groups_put_done(ex);
vk_exec_draw_new_cb(); // the submitting thread's own chunks used its draw context
RW.wait_ns += kern_now_ns() - t0;
return end;
}
static const op_hdr *walk(VkExec *ex, const op_hdr *h, int depth) {
RW.skip_to[depth] = NULL;
for (;;) {
if (h->size < sizeof *h || (h->size & 7) || h->op >= OP_COUNT_)
rt_fatal("vk: corrupt command record at %p: op %u size %u", (const void *)h, h->op, h->size);
if (RW.skip_to[depth] == h) RW.skip_to[depth] = NULL; // the small group read ahead is behind
if (Q.drained < Q.out && Q.drained < __atomic_load_n(&Q.done, __ATOMIC_ACQUIRE)) groups_put_done(ex);
if (RW.n > 0 && !RW.skip_to[depth] && !evo_in && h->op != OP_JUMP && run_op(h->op)) {
const op_hdr *stop = group_start(ex, h, depth);
if (stop != h) {
if (split_draws && split_wanted()) maybe_split(ex);
h = stop;
continue;
}
}
const void *a = nvn_op_payload(h);
AH.at[depth] = h, AH.depth = depth; // where vk_exec_ahead reads on from
if (RR.on > 0) runs_op(h->op);
if (!op_linear(h->op)) vk_exec_brk++;
switch (h->op) {
case OP_END: return NULL;
case OP_JUMP: h = (const op_hdr *)(uintptr_t)((const p_jump *)a)->target; continue;
case OP_CALL:
if (depth >= CALL_DEPTH) rt_fatal("vk: command buffer calls nested deeper than %d", CALL_DEPTH);
walk(ex, nvn_op_first(((const p_jump *)a)->target), depth + 1);
break;
case OP_WAIT_EVENT: {
int met = vk_exec_wait_event(a);
vk_exec_evt(met ? 'm' : 'u', (const void *)((const p_wait_event *)a)->val, 0);
if (!met && depth == 0 && evo_queue) {
vk_exec_pass_end(ex);
return h;
}
break;
}
default:
if (RW.n > 0) { // the perf line's split of the replay outside groups
if (Q.drained < Q.out && !pipe_op(h->op)) RW.pd_op[h->op]++, group_drain(ex, PW_OP);
int k = ser_kind(h->op);
uint64_t t = kern_now_ns();
op_one(ex, h);
if (vk_texture_deferred_take()) op_again(ex, h);
RW.ser_n[k]++, RW.ser_ns[k] += kern_now_ns() - t;
} else op_one(ex, h);
break;
}
if (vk_exec_signalled && depth == 0 && !evo_in) evo_resume(ex); // their ops go through this walk's checks
if (split_draws && split_wanted()) maybe_split(ex);
h = nvn_op_next(h);
}
}
// The replay records on the thread the game submitted from, and the kernel schedules that like any other guest
// thread: a preemption in the middle of a part leaves the submission late for the frame it belongs to (Kokiri
// Forest: 274 of 2,737 frames had a late submit). The recording thread therefore keeps the highest priority so the
// scheduler prefers it over the guest's other cores (NX2NAVI_RECORDER_PRIO=0 leaves the guest's priorities alone) and
// gets a core of its own (plat_cpu_reserve): every other thread of the process, the guest's cores, the audio, the
// shader and pipeline workers, is kept off it, so nothing of this process preempts the recording. That core is then
// lost to the rest, so NX2NAVI_RECORDER_CORE=auto (the default) reserves it only with 12 or more logical processors,
// and not while the process runs on the die with the largest L3 alone (perf.c cpu_placement): on a two-die X3D part
// the game's threads already have that die to themselves, and a core taken from them cost frames; 1 always, 0 never.
// Linux reserves none with fewer than four fast cores.
// The recording thread is not the first to call vk_exec_record: the game's main thread submits first and goes on
// submitting a little at a time, while another guest thread does the work (Kokiri Forest: that thread spent 21.9 of
// the 22.5 s the replay took in a minute and a half, the first one 0.5 s). The first thread to have spent
// REC_CLAIM_NS in vk_exec_record is the one that keeps both.
#define REC_CLAIM_NS 500000000ull
static _Thread_local uint64_t rec_spent_ns; // time this thread has spent in vk_exec_record
static void rec_claim(void) {
static int done;
if (done) return;
done = 1;
rt_log("vk: thread %u is the recording thread (the first to spend %.1f s in it)", plat_thread_id(),
REC_CLAIM_NS / 1e9);
const char *e = cfg_get("NX2NAVI_RECORDER_PRIO");
if (!(e && !strcmp(e, "0"))) {
plat_thread_priority(PLAT_PRIO_HIGHEST);
rt_log("vk: the recording thread keeps the highest scheduling priority (NX2NAVI_RECORDER_PRIO=0 turns it off)");
}
const char *rc = cfg_value("NX2NAVI_RECORDER_CORE");
unsigned ncpu = plat_cpu_usable();
int cache_die = perf_cpu_on_cache_die();
if (!strcmp(rc, "auto") && cache_die) rt_log("vk: no core is reserved for the recording thread: the process runs on "
"the die with the largest L3 cache (NX2NAVI_RECORDER_CORE=1 reserves one)");
if (!strcmp(rc, "1") || (!strcmp(rc, "auto") && ncpu >= 12 && !cache_die)) {
char which[96];
int n = plat_cpu_reserve(which, sizeof which);
if (n) rt_log("vk: the recording thread has a core of its own: logical processor%s %s (%d of %u; "
"NX2NAVI_RECORDER_CORE=0 turns it off)", n > 1 ? "s" : "", which, n, ncpu);
else rt_log("vk: no core was reserved for the recording thread (too few fast cores, or the system refused it; "
"NX2NAVI_RECORDER_CORE=0 stops the attempt)");
}
}
int vk_exec_record(VkCommandBuffer cb, const uint64_t *handles, int n, uint64_t fence) {
if (vk_device_is_lost()) return 0; // the run is ending (vk_device.c vk_device_lost_check): nothing is recorded
uint64_t in_ns = kern_now_ns();
gfx_tl_note('R', 0, (uint64_t)n, fence);
perf_lock_timing_here(); // NX2NAVI_LOCK_TIME
if (prof_replay_tid != plat_thread_id()) perf_replay_thread(); // the profiler follows the thread replaying now
perf_rec_waits = rec_wait_totals;
VkExec *ex = &X;
if (!x_ready) state_reset(ex), vk_dump_init(), x_ready = 1;
if (RW.n < 0) rw_init();
if (Q.drained != Q.out) rt_fatal("vk: a parallel group outlived its submission");
const tex_t *keep[9]; // the render targets carry over to this submission (set_rt compares them by pointer)
memcpy(keep, ex->rt.color, sizeof ex->rt.color);
keep[8] = ex->rt.depth;
nvn_pins_sweep(nvn_submit_count(), keep, 9);
ex->cb = cb;
ex->fence = fence;
ex->recorded = 0;
ex->in_pass = 0;
ex->mark = NULL;
ex->mark_passes = ex->mark_dispatches = 0;
ex->dirty = VK_EXEC_DIRTY_ALL;
ex->rt_resolved = 0; // images may have changed since the last command buffer
ex->nviews = 0;
ex->barrier_at = -1;
ex->nfbl = 0; // the previous command buffer ended with a full barrier: every image is in GENERAL
vk_exec_frame.submits++;
vk_exec_submit_seq++;
split_draws = part_start = 0;
split_at = split_n < 0 ? 0 : split_n ? split_n : INT_MAX; // 0 until maybe_split reads the settings
part_t0 = kern_now_ns();
x_cur = ex;
int evo = evo_enabled() && gfx_submit_queue;
int slot = evo ? evq_slot(gfx_submit_queue) : -1;
if (evo && slot < 0) evo = 0;
vk_exec_evt('|', (const void *)gfx_submit_queue, (uint32_t)n);
vk_exec_event_sync(1); // before the mirror sync and the uniform copy: a CPU signal after this point came after them
int synced = n || (evo_pending && held_sync() && vk_exec_held_ready()); // held_sync
if (synced) {
vk_mem_mirror_begin();
if (evo_pending) { // the uniform snapshot covers what held submissions bind too: they may go on here
int tot = n;
for (int s = 0; s < EVO_QUEUES; s++)
for (Cont *c = evq[s].head; c; c = c->next) tot += c->n;
uint64_t *all = malloc(sizeof *all * (size_t)tot);
if (!all) rt_fatal("vk: out of memory (snapshot handles)");
if (n) memcpy(all, handles, sizeof *all * (size_t)n);
int k = n;
for (int s = 0; s < EVO_QUEUES; s++)
for (Cont *c = evq[s].head; c; c = c->next) memcpy(all + k, c->h, sizeof *all * (size_t)c->n), k += c->n;
vk_usnap_begin(all, tot, fence);
free(all);
} else vk_usnap_begin(handles, n, fence);
}
for (int i = 0; i < n; i++)
if (!handles[i]) rt_fatal("vk: command handle %d of a submission is null", i);
if (evo_pending) evo_resume(ex); // signals the CPU gave since, and holds past CONT_MAX
if (evo && evq[slot].head) { // the queue waits: this submission lines up behind it
if (n) cont_push(slot, cont_new(handles, n, 0, NULL)), evo_held++, vk_exec_evt('p', NULL, 0);
} else {
evo_queue = evo ? gfx_submit_queue : 0;
AH.handles = handles, AH.n = n, AH.live = 1;
for (int i = 0; i < n; i++) {
AH.i = i;
const op_hdr *stop = walk(ex, nvn_op_first(handles[i]), 0);
if (!stop) continue;
cont_push(slot, cont_new(handles, n, i, stop)); // the rest of this submission waits for its signal
evo_held++;
vk_exec_evt('h', NULL, 0);
break;
}
AH.live = 0;
evo_queue = 0;
}
group_drain(ex, PW_END);
vk_exec_pass_end(ex);
if (RR.on > 0) runs_break(RB_SUBMIT);
x_cur = NULL;
vk_exec_event_sync(0);
if (ex->recorded) vk_exec_barrier(ex), vk_exec_pool_marks(ex); // later submissions see this one's writes
// NX2NAVI_WB_SPLIT: the write-backs in a part of their own, after one that signals the executed timeline
// (vk_sync.c exec_tl): the wait after a frame's first submission then ends when the submission's passes are
// through, not its write-backs. Off by default: vk_sync.c says what else that wait then leaves out.
if (synced && ex->recorded && vk_sync_wb_split() && vk_mem_mirror_wb_pending() && vk_exec_pool_split(ex->fence)) {
ex->cb = vk_sync_split_exec();
ex->dirty = VK_EXEC_DIRTY_ALL;
vk_exec_draw_new_cb();
}
if (synced) ex->recorded += vk_mem_mirror_end(ex->cb, fence), vk_usnap_end(fence); // VRAM mirror bytes the GPU wrote go back to guest memory
views_release(ex, fence);
ex->cb = VK_NULL_HANDLE;
if (n) n_subs++;
if ((rt_trace & RT_TRACE_PERF) && n_subs >= 240) {
rt_log("perf: replay command buffer parts per submission %.2f (%.2f first parts sent while the GPU was idle, %.2f "
"splits inside a pass); event order: held %llu, resumed %llu (%llu without their signal), switches %llu, "
"held now %d; waits a CPU signal met only after the submission's copies were taken: %llu",
(double)(n_subs + n_parts) / (double)n_subs, (double)n_idle_parts / (double)n_subs,
(double)n_pass_splits / (double)n_subs, (unsigned long long)evo_held, (unsigned long long)evo_resumed,
(unsigned long long)evo_forced, (unsigned long long)evo_switches, evo_pending,
(unsigned long long)vk_exec_event_late_take());
uint64_t xw, xe, xl, xm, le, lc, lo;
vk_sync_exec_stats(&xw, &xe, &xl, &xm);
vk_exec_late_stats(&le, &lc, &lo);
if (xw) // NX2NAVI_WB_SPLIT: what the wait on the executed timeline left behind
rt_log("perf: waits after a submit on the executed timeline: %llu, %llu of them back before the completion "
"thread had run the side effects of the submissions up to theirs (through %.3f ms later on average, "
"%.3f at most); written into guest memory in that time: %llu event values, %llu counter reports, "
"%llu occlusion counts",
(unsigned long long)xw, (unsigned long long)xe, xe ? xl / 1e6 / (double)xe : 0.0, xm / 1e6,
(unsigned long long)le, (unsigned long long)lc, (unsigned long long)lo);
char cbs[1600];
vk_sync_cb_stats(cbs, sizeof cbs);
rt_log("perf: completion thread since the last line, by callback (distance from vk_completion_add):%s", cbs);
if (RW.n > 0) {
uint64_t turns = __atomic_exchange_n(&RW.turns, 0, __ATOMIC_RELAXED);
uint64_t turn_ns = __atomic_exchange_n(&RW.turn_ns, 0, __ATOMIC_RELAXED);
uint64_t redos = __atomic_exchange_n(&RW.redos, 0, __ATOMIC_RELAXED);
rt_log("perf: replay workers: per submission %.1f groups of %.0f draws in %.1f chunks, %.2f ms each; %.0f draws "
"in smaller groups; waits for an earlier chunk %.1f (%.3f ms), ops replayed again in turn %.2f",
(double)RW.groups / (double)n_subs, RW.groups ? (double)RW.group_draws / (double)RW.groups : 0.0,
RW.groups ? (double)RW.chunks / (double)RW.groups : 0.0,
RW.groups ? (double)RW.wait_ns / 1e6 / (double)RW.groups : 0.0, (double)RW.serial_draws / (double)n_subs,
(double)turns / (double)n_subs, (double)turn_ns / 1e6 / (double)n_subs, (double)redos / (double)n_subs);
char e[512];
int o = 0;
for (int k = 0; k < GE_N; k++)
o += snprintf(e + o, sizeof e - (size_t)o, "%s %s %.0f", k ? "," : "", ge_name[k],
(double)RW.end_draws[k] / (double)n_subs);
o += snprintf(e + o, sizeof e - (size_t)o, "; of them in groups too small to split:");
for (int k = 0; k < GE_N; k++)
o += snprintf(e + o, sizeof e - (size_t)o, "%s %s %.0f", k ? "," : "", ge_name[k],
(double)RW.small_end[k] / (double)n_subs);
rt_log("perf: replay workers: draws per submission by what ended their group:%s", e);
o = 0;
for (int k = 0; k < 6; k++) { // the ops outside groups that ended the most, by their groups' draws
int best = 0;
for (int op = 1; op < OP_COUNT_; op++)
if (RW.run_end[op] > RW.run_end[best]) best = op;
if (!RW.run_end[best]) break;
o += snprintf(e + o, sizeof e - (size_t)o, "%s %s %.0f", k ? "," : "", nvn_op_name((uint32_t)best),
(double)RW.run_end[best] / (double)n_subs);
RW.run_end[best] = 0;
}
memset(RW.run_end, 0, sizeof RW.run_end);
if (o) rt_log("perf: replay workers: draws per submission of groups a run end ended, by the op:%s", e);
memset(RW.end_draws, 0, sizeof RW.end_draws), memset(RW.small_end, 0, sizeof RW.small_end);
double ns = 1e6 * (double)n_subs;
rt_log("perf: replay workers: the submitting thread per submission: outside groups draws %.0f (%.3f ms), mesh "
"draws %.0f (%.3f ms), dispatches %.0f (%.3f ms), other ops %.0f (%.3f ms); in groups the front pass "
"%.3f ms, its own chunks %.3f ms, waiting for the others %.3f ms",
(double)RW.ser_n[SER_DRAW] / (double)n_subs, (double)RW.ser_ns[SER_DRAW] / ns,
(double)RW.ser_n[SER_MESH] / (double)n_subs, (double)RW.ser_ns[SER_MESH] / ns,
(double)RW.ser_n[SER_DISPATCH] / (double)n_subs, (double)RW.ser_ns[SER_DISPATCH] / ns,
(double)RW.ser_n[SER_OTHER] / (double)n_subs, (double)RW.ser_ns[SER_OTHER] / ns,
(double)RW.front_ns / ns, (double)RW.own_ns / ns, (double)RW.spin_ns / ns);
memset(RW.ser_n, 0, sizeof RW.ser_n), memset(RW.ser_ns, 0, sizeof RW.ser_ns);
RW.front_ns = RW.own_ns = RW.spin_ns = 0;
rt_log("perf: replay workers: the chunks took %.3f ms per submission, every thread's",
(double)__atomic_exchange_n(&RW.chunk_ns, 0, __ATOMIC_RELAXED) / ns);
if (RW.pipe) {
o = 0;
for (int k = 0; k < PW_N; k++)
o += snprintf(e + o, sizeof e - (size_t)o, "%s %s %.2f (%.3f ms)", k ? "," : "", pw_name[k],
(double)RW.pw_n[k] / (double)n_subs, (double)RW.pw_ns[k] / ns);
rt_log("perf: replay workers: past a group the submitting thread went on %.3f ms per submission until "
"it was done; waits for it per submission:%s", (double)RW.behind_ns / ns, e);
o = 0;
for (int k = 0; k < 5; k++) { // the ops that waited the most often
int best = 0;
for (int op = 1; op < OP_COUNT_; op++)
if (RW.pd_op[op] > RW.pd_op[best]) best = op;
if (!RW.pd_op[best]) break;
o += snprintf(e + o, sizeof e - (size_t)o, "%s %s %.2f", k ? "," : "", nvn_op_name((uint32_t)best),
(double)RW.pd_op[best] / (double)n_subs);
RW.pd_op[best] = 0;
}
if (o) rt_log("perf: replay workers: ops that waited for a group, per submission:%s", e);
uint64_t td[3];
vk_texture_deferred_stats(td);
rt_log("perf: replay workers: texture lookups put off until their turn, per submission: no entry "
"%.2f, a retired one %.2f, a released one %.2f", (double)td[0] / (double)n_subs,
(double)td[1] / (double)n_subs, (double)td[2] / (double)n_subs);
memset(RW.pw_n, 0, sizeof RW.pw_n), memset(RW.pw_ns, 0, sizeof RW.pw_ns);
memset(RW.pd_op, 0, sizeof RW.pd_op);
RW.behind_ns = 0;
}
}
RW.groups = RW.group_draws = RW.chunks = RW.serial_draws = RW.wait_ns = 0;
evo_held = evo_resumed = evo_forced = evo_switches = 0;
n_subs = n_parts = n_idle_parts = n_pass_splits = 0;
}
rec_spent_ns += kern_now_ns() - in_ns;
if (rec_spent_ns >= REC_CLAIM_NS) rec_claim();
gfx_tl_note('r', 0, (uint64_t)(ex->recorded - part_start), 0);
return ex->recorded - part_start; // what the last part holds
}