Files
NX2navi/runtime/vk_backend.c
chrg6 b18fff6439 Count a frame's bookkeeping that a submission runs for an earlier present as that thread's replay time.
The review of cd2fd454 found that vk_sync.c submit calls vk_present_frames_owed before its replay timing starts
(t0 = perf_begin), so the owed bookkeeping a submitting thread runs was timed nowhere: a DLSS release in
vk_dlaa_frame (16 to 45 ms, F-4-02) would have shown as unattributed time in the frame-time and slow-frame lines, where
the design counts it as that thread's replay time. vk_present_frames_owed now times the frames it runs and adds them
with perf_replay. The present thread's catch-up before a blit (present_frame_closed) is not replay: it shows in the
present thread's own blit time and in the frame bookkeeping line.

Checks that passed: pass_cc_check of vk_backend.c with no new -Wall -Wextra warnings.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 20:13:02 -05:00

1178 lines
62 KiB
C

// The Vulkan graphics back end: gfx_vulkan_backend wires the memory and
// texture layer (vk_memory.c, vk_texture.c), submission and fences (vk_sync.c) and the present. Every entry starts the
// device on first use.
//
// Present: the game texture is resolved on the calling thread and its blit is handed to a present thread, so
// nvnQueuePresentTexture returns at once (section 5). Queue order does the rest: the submissions that wrote the texture
// are already on gfx_queue, and every call that may write or free GPU state the blit reads (submit, finish, pool and
// texture teardown, texel writes) first waits until the queued blit was submitted (vk_present_drain).
//
// Back-edge pacing: the present thread submits the blit at once, then holds the host present (vkQueuePresentKHR) until
// the frame's display time from the pacer (nvn_api_obj.c), so present-to-present intervals stay even whatever the
// replay took. The blit is already on the queue, so the wait blocks no submission. While a driver's low latency holds
// the frames where they start (vk_lowlat.c), the pacer's display time is the time of the game's present, and the host
// present goes out as soon as the blit is submitted.
//
// Asynchronous replay (NX2NAVI_REPLAY_ASYNC, default 0; 1 turns it on): nvnQueueSubmitCommands
// and nvnQueuePresentTexture only queue. Each item gets its timeline value at enqueue (vk_sync_reserve), in queue
// order; the replay thread runs the synchronous submit and present bodies in that order, so every value is signalled
// by the submission it was handed out for. The game runs at most one frame ahead: queueing present N waits until the
// replay thread handled present N-1. Calls that read or free GPU state that queued work may use drain the queue first
// (replay_drain), each cause counted.
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cfg.h"
#include "flight.h"
#include "gfx.h"
#include "motion_owner.h"
#include "host.h"
#include "nvn_api.h"
#include "perfmon.h"
#include "vk.h"
#include "vk_exec.h"
#include "platform/platform.h"
#include "vk_dlaa.h"
#include "vk_dlssg.h"
#include "vk_fg.h"
#include "vk_lowlat.h"
#include "vk_frame_owed.h"
#include "vk_present_held.h"
#define WEAK __attribute__((weak))
// handoff_ns: how long the presenting thread waited to hand this job over (present_image), for the present lines.
// owed: the presenting thread left the frame's bookkeeping to the next holder of the submission lock (present_image,
// vk_frame_owed.h); the present thread makes sure it ran before the blit (present_frame_closed).
typedef struct {
VkImage image;
VkFormat format;
int w, h, has_crop, crop[4], owed;
uint64_t frame, at, queued, value, handoff_ns;
} PresentJob;
static PlatMutex pl = PLAT_MUTEX_INIT;
static PlatCond pcv = PLAT_COND_INIT; // job queued, job taken, job submitted
static PresentJob job;
static void present_frame_closed(uint64_t frame); // "a frame's bookkeeping in replay order"
static int pending, busy, present_thread;
// Sleeps on a high-resolution timer to 1 ms before at, then yields until at: the timer alone wakes up to ~0.5 ms late.
static void wait_until(uint64_t at) {
uint64_t now = kern_now_ns();
if (at > now + 1500000) plat_wait_ns(at - now - 1000000);
while (kern_now_ns() < at) plat_yield();
}
// NX2NAVI_PACE_SMOOTH (default 1; 0 = off): a picture goes out no sooner than seven eighths of the recent interval
// after the one before it. The game's frames reach the present thread in uneven steps although each costs about the
// same: with the replay on the submitting thread, work held for an event is replayed with the next frame, so pictures
// came 13 to 31 ms apart around a mean of 22 ms in a village (5th to 95th percentile), which shows as judder at a
// frame rate that would look even. Only the early ones wait, a few milliseconds each, so the rate stays what it was;
// the recent interval is a moving average over about four pictures of intervals under 100 ms, so the floor follows
// a scene that gets lighter within a second. Not with frame generation, which paces its own presents.
static uint64_t pace_avg_ns; // the present thread's
static uint64_t pace_smooth(uint64_t at, uint64_t last, uint64_t now) {
static int on = -1;
if (on < 0) on = cfg_bool("NX2NAVI_PACE_SMOOTH");
if (!on || !last || !pace_avg_ns || vk_fg_active() || vk_dlssg_active()) return at;
uint64_t floor = last + pace_avg_ns / 8 * 7;
return floor > at && floor < now + 50000000ull ? floor : at;
}
static void pace_shown(uint64_t interval_ns) {
if (interval_ns >= 100000000ull) return; // a load or a hitch is not the rate
pace_avg_ns = pace_avg_ns ? pace_avg_ns + (uint64_t)(((int64_t)interval_ns - (int64_t)pace_avg_ns) / 4) : interval_ns;
}
// NX2NAVI_TRACE=perf: the present thread's own window of PW_PRESENTS presents. The render thread's perf lines time the
// game's side and the hand-off; these say where the present thread's time went: the blit and its submission, the
// wait for the picture's time (pace_smooth), and the present call, which takes the queue lock and in which an overlay
// with a frame limiter sleeps. With the presenting thread's wait to hand each picture over, which that time causes.
#define PW_PRESENTS 60
typedef struct { uint64_t n, blit, wait, call, call_max, past, hand, hand_max; } PresentWin;
static void present_window(PresentWin *w, uint64_t frame, uint64_t blit, uint64_t wait, uint64_t call, uint64_t past,
uint64_t hand) {
w->n++, w->blit += blit, w->wait += wait, w->call += call, w->past += past, w->hand += hand;
if (call > w->call_max) w->call_max = call;
if (hand > w->hand_max) w->hand_max = hand;
if (w->n < PW_PRESENTS) return;
double n = (double)w->n;
rt_log("perf: present thread frame %llu: %llu presents; blit and submit avg %.2f ms, paced wait avg %.2f ms, present "
"call avg %.2f ms max %.2f ms, past target avg %.2f ms; the presenting thread waited to hand over avg %.2f ms "
"max %.2f ms", (unsigned long long)frame, (unsigned long long)w->n, w->blit / 1e6 / n, w->wait / 1e6 / n,
w->call / 1e6 / n, w->call_max / 1e6, w->past / 1e6 / n, w->hand / 1e6 / n, w->hand_max / 1e6);
memset(w, 0, sizeof *w);
}
static void present_main(void *arg) {
(void)arg;
uint64_t last = 0, last_queued = 0;
PresentWin win = {0};
plat_mutex_lock(&pl);
for (;;) {
while (!pending) plat_cond_wait(&pcv, &pl);
PresentJob j = job;
pending = 0;
busy = 1;
plat_cond_broadcast(&pcv);
plat_mutex_unlock(&pl);
unsigned tr = rt_trace; // read once: the stamps and both lines below follow the same flags
int timed = (tr & (RT_TRACE_PRESENT | RT_TRACE_PERF)) != 0;
uint64_t b0 = timed ? kern_now_ns() : 0;
if (j.owed) present_frame_closed(j.frame); // vk_dlaa_frame's state of this frame, before anything reads it
if (flight_on || vk_dump_white) vk_thumbs_frame(j.frame); // NX2NAVI_DUMP_WHITE reads them too
vk_dlssg_present_frame(j.frame);
vk_lowlat_present_frame(j.frame); // the frame's number for the blit's submit and the present's markers
vk_present_blit(j.image, VK_IMAGE_LAYOUT_GENERAL, j.format, j.w, j.h, j.has_crop ? j.crop : NULL);
uint64_t f = vk_sync_submit(NULL, 0); // a timeline value after the blit: deferred destruction waits for the blit too
if (j.value && f != j.value)
rt_fatal("vk: the present of frame %llu signalled %llu, queued as %llu", (unsigned long long)j.frame,
(unsigned long long)f, (unsigned long long)j.value);
plat_mutex_lock(&pl);
busy = 0;
plat_cond_broadcast(&pcv);
plat_mutex_unlock(&pl);
uint64_t t0 = kern_now_ns();
wait_until(pace_smooth(j.at, last, t0));
uint64_t t1 = kern_now_ns();
if (last) pace_shown(t1 - last);
vk_present_flip();
uint64_t t2 = timed ? kern_now_ns() : 0;
perfmon_shown(t1); // the overlay's frame times: the pictures as shown
// NX2NAVI_TRACE=present: one line per present: the host present's interval, the interval of the game's present
// calls (when the host present went out before back-edge pacing), the wait and how far past its target it went;
// then how long the present call took and how long the presenting thread waited to hand this picture over
if (tr & RT_TRACE_PRESENT)
rt_log("present: frame %llu interval %.3f ms, game %.3f ms, waited %.3f ms, %.3f ms past target; present call "
"%.3f ms, hand-off %.3f ms", (unsigned long long)j.frame, last ? (t1 - last) / 1e6 : 0.0,
last_queued ? (j.queued - last_queued) / 1e6 : 0.0, (t1 - t0) / 1e6,
j.at && t1 > j.at ? (t1 - j.at) / 1e6 : 0.0, (t2 - t1) / 1e6, j.handoff_ns / 1e6);
if (tr & RT_TRACE_PERF)
present_window(&win, j.frame, t0 - b0, t1 - t0, t2 - t1, j.at && t1 > j.at ? t1 - j.at : 0, j.handoff_ns);
last = t1;
last_queued = j.queued;
vk_pipeline_autosave(); // starts the autosave thread once
plat_mutex_lock(&pl);
}
return;
}
void vk_present_drain(void) {
uint64_t p0 = perf_begin();
plat_mutex_lock(&pl);
while (pending || busy) plat_cond_wait(&pcv, &pl);
plat_mutex_unlock(&pl);
perf_end(PERF_DRAIN, p0);
}
// NX2NAVI_FRAME_HOLD_MS (default 120; 0 = off): a frame whose draws were skipped because a shader or pipeline was
// still building (vk_exec_draw.c pending_draws) is not shown: the previous picture stays on screen until a frame is
// complete again. Such a frame lacks what was skipped, which showed for a frame or two as a black or unlit picture with
// the interface intact (a lighting pass), a light going out, or ground and walls missing and then back. The game runs
// on meanwhile, so nothing waits. The hold comes from an allowance of this many milliseconds, used up by the time
// held and filled again at an eighth of the clock's rate: a pipeline that takes longer, or a run of them on a first
// visit with nothing recorded, shows its incomplete frames as before and does not freeze the picture. Not with DLSS
// Frame Generation, which is told about every frame.
// The same hold covers a change of the scene's size (a DLSS or FSR 3.1 mode picked in the menu, vk_dlaa.c
// vk_dlaa_resized_take): the first frames drawn into the game's new, empty scene targets come out dark or black, so the
// previous picture stays for RESIZE_HOLD presents from the first frame of the new size. That is once per change of a
// setting and does not use the allowance. It holds with DLSS Frame Generation too: a present left out is a longer gap
// between two rendered frames to it (its constants and tags are set at the host present, gfx_present.c), and a dark
// frame it is given comes out as several generated ones.
// And it covers an area load (vk_exec_draw.c vk_exec_pool_loading): while the texture pool still makes the area's
// textures, the frames show the ground and the walls as black stand-ins, so the picture before the load stays for up
// to LOAD_HOLD_NS, also beside the allowance.
#define RESIZE_HOLD 6
#define LOAD_HOLD_NS 2000000000ull
// frame_hold, at the present, is the only writer of FH. The replay asks what is left of the allowance as it records
// (vk_frame_hold_left, vk_exec_draw.c), on whatever thread holds the submission lock, which need not be the one that
// presents: so that reader works out the allowance from limit_ns, left_ns, last_ns and holding (atomics) and writes
// nothing. When it refilled FH itself, a refill on the replaying thread beside one at the present on another thread
// counted the same interval twice or not at all.
static struct {
int64_t limit_ns, left_ns;
uint64_t last_ns, held, runs, shown, load_t0, load_held;
int holding, resize_left;
} FH = {.limit_ns = -1};
// NX2NAVI_FRAME_HOLD_MS, read once by whichever thread asks first; that one logs it.
static int64_t fh_limit(void) {
int64_t lim = __atomic_load_n(&FH.limit_ns, __ATOMIC_ACQUIRE);
if (lim >= 0) return lim;
long long ms = cfg_int("NX2NAVI_FRAME_HOLD_MS");
int64_t want = (int64_t)(ms < 0 ? 0 : ms > 500 ? 500 : ms) * 1000000, was = -1;
if (__atomic_compare_exchange_n(&FH.limit_ns, &was, want, 0, __ATOMIC_ACQ_REL, __ATOMIC_ACQUIRE) && want)
rt_log("vk: a frame with draws skipped for a pipeline is not shown, the previous picture stays up to %lld ms "
"(NX2NAVI_FRAME_HOLD_MS)", (long long)(want / 1000000));
return want;
}
// The allowance at now from the last refill (left at last): the time since used up while frames were held, filled
// again at an eighth of the clock's rate while they were not, never above the limit. Full before the first refill.
static int64_t fh_left_at(int64_t lim, int64_t left, uint64_t last, int holding, uint64_t now) {
if (!last) return lim;
left = holding ? left - (int64_t)(now - last) : left + (int64_t)(now - last) / 8;
return left > lim ? lim : left;
}
static int64_t frame_hold_refill(uint64_t now) { // frame_hold only; returns the limit
int64_t lim = fh_limit();
__atomic_store_n(&FH.left_ns, fh_left_at(lim, FH.left_ns, FH.last_ns, FH.holding, now), __ATOMIC_RELAXED);
__atomic_store_n(&FH.last_ns, now, __ATOMIC_RELAXED);
return lim;
}
// Whether a frame that skipped draws now would be held (vk_exec_draw.c: a full-screen draw is skipped only then). Any
// thread; reads FH only. The fields are loaded before the clock, so now is not before last.
int vk_frame_hold_left(void) {
int64_t lim = fh_limit(), left = __atomic_load_n(&FH.left_ns, __ATOMIC_RELAXED);
uint64_t last = __atomic_load_n(&FH.last_ns, __ATOMIC_RELAXED);
int holding = __atomic_load_n(&FH.holding, __ATOMIC_RELAXED);
return fh_left_at(lim, left, last, holding, kern_now_ns()) > 0 && !vk_dlssg_active();
}
// 1: this frame is not shown. skipped: the draws it lacks; resized: its scene is the first of a new size.
static int frame_hold(uint32_t skipped, int resized, uint64_t frame) {
int64_t lim = frame_hold_refill(kern_now_ns());
if (resized && lim > 0) {
FH.resize_left = RESIZE_HOLD;
rt_log("vk: frame %llu: the scene has a new size after a setting changed; the previous picture stays for %d "
"frames", (unsigned long long)frame, RESIZE_HOLD);
}
if (FH.resize_left) { // beside the allowance: nothing below counts these frames
FH.resize_left--;
return 1;
}
if (lim > 0 && vk_exec_pool_loading()) {
uint64_t now = kern_now_ns();
if (!FH.load_t0) FH.load_t0 = now, FH.load_held = 0;
if (now - FH.load_t0 < LOAD_HOLD_NS) {
FH.load_held++;
return 1;
}
} else if (FH.load_t0) {
rt_log("vk: frame %llu: the previous picture stayed for %llu frames, %.0f ms, while an area's textures were made",
(unsigned long long)frame, (unsigned long long)FH.load_held, (double)(kern_now_ns() - FH.load_t0) / 1e6);
FH.load_t0 = 0;
}
int hold = skipped && FH.left_ns > 0 && !vk_dlssg_active();
if (hold && !FH.holding) FH.runs++;
if (skipped && !hold) FH.shown++;
__atomic_store_n(&FH.holding, hold, __ATOMIC_RELAXED);
if (hold) FH.held++;
static uint64_t logged_at, logged_held, logged_shown;
if (!hold && FH.held + FH.shown != logged_held + logged_shown && frame - logged_at >= 600) {
rt_log("vk: frame %llu: %llu frames with skipped draws held back so far in %llu runs, %llu shown incomplete "
"(allowance used up)", (unsigned long long)frame, (unsigned long long)FH.held,
(unsigned long long)FH.runs, (unsigned long long)FH.shown);
logged_at = frame, logged_held = FH.held, logged_shown = FH.shown;
}
if (hold && (rt_trace & RT_TRACE_PRESENT))
rt_log("present: frame %llu held back, %u draws skipped", (unsigned long long)frame, skipped);
return hold;
}
// ---- a frame's bookkeeping in replay order (vk_frame_owed.h)
// A present closes the frame for the replay (frame_end): the trace and conditional-render frame counts
// (vk_exec_frame_log, whose vk_exec_cond_frame_end moves the frame count the conditional draws go by), dynamic
// resolution's step, the DLSS state of the frame (vk_dlaa_frame: the mode and its LOD bias, the frame's points and
// the swap image, the idle releases), the motion tables (vk_mvsurvey_frame, vk_mvprev_frame swaps its two) and the GPU
// pass timing. The replay reads and writes all of it as it records, under the submission lock. With the replay on the
// submitting threads the game presents on one thread while another may be replaying, and running it at the present
// then reset it in the middle of that replay: a DLSS frame reset halfway (a shake, a frame without the upscaler), the
// motion tables swapped halfway (a ghost; with NX2NAVI_MVPREV_CHECK=1 a write out of bounds), the conditional draws
// counted against the next frame. So it runs under the submission lock: at the present when the lock is free, else
// first thing in the next submission, on whichever thread makes it (vk_sync.c submit, vk_present_frames_owed), or on
// the present thread before the frame's blit (present_frame_closed), whichever takes the lock first. The blit reads what
// vk_dlaa_frame closed (the inputs frame generation must not get across an upscaler or frame generation switch), so a
// frame's bookkeeping always comes before its blit, as in 0.10.1. The presenting thread never waits for another
// thread's replay for it; the present thread may, for a frame still owed, as it waits for the lock for the blit's
// submission a moment later anyway. Nothing in frame_end may wait for the present thread, submit or flush with a wait:
// the hand-off, vk_texture_get with its upload flush and vk_present_drain stay in present_image, outside the lock.
// NX2NAVI_PRESENT_ORDER=0: at the present, whatever another thread replays, as in 0.10.1.
static void frame_end(uint64_t frame, const tex_t *t) { // t: the presented texture, for the trace = gfx line
vk_exec_frame_log(t, frame);
dynres_frame(); // before vk_dlaa_frame reads the DLSS mode it may override
vk_exec_barrier_log(frame);
vk_dlaa_frame();
vk_mvsurvey_frame();
vk_mvprev_frame();
vk_gpu_passes_frame(frame);
}
#define FO_TEX 4
static FrameOwed FO;
static const tex_t *fo_tex[FO_TEX]; // the newest frames' presented textures, by frame % FO_TEX (atomics)
static uint64_t fo_owed_n, fo_late_n; // presents that left it to a submission; frames a submission caught up (atomics)
static uint64_t fo_blit_n, fo_blit_ns; // frames the present thread caught up before their blits, and the time it took
// with the wait for the lock (the present thread's; read by order_log: atomics)
static int present_order_on(void) { // read once; present_image runs one at a time
static int on = -1;
if (on < 0) {
on = cfg_bool("NX2NAVI_PRESENT_ORDER");
if (!on) rt_log("vk: NX2NAVI_PRESENT_ORDER=0: a frame's bookkeeping runs at the present, whatever another thread "
"replays");
}
return on;
}
static void fo_end(uint64_t frame, void *arg) {
(void)arg;
frame_end(frame, __atomic_load_n(&fo_tex[frame % FO_TEX], __ATOMIC_RELAXED));
}
static void fo_here(void) { fo_run(&FO, fo_end, NULL); }
static int fo_try(void *arg) {
(void)arg;
return vk_sync_try_locked(fo_here);
}
// vk_sync.c submit, sub_lock held, before its replay: the frames presented while another thread held the lock. Their
// time counts as this thread's replay time (perf_replay), as submit's own timing starts after this call: a DLSS release
// in vk_dlaa_frame (tens of milliseconds) then shows as replay in the frame-time and slow-frame lines, not unattributed.
void vk_present_frames_owed(void) {
if (!fo_waiting(&FO)) return;
uint64_t t0 = perf_begin();
__atomic_add_fetch(&fo_late_n, fo_run(&FO, fo_end, NULL), __ATOMIC_RELAXED);
perf_replay(t0);
}
// The present thread, before it uses frame (present_main): frame_end of a frame the presenting thread left owed has run
// by then. When no submission came between, the present thread runs it itself, under sub_lock, waiting for a replay in
// progress. Not one of the game's threads, it waits for the same lock for the blit's submission a moment later anyway;
// a frame whose bookkeeping ran (the presenting thread got the lock, or a submission came first) takes no lock here.
static void fo_blit_here(void) {
__atomic_add_fetch(&fo_blit_n, fo_run(&FO, fo_end, NULL), __ATOMIC_RELAXED);
}
static void fo_blit_locked(void *arg) {
(void)arg;
vk_sync_locked(fo_blit_here);
}
static void present_frame_closed(uint64_t frame) {
uint64_t t0 = kern_now_ns();
if (fo_close(&FO, frame, fo_blit_locked, NULL))
__atomic_add_fetch(&fo_blit_ns, kern_now_ns() - t0, __ATOMIC_RELAXED);
}
static void order_log(uint64_t frame, int total); // after the held present's state (PH)
// The present after the frame count: resolves the image and hands the blit to the present thread. queued: when the game
// presented; value: the timeline value queued for this present (asynchronous replay), 0 for the next one (synchronous).
static void present_image(const tex_t *t, const int crop[4], uint64_t at_ns, uint64_t queued, uint64_t frame,
uint64_t value) {
static volatile int32_t n_skipped;
static int vram_probe;
if (!vram_probe) vram_probe = 1, perfmon_set_vram_game(vk_mem_device_used_mb); // the overlay's "game" beside VRAM
int owed = 0; // the frame's bookkeeping may still be owed when the present thread takes it (PresentJob.owed)
if (present_order_on()) {
__atomic_store_n(&fo_tex[frame % FO_TEX], t, __ATOMIC_RELAXED);
if (!fo_present(&FO, frame, fo_try, NULL)) owed = 1, __atomic_add_fetch(&fo_owed_n, 1, __ATOMIC_RELAXED);
} else {
frame_end(frame, t);
}
if ((rt_trace & RT_TRACE_PERF) && frame % 600 == 0 && !gfx_replay_async()) order_log(frame, 0);
vk_sampler_aniso_live(); // NX2NAVI_ANISO changed in the menu: the surface textures' samplers take the new level
vk_mem_census(frame);
if (vk_dump_armed) vk_dump_present(frame);
__atomic_store_n(&gfx_counters.validation_errors, (uint64_t)vk_validation_errors_total(), __ATOMIC_RELAXED);
const VkTexImage *img = vk_texture_get(t);
int held = frame_hold(vk_exec_pending_draws_take(), vk_dlaa_resized_take(), frame);
if (held || !img || !(img->aspect & VK_IMAGE_ASPECT_COLOR_BIT)) {
if (!held && plat_inc32(&n_skipped) <= 8)
rt_log("vk: present of texture %p (format %#x) skipped: no colour image", (const void *)t, t ? t->d.format : 0);
if (value) { // the queued value is still signalled, in order
vk_present_drain();
uint64_t f = vk_sync_submit(NULL, 0);
if (f != value) rt_fatal("vk: skipped present signalled %llu, queued as %llu", (unsigned long long)f, (unsigned long long)value);
}
return;
}
PresentJob j = {.image = img->image, .format = img->format, .w = (int)img->width, .h = (int)img->height, .frame = frame,
.at = at_ns, .queued = queued, .value = value, .owed = owed};
vk_hdr_present_source(img, &j.image, &j.format); // NX2NAVI_HDR: the float picture the game copied into it, same size
if (crop) {
j.has_crop = 1;
for (int i = 0; i < 4; i++) j.crop[i] = crop[i];
}
vk_upload_flush(0); // an upload vk_texture_get just recorded goes before the blit
plat_mutex_lock(&pl);
if (!present_thread) {
if (!plat_thread_spawn(present_main, NULL, "vk present", 0)) rt_fatal("vk: cannot start the present thread");
present_thread = 1;
}
// One present in waiting at most: the wait for the present thread to take the previous one is the hand-off
// (PERF_HANDOFF), timed from under pl, where pending is read.
uint64_t h0 = pending ? perf_begin() : 0;
while (pending) plat_cond_wait(&pcv, &pl);
j.handoff_ns = h0 ? kern_now_ns() - h0 : 0;
job = j;
pending = 1;
plat_cond_broadcast(&pcv);
plat_mutex_unlock(&pl);
perf_end(PERF_HANDOFF, h0);
if (rdoc_active()) { vk_present_drain(); rdoc_after_present(frame); }
}
// ---- Registrations in submit order
// The console's GPU reads the texture and sampler pools as it runs a submission, right after the submit, so a draw sees
// the slots as they were at about its submit (docs/maxwell.md 4.9). The replay takes longer than that, and writes the
// submission's bindless set as it goes; the set is read when the submission runs. A registration applied at once while
// a submission is being recorded (made by another of the game's threads, or by the game ahead of a replay on its own
// thread) therefore reaches that submission's draws, the ones recorded before it too: they sample the slot's next
// texture, which the game registered for a later frame. Ocarina registers a round of 30 to 60 streamed textures every
// four or five frames in a town. So a registration takes effect between submissions, in the order the game made it:
// - replay on the submitting thread: one made while a submission is being recorded (reg_replaying, set by vk_sync.c
// submit around the replay) waits in regq, and so does any made behind it; the submitting thread applies them once
// the submission has gone to the queue (vk_reg_replay_end). With no submission being recorded it is applied at once.
// - replay on its own thread: every one waits in regq and goes into the replay queue ahead of the next item queued
// (regs_queue_locked), so the replay applies it where the game made it among its submits, as it does a release.
// A texture finalized while its own registration waits is released at once as before, and once more behind that
// registration (RG_RELEASE): vk_texture_release marks the slots the texture object registered, which the first call
// could not see. NX2NAVI_REG_ORDER=0: every registration at once, as before.
enum { RG_TEX, RG_SAMP, RG_RELEASE };
typedef struct {
int kind, id, has_view;
tex_t t; // RG_TEX, RG_RELEASE: a copy (the game may reuse the object's memory)
view_t v;
samp_par s; // RG_SAMP
} RegItem;
static PlatMutex regl = PLAT_MUTEX_INIT; // regq and the order of what is applied at once; taken before the texture lock
static RegItem *regq;
static int regn, regcap;
static int reg_replaying; // atomic
static uint64_t reg_waited, reg_rounds; // under regl: registrations that waited for a submission, and the times some did
static int reg_order_on(void) {
static int on = -1;
if (on < 0) {
on = rt_knob("REG_ORDER", "1") != 0;
rt_log("vk: texture and sampler registrations take effect %s (NX2NAVI_REG_ORDER=%d)",
on ? "between submissions, in the order the game made them" : "at once", on);
}
return on;
}
static void reg_apply(const RegItem *q, int n) {
for (int i = 0; i < n; i++) {
if (q[i].kind == RG_TEX) vk_texture_register(q[i].id, &q[i].t, q[i].has_view ? &q[i].v : NULL);
else if (q[i].kind == RG_SAMP) vk_sampler_register(q[i].id, &q[i].s);
else vk_texture_release(&q[i].t);
}
}
static void reg_push(const RegItem *r) { // regl held
if (regn == regcap) {
int n = regcap ? regcap * 2 : 256;
RegItem *p = realloc(regq, sizeof *p * (size_t)n);
if (!p) rt_fatal("vk: out of memory (registrations)");
regq = p, regcap = n;
}
regq[regn++] = *r;
}
// A registration from the game: applied now, or kept for its place among the submissions.
static void reg_add(const RegItem *r) {
plat_mutex_lock(&regl);
if (gfx_replay_async() || regn || __atomic_load_n(&reg_replaying, __ATOMIC_ACQUIRE)) reg_push(r);
else reg_apply(r, 1); // under regl: in call order with the other threads' registrations
plat_mutex_unlock(&regl);
}
// vk_sync.c submit, around the replay of a submission of the game's commands, under its submit lock.
void vk_reg_replay_begin(void) {
if (gfx_replay_async() || !reg_order_on()) return;
__atomic_store_n(&reg_replaying, 1, __ATOMIC_RELEASE);
}
// The submission has gone to the queue with its set: what waited is applied, before the next submission is recorded.
void vk_reg_replay_end(uint64_t fence) {
if (gfx_replay_async() || !reg_order_on()) return;
plat_mutex_lock(&regl);
__atomic_store_n(&reg_replaying, 0, __ATOMIC_RELEASE);
int n = regn;
if (n) {
reg_apply(regq, n); // under regl: a registration made meanwhile comes after these
regn = 0;
reg_waited += (uint64_t)n, reg_rounds++;
if (reg_rounds <= 8 || reg_rounds % 1024 == 0)
rt_log("vk: %d registrations made while submission %llu was being replayed took effect after it (frame %llu; "
"%llu so far, %llu times)", n, (unsigned long long)fence,
(unsigned long long)__atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED),
(unsigned long long)reg_waited, (unsigned long long)reg_rounds);
}
plat_mutex_unlock(&regl);
}
// ---- Asynchronous replay
enum { RI_SUBMIT, RI_PRESENT, RI_RELEASE, RI_REGS };
typedef struct {
int kind, n, has_crop, crop[4];
uint64_t value, submit_no, at, queued;
uint64_t *h;
const tex_t *tex; // RI_RELEASE: a copy the item owns (the game may reuse the object's memory)
RegItem *regs; // RI_REGS: n registrations the item owns, in the order the game made them
} ReplayItem;
#define RQ_CAP 1024 // a frame queues 1 submit and 1 present, and up to a few hundred releases
enum { DR_POOL_FINI, DR_MAP_VIRTUAL, DR_TEX_RELEASE, DR_PROG_RELEASE, DR_FINISH, DR_READ_TEXELS, DR_WRITE_TEXELS,
DR_GUEST_READ, DR_FRAME, DR_FULL, DR_CHECK, DR_N };
static const char *const dr_name[DR_N] = {
"pool_fini", "map_virtual", "texture_release (queued)", "program_release", "finish", "read_texels (writer fence)",
"write_texels", "guest_read (writer fence)", "frame bound", "queue full", "check drain"};
static PlatMutex rl = PLAT_MUTEX_INIT;
static PlatCond rcv = PLAT_COND_INIT; // item queued, item taken, item done
static ReplayItem rq[RQ_CAP];
static int rq_head, rq_n, r_busy, r_started;
static uint64_t r_presents_queued, r_presents_done, r_submit_done, game_frames;
// Under rl: calls, calls that waited and the time waited per cause, since the last replay_log line and over the run.
static uint64_t dr_calls[DR_N], dr_waits[DR_N], dr_ns[DR_N], dr_tcalls[DR_N], dr_twaits[DR_N], dr_tns[DR_N];
// NX2NAVI_REPLAY_CHECK: ReadTexels compared with a read after a full drain (under rl): checked, differing, differing
// although no submission recorded a write to the texture in between, differing with the queue idle at the first read.
static uint64_t ck_reads, ck_diff, ck_diff_unexplained, ck_diff_idle;
int vk_replay_async(void) {
static int on = -1;
if (on < 0) {
// Off by default. Where the game waits for the GPU it overlaps the replay with the game threads (a GTX 1650 in
// one scene went from 450-686 frames over 50 ms a minute to 10-13, issue #88), the only place a gain was
// measured. While it was the default, a GTX 1660 Ti at the 60 fps cap with the GPU at 26 % reported uneven
// motion that 0.3.4 did not have (#659). It adds up to a frame of latency.
on = cfg_bool("NX2NAVI_REPLAY_ASYNC");
rt_log("vk: replay %s (NX2NAVI_REPLAY_ASYNC=%d)",
on ? "on its own thread, at most one frame behind the game" : "on the submitting thread", on);
}
return on;
}
// With the replay on its own thread a submission's value covers its replay too, and the wait stays the fence's.
static int vk_be_gpu_wait(uint64_t value, uint64_t timeout_ns) {
return vk_replay_async() ? vk_sync_fence_wait(value, timeout_ns) : vk_sync_exec_wait(value, timeout_ns);
}
// The submit wait (nvn_api_core.c NX2NAVI_SUBMIT_FINISH): the GPU's only where the submission reads guest memory on the
// GPU (vk_sync_recorded_wait).
static int vk_be_exec_wait(uint64_t value, uint64_t timeout_ns) {
return vk_sync_recorded_wait(value, timeout_ns, vk_be_gpu_wait);
}
// The front end's view (nvn_api_core.c, nvn_api_cmd.c): replay is asynchronous only on this back end.
int gfx_replay_async(void) { return gfx_backend() == &gfx_vulkan_backend && vk_replay_async(); }
// The front end's nvnEventSignal, before it writes (vk_exec_xfer.c "events the CPU signals").
void gfx_event_signalling(const void *value, uint32_t to) {
vk_exec_event_cpu(value);
vk_exec_evt('c', value, to);
}
// The newest submit number (nvn_submit_count) whose replay is done: recording copies it used may be freed.
uint64_t gfx_replayed_submits(void) {
if (!gfx_replay_async()) return nvn_submit_count();
plat_mutex_lock_shared(&rl);
uint64_t v = r_submit_done;
plat_mutex_unlock_shared(&rl);
return v;
}
// ---- a present that waits for held work (event order, vk_exec.c)
// On the console a present is queued behind its queue's work and goes out once the GPU has run the frame, including
// work that waited for an event. The replay holds such work (vk_exec.c, "event order across the game's queues") until
// the wait holds, and the present went out at once: in Kokiri Forest dialogue (Saria), several presents a second came
// with the frame's whole submission held (4 held submissions, nothing drawn since the last present) and showed the
// picture from before, a flash of the whole picture; the frame was then drawn after its present, in the present
// thread's empty submission, next to the following frame. So with work held at a present, what can go on now goes
// first, in a submission of its own (held_resume); if work is still held, the present waits and goes out right after
// the submission that replays the last of it, at the next present, or after PH_MAX submissions at the latest. Only with
// the replay on the submitting thread, as the event order. NX2NAVI_PRESENT_HELD=0: every present goes out at once.
// The game presents from one thread while others submit, so the submission that puts a held present out may be another
// thread's, while the presenting thread goes on to its next present. vk_present_held.h keeps that whole: one lock
// (PH.lock) around arming, putting out and every synchronous present while held presents are on, so a held frame goes
// out once, in one piece and before the next one. A submitting thread only tries it and never waits; the presenting
// thread waits for it only while another thread is putting a held present out (counted, and timed as PERF_DRAIN). No
// path holds it across held_resume, which is a replay; present_image's callees take sub_lock only by trying it.
#define PH_MAX 8
static void ph_lock_waited(uint64_t t0) { perf_end(PERF_DRAIN, t0); } // perf_begin's clock is plat_now_ns's
static PhState PH = {.lock = PLAT_MUTEX_INIT, .on_wait = ph_lock_waited};
static uint64_t ph_ran; // held work run at a present (held_resume), on any thread: atomic
static uint64_t ph_logged; // PH.lock: "went out" lines so far
static uint64_t ph_other; // held presents another thread's submission put out (written under PH.lock, atomic)
static int present_held_on(void) {
static int on = -1;
if (on < 0) on = !gfx_replay_async() && rt_knob("PRESENT_HELD", "1");
return on;
}
static uint64_t submit_sync(const uint64_t *handles, int n);
// The held work that can go on now, in a submission of its own (vk_exec_record syncs it like any other: held_sync).
// The present thread first finishes what it was handed: its empty submission replays held work and frees what it
// replayed (vk_exec_record), which this walk reads. A present ph_out handed it a moment ago is such a case.
static int held_resume(void) {
vk_present_drain();
if (!vk_exec_held() || !vk_exec_held_ready()) return 0;
submit_sync(NULL, 0);
__atomic_add_fetch(&ph_ran, 1, __ATOMIC_RELAXED);
return 1;
}
// vk_present_held.h's present callback, with PH.lock held: a held present (why PH_AFTER, PH_CAPPED, PH_NEXT) or one
// that did not wait (PH_NONE) goes to present_image.
static void ph_out(const PhJob *j, int why, void *arg) {
(void)arg;
if ((why == PH_AFTER || why == PH_CAPPED) && plat_thread_id() != j->tid)
__atomic_add_fetch(&ph_other, 1, __ATOMIC_RELAXED);
if (why != PH_NONE && ph_logged < 16)
ph_logged++, rt_log("vk: the present of frame %llu went out %llu submission(s) after the game's present call, %d "
"held submissions left (%s)", (unsigned long long)j->frame,
(unsigned long long)(vk_exec_submit_seq_now() - j->since), vk_exec_held(),
why == PH_AFTER ? "the held work was replayed" : why == PH_CAPPED ? "PH_MAX reached"
: "the next present came");
present_image(j->t, j->has_crop ? j->crop : NULL, j->at_ns, j->queued, j->frame, 0);
if (why != PH_NONE && PH.waited % 600 == 0)
rt_log("vk: presents that waited for held work: %llu (held work run at the present %llu times; out after it %llu, "
"at %d submissions %llu, at the next present %llu)", (unsigned long long)PH.waited,
(unsigned long long)__atomic_load_n(&ph_ran, __ATOMIC_RELAXED), (unsigned long long)PH.out[PH_AFTER],
PH_MAX, (unsigned long long)PH.out[PH_CAPPED], (unsigned long long)PH.out[PH_NEXT]);
}
// Asked with PH.lock held, after a submission that ran held work first (before) or after this thread's submission:
// whether the held present goes out now.
static int ph_why_before(const PhJob *j, void *arg) {
(void)j, (void)arg;
return vk_exec_held() ? PH_NONE : PH_AFTER;
}
static int ph_why_after(const PhJob *j, void *arg) {
(void)arg;
return !vk_exec_held() ? PH_AFTER : vk_exec_submit_seq_now() - j->since >= PH_MAX ? PH_CAPPED : PH_NONE;
}
static int ph_hold(void *arg) { // the presenting thread, PH.lock held: work is still held, so its present waits
(void)arg;
return vk_exec_held() != 0;
}
static uint64_t submit_sync(const uint64_t *handles, int n) {
vk_sync_start();
if (n && ph_armed(&PH)) { // a present waits: what can go on goes first, then the present, then this submission
held_resume();
ph_flush_try(&PH, ph_why_before, ph_out, NULL);
}
vk_present_drain();
vk_exec_gate_wait(handles, n); // a submission that begins with a wait for the CPU's signal: before its copies
vk_texture_new_submit();
uint64_t f = vk_sync_submit(handles, n);
// The submission stopped at a wait whose signal the CPU gave while it was being replayed (vk_exec_xfer.c "events
// the CPU signals"): it goes on now, in a submission of its own with copies taken after the signal, and that
// submission's value is the one the game's fence stands for.
if (n && vk_exec_event_at_sync() && vk_exec_held() && vk_exec_held_ready()) f = submit_sync(NULL, 0);
if (n) ph_flush_try(&PH, ph_why_after, ph_out, NULL); // at once unless a present waits
return f;
}
// vk_sub_in_frame is the replay's: vk_sync.c submit sets it under the submission lock from the place the submitting
// thread noted for its submission (vk_sub_in_frame_publish), so another thread about to submit cannot change it under
// a replay in progress (vk_memory.c sub_place reads it there and on the replay workers). Submissions without commands
// of their own (held work, the present thread's blit) leave it as it was.
int vk_sub_in_frame;
static _Thread_local int sub_place_next; // this thread's next submission's place in its frame
void vk_sub_in_frame_publish(void) { vk_sub_in_frame = sub_place_next; }
static void replay_main(void *arg) {
(void)arg;
int sub_idx = 0; // submissions since the last present, in queue order
perf_replay_thread();
plat_mutex_lock(&rl);
for (;;) {
while (!rq_n) plat_cond_wait(&rcv, &rl);
ReplayItem it = rq[rq_head];
rq_head = (rq_head + 1) % RQ_CAP;
rq_n--;
r_busy = 1;
plat_cond_broadcast(&rcv);
plat_mutex_unlock(&rl);
if (it.kind == RI_SUBMIT) {
sub_place_next = sub_idx++;
uint64_t f = submit_sync(it.h, it.n);
if (f != it.value)
rt_fatal("vk: replayed submission signalled %llu, queued as %llu", (unsigned long long)f,
(unsigned long long)it.value);
free(it.h);
} else if (it.kind == RI_RELEASE) {
vk_present_drain();
vk_texture_release(it.tex);
free((void *)it.tex);
} else if (it.kind == RI_REGS) {
reg_apply(it.regs, it.n);
free(it.regs);
} else {
uint64_t frame = __atomic_add_fetch(&gfx_counters.frames, 1, __ATOMIC_RELAXED);
vk_dlssg_submitted(frame); // the frame's submissions were replayed before its present
vk_lowlat_submitted(frame);
present_image(it.tex, it.has_crop ? it.crop : NULL, it.at, it.queued, frame, it.value);
sub_idx = 0;
}
plat_mutex_lock(&rl);
if (it.kind == RI_SUBMIT) r_submit_done = it.submit_no;
else if (it.kind != RI_REGS) r_presents_done++;
r_busy = 0;
plat_cond_broadcast(&rcv);
}
return;
}
static void wait_counted(int why, uint64_t t0) { // rl held
uint64_t d = kern_now_ns() - t0;
dr_waits[why]++, dr_twaits[why]++;
dr_ns[why] += d, dr_tns[why] += d;
perf_end(PERF_DRAIN, t0);
}
// A guest thread waiting for the replay gives its virtual core up, as around any blocking host wait (NVN_BLOCKING):
// guest_read (memcpy, pool invalidate), pool and texture finalize run without it, and a drain lasts up to a replay.
// Called and returning with rl held; rl is not held while the core is taken back.
static int core_away_unlocked(void) {
plat_mutex_unlock(&rl);
int away = kern_core_away();
plat_mutex_lock(&rl);
return away;
}
static void core_back_unlocked(int *away) {
if (!*away) return;
plat_mutex_unlock(&rl);
kern_core_back(away);
plat_mutex_lock(&rl);
}
// rl held: the replay thread runs, and the queue has room for `room` items (waits while it has not).
static void rq_room(int room) {
if (!r_started) {
if (!plat_thread_spawn(replay_main, NULL, "vk replay", 0)) rt_fatal("vk: cannot start the replay thread");
r_started = 1;
}
// rl is dropped while the core is taken back, and another thread may fill the queue again meanwhile: check again.
while (rq_n > RQ_CAP - room) {
uint64_t p0 = perf_begin();
dr_calls[DR_FULL]++, dr_tcalls[DR_FULL]++;
int away = core_away_unlocked();
while (rq_n > RQ_CAP - room) plat_cond_wait(&rcv, &rl);
wait_counted(DR_FULL, p0);
core_back_unlocked(&away);
}
}
// rl held, with room for an item (rq_room): the registrations made since the last queued item go into the queue, to
// be applied before whatever is queued next ("registrations in submit order"). Taken and queued without letting go of
// rl, so two threads' lists keep their order.
static void regs_queue_locked(void) {
plat_mutex_lock(&regl);
ReplayItem ri = {.kind = RI_REGS, .n = regn, .regs = regq};
regq = NULL, regn = regcap = 0;
plat_mutex_unlock(&regl);
if (!ri.n) return;
rq[(rq_head + rq_n) % RQ_CAP] = ri;
rq_n++;
plat_cond_broadcast(&rcv);
}
// Queues an item (waits while the queue is full) and returns its value, reserved under rl so values follow queue order.
static uint64_t replay_enqueue(ReplayItem *it) {
plat_mutex_lock(&rl);
rq_room(2); // the item, and the registrations made before it
regs_queue_locked();
it->value = it->kind == RI_RELEASE ? 0 : vk_sync_reserve(); // a release signals nothing
rq[(rq_head + rq_n) % RQ_CAP] = *it;
rq_n++;
plat_cond_broadcast(&rcv);
plat_mutex_unlock(&rl);
return it->value;
}
// Returns once every queued item was replayed and submitted. Back-end entries only: the replay thread never calls them.
static void replay_drain(int why) {
if (!gfx_replay_async()) return;
plat_mutex_lock(&rl);
dr_calls[why]++, dr_tcalls[why]++;
if (__atomic_load_n(&regn, __ATOMIC_RELAXED)) { // this thread's own registrations are in: replayed too
rq_room(1);
regs_queue_locked();
}
if (rq_n || r_busy) {
uint64_t p0 = perf_begin();
int away = core_away_unlocked();
while (rq_n || r_busy) plat_cond_wait(&rcv, &rl);
wait_counted(why, p0);
core_back_unlocked(&away);
}
plat_mutex_unlock(&rl);
}
// What made the game wait for the replay: since the last line (every 1800 game frames), or over the run (at exit).
static void replay_log(uint64_t frame, int total) {
char buf[1024];
int k = 0;
plat_mutex_lock(&rl);
const uint64_t *c = total ? dr_tcalls : dr_calls, *w = total ? dr_twaits : dr_waits, *t = total ? dr_tns : dr_ns;
for (int i = 0; i < DR_N && k < (int)sizeof buf - 96; i++)
if (c[i] || w[i])
k += snprintf(buf + k, sizeof buf - (size_t)k, "%s %s %llu calls, %llu waited %.1f ms", k ? ";" : "", dr_name[i],
(unsigned long long)c[i], (unsigned long long)w[i], t[i] / 1e6);
if (ck_reads && k < (int)sizeof buf - 128)
k += snprintf(buf + k, sizeof buf - (size_t)k, "; check (run): %llu reads, %llu differ, %llu without a recorded write, %llu with the queue idle",
(unsigned long long)ck_reads, (unsigned long long)ck_diff, (unsigned long long)ck_diff_unexplained,
(unsigned long long)ck_diff_idle);
memset(dr_calls, 0, sizeof dr_calls);
memset(dr_waits, 0, sizeof dr_waits);
memset(dr_ns, 0, sizeof dr_ns);
plat_mutex_unlock(&rl);
rt_log("vk: replay queue %s frame %llu:%s", total ? "over the run to" : "at", (unsigned long long)frame,
k ? buf : " no waits");
}
// What the game's threads met of each other at the present (synchronous replay): presents whose frame bookkeeping
// went to the next submission because another thread held the submission lock, frames a submission caught up, frames
// the present thread caught up before their blits (present_frame_closed) and how long that took it, the wait for the
// lock included, held presents another thread's submission put out (ph_out), and the presenting thread's waits for
// PH.lock while one went out (vk_present_held.h ph_lock). total: the run, at exit (gfx_exit_log); else
// NX2NAVI_TRACE=perf every 600 presents (present_image), the window since the last line, logged only when a count moved.
static void order_log(uint64_t frame, int total) {
static uint64_t last[7], last_frame; // present_image's (one at a time): the counts at the last line
uint64_t v[7] = {__atomic_load_n(&fo_owed_n, __ATOMIC_RELAXED), __atomic_load_n(&fo_late_n, __ATOMIC_RELAXED),
__atomic_load_n(&ph_other, __ATOMIC_RELAXED), __atomic_load_n(&PH.lock_waits, __ATOMIC_RELAXED),
__atomic_load_n(&PH.lock_wait_ns, __ATOMIC_RELAXED), __atomic_load_n(&fo_blit_n, __ATOMIC_RELAXED),
__atomic_load_n(&fo_blit_ns, __ATOMIC_RELAXED)};
uint64_t d[7], presents = total ? frame : frame - last_frame;
for (int i = 0; i < 7; i++) d[i] = total ? v[i] : v[i] - last[i];
if (!total) {
if (!d[0] && !d[1] && !d[2] && !d[3] && !d[5]) return;
memcpy(last, v, sizeof last), last_frame = frame;
}
rt_log("%s frame %llu: frame bookkeeping: %llu of %llu presents left it to the next submission (another thread held "
"the submission lock), %llu frames caught up by a submission, %llu by the present thread before their blits "
"(%.1f ms in all with its wait for the lock); held presents put out by another thread's submission %llu, the "
"presenting thread waited for one %llu times, %.1f ms in all, longest %.1f ms so far",
total ? "vk: over the run to" : "perf: since the last such line, at", (unsigned long long)frame,
(unsigned long long)d[0], (unsigned long long)presents, (unsigned long long)d[1], (unsigned long long)d[5],
d[6] / 1e6, (unsigned long long)d[2], (unsigned long long)d[3], d[4] / 1e6,
__atomic_load_n(&PH.lock_wait_max, __ATOMIC_RELAXED) / 1e6);
}
// The run total, once: the game exits through prof_write (boot.c _exit, the window close), probes through
// vk_backend_shutdown.
void gfx_exit_log(void) {
static int32_t done, order_done;
rec_check_log();
if (gfx_replay_async() && r_started && !plat_xchg32(&done, 1)) replay_log(game_frames, 1);
if (!gfx_replay_async() && !plat_xchg32(&order_done, 1))
order_log(__atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED), 1);
}
static void vk_be_present(const tex_t *t, const int crop[4], uint64_t at_ns) {
motion_owner_present();
vk_sync_start();
gfx_tl_present();
vk_dlssg_game_present();
vk_lowlat_game_present();
if (!gfx_replay_async()) {
uint64_t frame = __atomic_add_fetch(&gfx_counters.frames, 1, __ATOMIC_RELAXED);
vk_dlssg_submitted(frame);
vk_lowlat_submitted(frame);
vk_exec_evt_frame(frame);
perf_present(frame); // before vk_exec_frame_log, which resets the frame's exec counts the flight recorder reads
uint64_t queued = kern_now_ns();
if (present_held_on()) { // present_held
PhJob j = {.t = t, .has_crop = crop != NULL, .at_ns = at_ns, .queued = queued, .frame = frame,
.tid = plat_thread_id()};
if (crop) memcpy(j.crop, crop, sizeof j.crop);
vk_present_drain(); // the present thread's empty submission may run held work: done before it is read
if (ph_armed(&PH)) held_resume(), ph_flush_next(&PH, ph_out, NULL); // the last present still waits: out now
if (vk_exec_held()) held_resume();
j.since = vk_exec_submit_seq_now();
ph_present(&PH, &j, ph_hold, ph_out, NULL); // waits for the held work, or goes out now
return;
}
present_image(t, crop, at_ns, queued, frame, 0); // only this thread presents: no lock
return;
}
// Frame bound: the replay thread handled the previous present before this one is queued.
plat_mutex_lock(&rl);
dr_calls[DR_FRAME]++, dr_tcalls[DR_FRAME]++;
if (r_presents_done < r_presents_queued) {
uint64_t p0 = perf_begin();
while (r_presents_done < r_presents_queued) plat_cond_wait(&rcv, &rl);
wait_counted(DR_FRAME, p0);
}
r_presents_queued++;
plat_mutex_unlock(&rl);
uint64_t frame = ++game_frames;
perf_present(frame);
if (frame % 1800 == 0) replay_log(frame, 0);
ReplayItem it = {.kind = RI_PRESENT, .tex = t, .at = at_ns, .queued = kern_now_ns()};
if (crop) {
it.has_crop = 1;
for (int i = 0; i < 4; i++) it.crop[i] = crop[i];
}
replay_enqueue(&it);
}
// vk_pipeline.c drops a released program's pipelines here.
WEAK void vk_program_release(const prog_t *p) { (void)p; }
static int vk_be_pool_init(pool_t *p) { vk_sync_start(); return vk_pool_init(p); }
static void vk_be_pool_fini(pool_t *p) { vk_sync_start(); replay_drain(DR_POOL_FINI); vk_present_drain(); vk_pool_fini(p); }
static int vk_be_pool_map_virtual(pool_t *v, int n, const void *requests) {
vk_sync_start();
replay_drain(DR_MAP_VIRTUAL);
vk_present_drain();
return vk_pool_map_virtual(v, n, requests);
}
// Both take effect between submissions ("registrations in submit order").
static void vk_be_texture_register(int id, const tex_t *t, const view_t *v) {
vk_sync_start();
if (!t || !reg_order_on()) { vk_texture_register(id, t, v); return; }
RegItem r = {.kind = RG_TEX, .id = id, .has_view = v != NULL, .t = *t};
if (v) r.v = *v;
reg_add(&r);
}
static void vk_be_sampler_register(int id, const samp_par *s) {
vk_sync_start();
if (!s || !reg_order_on()) { vk_sampler_register(id, s); return; }
RegItem r = {.kind = RG_SAMP, .id = id, .s = *s};
reg_add(&r);
}
// Asynchronous: the release is queued behind the submissions before it, so their replay still resolves the texture's
// slots to its image (a released slot follows another live texture at the storage), and the ones after it see it
// released, the order of the synchronous replay. vk_texture_release reads only the object's key fields: a copy.
static void vk_be_texture_release(const tex_t *t) {
vk_sync_start();
if (!gfx_replay_async()) {
vk_present_drain();
vk_texture_release(t);
// Its own registration still waits for the submission being replayed: released again behind it, which marks
// the slot that registration fills ("registrations in submit order").
if (t && t->mem && __atomic_load_n(&regn, __ATOMIC_RELAXED)) {
plat_mutex_lock(&regl);
int mine = 0;
for (int i = 0; i < regn && !mine; i++)
mine = regq[i].kind == RG_TEX && regq[i].t.serial == t->serial && regq[i].t.mem == t->mem;
if (mine) {
RegItem r = {.kind = RG_RELEASE, .t = *t};
reg_push(&r);
}
plat_mutex_unlock(&regl);
}
return;
}
if (!t || !t->mem) return;
tex_t *copy = malloc(sizeof *copy);
if (!copy) rt_fatal("vk: out of memory (replay queue)");
*copy = *t;
ReplayItem it = {.kind = RI_RELEASE, .tex = copy};
plat_mutex_lock(&rl);
dr_calls[DR_TEX_RELEASE]++, dr_tcalls[DR_TEX_RELEASE]++;
plat_mutex_unlock(&rl);
replay_enqueue(&it);
}
static void vk_be_program_release(const prog_t *p) { replay_drain(DR_PROG_RELEASE); vk_program_release(p); }
// Asynchronous: the handles (nvn_submit_prepare_async ran under the front end's submit lock) are copied and queued;
// the value returned is the one the replay will signal.
static uint64_t vk_be_submit(const uint64_t *handles, int n) {
vk_lowlat_submit_start(); // a frame's first submission: its simulation is over (nothing while low latency is off)
if (!gfx_replay_async()) {
sub_place_next = __atomic_load_n(&nvn_submits_in_frame, __ATOMIC_RELAXED); // counted up after the submit returns
return submit_sync(handles, n);
}
vk_sync_start();
ReplayItem it = {.kind = RI_SUBMIT, .n = n, .submit_no = nvn_submit_count()};
if (n > 0) {
it.h = malloc(sizeof *it.h * (size_t)n);
if (!it.h) rt_fatal("vk: out of memory (replay queue)");
memcpy(it.h, handles, sizeof *it.h * (size_t)n);
}
vk_usnap_take(handles, n); // the uniform blocks as they are now: the game writes on once this returns
return replay_enqueue(&it);
}
static void vk_be_finish(void) { vk_sync_start(); replay_drain(DR_FINISH); vk_present_drain(); vk_sync_finish(); }
static int replay_check(void) {
static int on = -1;
if (on < 0) {
const char *e = cfg_get("NX2NAVI_REPLAY_CHECK");
on = e && strcmp(e, "0");
if (on) rt_log("vk: NX2NAVI_REPLAY_CHECK: every ReadTexels is read again after a full replay drain and compared");
}
return on;
}
// ReadTexels with the replay queued: waits for the newest submission recorded to write the texture (replayed and
// completed), not for the whole queue. The readback copy goes through the upload batch on the same queue, after every
// submission the replay has submitted. Submissions still queued or being recorded run after the copy, as on hardware
// when the GPU has not reached them yet: the game only sees their texels after waiting on a sync, and every sync
// value covers replay and GPU, so a read the game synchronised sees them. NX2NAVI_REPLAY_CHECK compares with a full drain.
static void vk_be_read_texels(const tex_t *t, const view_t *v, const NVNcopyRegion *r, uint8_t *dst, uint64_t row,
uint64_t img) {
vk_sync_start();
if (!gfx_replay_async()) {
vk_read_texels(t, v, r, dst, row, img);
return;
}
uint64_t f = vk_texture_last_write(t);
plat_mutex_lock(&rl);
dr_calls[DR_READ_TEXELS]++, dr_tcalls[DR_READ_TEXELS]++;
int idle = !rq_n && !r_busy;
plat_mutex_unlock(&rl);
if (f && vk_sync_fence_done() < f) {
uint64_t t0 = kern_now_ns();
vk_sync_fence_wait(f, UINT64_MAX); // counts as a fence wait in perf
uint64_t d = kern_now_ns() - t0;
plat_mutex_lock(&rl);
dr_waits[DR_READ_TEXELS]++, dr_twaits[DR_READ_TEXELS]++;
dr_ns[DR_READ_TEXELS] += d, dr_tns[DR_READ_TEXELS] += d;
plat_mutex_unlock(&rl);
}
vk_read_texels(t, v, r, dst, row, img);
if (!replay_check()) return;
size_t n = vk_texture_texel_span(t, v, r, row, img);
uint8_t *again = n ? malloc(n) : NULL;
if (!again) return;
memcpy(again, dst, n); // bytes between the rows stay the caller's
uint64_t f0 = vk_texture_last_write(t);
replay_drain(DR_CHECK);
uint64_t f1 = vk_texture_last_write(t);
vk_read_texels(t, v, r, again, row, img);
int differ = memcmp(again, dst, n) != 0;
static volatile int32_t n_logged;
if (differ && plat_inc32(&n_logged) <= 40) {
size_t at = 0;
while (at < n && again[at] == dst[at]) at++;
rt_log("vk: replay check: ReadTexels of %p (format %#x, %dx%dx%d at %d,%d,%d) differs at byte %zu of %zu; writer "
"fence %llu at the read, %llu after the drain, done %llu; queue %s at the read",
(void *)t->mem, t->d.format, r->width, r->height, r->depth, r->xoffset, r->yoffset, r->zoffset, at, n,
(unsigned long long)f0, (unsigned long long)f1, (unsigned long long)vk_sync_fence_done(), idle ? "idle" : "busy");
}
plat_mutex_lock(&rl);
ck_reads++;
if (differ) {
ck_diff++;
if (f1 == f0) ck_diff_unexplained++;
if (idle) ck_diff_idle++;
}
plat_mutex_unlock(&rl);
free(again);
}
static void vk_be_write_texels(const tex_t *t, const view_t *v, const NVNcopyRegion *r, const uint8_t *src, uint64_t row,
uint64_t img) {
vk_sync_start();
replay_drain(DR_WRITE_TEXELS);
vk_present_drain();
vk_write_texels(t, v, r, src, row, img);
}
static void vk_be_guest_written(uint64_t addr, uint64_t size) { vk_sync_start(); vk_guest_written(addr, size); }
// A CPU read of GPU-written mirrored storage (memcpy, pool invalidate). With the replay queued it waits for the newest
// submission recorded to write the textures there, not for the whole queue: the write-back copy then runs after their
// renders, and clears gpu_dirty only for content that is on the queue. Submissions not replayed yet render after the
// copy, as on hardware when the GPU has not reached them; they mark the texture dirty again for a later read.
static void vk_be_guest_read(uint64_t addr, uint64_t size) {
if (!vk_texture_cpu_stale(addr, size)) return;
vk_sync_start();
if (gfx_replay_async()) {
uint64_t f = vk_texture_dirty_fence(addr, size);
plat_mutex_lock(&rl);
dr_calls[DR_GUEST_READ]++, dr_tcalls[DR_GUEST_READ]++;
plat_mutex_unlock(&rl);
if (f && vk_sync_fence_done() < f) {
uint64_t t0 = kern_now_ns();
NVN_BLOCKING();
vk_sync_fence_wait(f, UINT64_MAX);
uint64_t d = kern_now_ns() - t0;
plat_mutex_lock(&rl);
dr_waits[DR_GUEST_READ]++, dr_twaits[DR_GUEST_READ]++;
dr_ns[DR_GUEST_READ] += d, dr_tns[DR_GUEST_READ] += d;
plat_mutex_unlock(&rl);
}
}
vk_present_drain();
vk_texture_write_back(addr, size);
}
// After a fence wait: the value is done, so its replay is too; a later submission the replay records meanwhile marks
// its targets with a later fence, which write_back_small leaves alone. No drain.
// The count of such waits that came back while event-ordered work was still held (vk_exec.c): a submission stopped at an
// event wait returns its value with its remainder held for a later replay, so the game may take a wait for that value
// as the whole submission done and reuse what the held part still reads. How often that happens decides whether the
// value should be signalled only after the remainder (audit finding F-2-05). The counts are atomic adds without a lock:
// the game's threads wait at the same time, and each line is logged by the thread whose add reached it.
// A wait for value 0 is left out: the window acquire's sync stands for no submission (nvn_api_obj.c
// nvnWindowAcquireTexture gives it fence 0), and such waits were half of the lines in two sessions of 2026-11-13.
static uint64_t synced_n, synced_held;
static void synced_held_count(uint64_t fence) {
if (!fence) return;
uint64_t n = __atomic_add_fetch(&synced_n, 1, __ATOMIC_RELAXED);
int held = vk_exec_held();
if (!held) return;
uint64_t k = __atomic_add_fetch(&synced_held, 1, __ATOMIC_RELAXED);
if (k <= 10 || k % 600 == 0)
rt_log("vk: a game's wait for %llu returned with %d event-ordered submission(s) still held (%llu of %llu such "
"waits so far)", (unsigned long long)fence, held, (unsigned long long)k, (unsigned long long)n);
}
static void vk_be_cpu_synced(uint64_t fence) {
synced_held_count(fence);
if (!vk_texture_small_dirty()) return;
vk_sync_start();
vk_present_drain();
vk_texture_write_back_small(fence);
}
// A frame of the game starts. DLSS Frame Generation's low latency sleeps at the acquire (vk_dlssg.c); the direct path
// (vk_lowlat.c) at the acquire or the pad read, whichever the game makes first in the frame. At most one of the two
// is in effect in a run, and each returns at once while it is not.
static void vk_be_frame_start(void) {
vk_dlssg_frame_start();
vk_lowlat_frame_start(0);
}
static void vk_be_input_read(void) { vk_lowlat_frame_start(1); }
// The period nvnQueuePresentTexture's pacer keeps (GfxBackend.frame_paced). At most one of the two holds the limit in a
// run: DLSS Frame Generation's Reflex, which leaves the pacer its ceiling, or a driver's low latency, which leaves it
// nothing. Each lets go of the limit when given 0 (a movie plays).
static uint64_t vk_be_frame_paced(uint64_t period_ns) {
if (vk_dlssg_pace(period_ns)) return frame_step_ceiling_ns();
return vk_lowlat_pace(period_ns) ? 0 : period_ns;
}
const GfxBackend gfx_vulkan_backend = {
.name = "vulkan",
.pool_init = vk_be_pool_init,
.pool_fini = vk_be_pool_fini,
.pool_map_virtual = vk_be_pool_map_virtual,
.texture_register = vk_be_texture_register,
.sampler_register = vk_be_sampler_register,
.texture_release = vk_be_texture_release,
.program_release = vk_be_program_release,
.submit = vk_be_submit,
.fence_wait = vk_sync_fence_wait,
.exec_wait = vk_be_exec_wait,
.game_wait = vk_sync_game_wait,
.fence_done = vk_sync_fence_done,
.present = vk_be_present,
.frame_start = vk_be_frame_start,
.input_read = vk_be_input_read,
.frame_paced = vk_be_frame_paced,
.finish = vk_be_finish,
.read_texels = vk_be_read_texels,
.write_texels = vk_be_write_texels,
.guest_written = vk_be_guest_written,
.guest_read = vk_be_guest_read,
.cpu_synced = vk_be_cpu_synced,
};
void vk_backend_shutdown(void) {
replay_drain(DR_FINISH);
gfx_exit_log();
vk_present_drain();
vk_sync_shutdown();
vk_mem_shutdown();
vk_shutdown();
}