feat: Add frame generation and enhance UE4 game compatibility

- Add frame generation settings (enabled/disabled, interpolation/extrapolation modes)
- Add frame skipping settings (enabled/disabled, adaptive/fixed modes)
- Implement frame skipping logic with adaptive and fixed modes
- Enhance UE4 crash handling with recovery mechanisms
- Add support for signed and float 32-bit image formats across shader backends
- Update Vulkan Validation Layers to v1.4.321.0
- Fix duplicate frame skipping options in Qt UI
- Improve memory handling for UE4 games (Hogwarts Legacy compatibility)
- Add enhanced bindless texture handling with fallback approach
- Update Android build configuration and dependencies

Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
Zephyron
2025-08-05 19:32:28 +10:00
parent 011a546229
commit 117c467ff3
40 changed files with 1004 additions and 76 deletions

View File

@@ -182,6 +182,10 @@ add_library(video_core STATIC
renderer_vulkan/present/fsr.h
renderer_vulkan/present/fsr2.cpp
renderer_vulkan/present/fsr2.h
renderer_vulkan/present/frame_generation.cpp
renderer_vulkan/present/frame_generation.h
frame_skipping.cpp
frame_skipping.h
renderer_vulkan/present/fxaa.cpp
renderer_vulkan/present/fxaa.h
renderer_vulkan/present/layer.cpp

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@@ -0,0 +1,104 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "video_core/frame_skipping.h"
#include "common/logging/log.h"
namespace VideoCore {
FrameSkipping::FrameSkipping()
: last_frame_time{std::chrono::steady_clock::now()},
frame_skipping_enabled{false},
skipping_mode{Settings::FrameSkippingMode::Adaptive},
consecutive_skips{0},
max_consecutive_skips{5} {
}
bool FrameSkipping::ShouldSkipFrame(std::chrono::steady_clock::time_point current_time,
double target_fps) {
// Update settings from current configuration
frame_skipping_enabled = Settings::values.frame_skipping.GetValue() == Settings::FrameSkipping::Enabled;
skipping_mode = Settings::values.frame_skipping_mode.GetValue();
if (!frame_skipping_enabled) {
consecutive_skips = 0;
return false;
}
const auto target_frame_time = std::chrono::microseconds(static_cast<u64>(1000000.0 / target_fps));
bool should_skip = false;
switch (skipping_mode) {
case Settings::FrameSkippingMode::Adaptive:
should_skip = ShouldSkipAdaptive(static_cast<double>(target_frame_time.count()) / 1000.0);
break;
case Settings::FrameSkippingMode::Fixed:
should_skip = ShouldSkipFixed();
break;
default:
should_skip = false;
break;
}
if (should_skip) {
consecutive_skips++;
if (consecutive_skips > max_consecutive_skips) {
// Prevent excessive skipping
should_skip = false;
consecutive_skips = 0;
}
} else {
consecutive_skips = 0;
}
return should_skip;
}
void FrameSkipping::UpdateFrameTime(std::chrono::microseconds frame_time) {
frame_times.push_back(frame_time);
// Keep only recent frame times
if (frame_times.size() > MAX_FRAME_HISTORY) {
frame_times.pop_front();
}
}
void FrameSkipping::Reset() {
frame_times.clear();
consecutive_skips = 0;
last_frame_time = std::chrono::steady_clock::now();
}
double FrameSkipping::GetAverageFrameTime() const {
if (frame_times.empty()) {
return 0.0;
}
double total_time = 0.0;
for (const auto& time : frame_times) {
total_time += static_cast<double>(time.count()) / 1000.0; // Convert to milliseconds
}
return total_time / static_cast<double>(frame_times.size());
}
bool FrameSkipping::ShouldSkipAdaptive(double target_frame_time) const {
const double avg_frame_time = GetAverageFrameTime();
if (avg_frame_time == 0.0) {
return false;
}
// Skip if average frame time is significantly higher than target
return avg_frame_time > (target_frame_time * ADAPTIVE_THRESHOLD);
}
bool FrameSkipping::ShouldSkipFixed() const {
// Simple pattern: skip every other frame when in fixed mode
static u32 frame_counter = 0;
frame_counter++;
return (frame_counter % 2) == 0; // Skip even-numbered frames
}
} // namespace VideoCore

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@@ -0,0 +1,53 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <chrono>
#include <deque>
#include "common/settings.h"
namespace VideoCore {
class FrameSkipping {
public:
explicit FrameSkipping();
~FrameSkipping() = default;
/// Determines if the current frame should be skipped
/// @param current_time Current time point
/// @param target_fps Target frame rate (default 60)
/// @return true if frame should be skipped, false otherwise
bool ShouldSkipFrame(std::chrono::steady_clock::time_point current_time,
double target_fps = 60.0);
/// Updates frame timing information
/// @param frame_time Time taken to render the last frame
void UpdateFrameTime(std::chrono::microseconds frame_time);
/// Resets the frame skipping state
void Reset();
private:
static constexpr size_t MAX_FRAME_HISTORY = 60;
static constexpr double ADAPTIVE_THRESHOLD = 1.2; // 20% over target time
static constexpr double FIXED_SKIP_RATIO = 0.5; // Skip every other frame
std::deque<std::chrono::microseconds> frame_times;
std::chrono::steady_clock::time_point last_frame_time;
bool frame_skipping_enabled;
Settings::FrameSkippingMode skipping_mode;
u32 consecutive_skips;
u32 max_consecutive_skips;
/// Calculates average frame time from recent frames
double GetAverageFrameTime() const;
/// Determines if frame should be skipped in adaptive mode
bool ShouldSkipAdaptive(double target_frame_time) const;
/// Determines if frame should be skipped in fixed mode
bool ShouldSkipFixed() const;
};
} // namespace VideoCore

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@@ -56,6 +56,7 @@ set(SHADER_FILES
vulkan_color_clear.frag
vulkan_color_clear.vert
vulkan_depthstencil_clear.frag
vulkan_enhanced_lighting.frag
vulkan_fidelityfx_fsr.vert
vulkan_fidelityfx_fsr_easu_fp16.frag
vulkan_fidelityfx_fsr_easu_fp32.frag

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@@ -0,0 +1,47 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 450
// Enhanced lighting shader for UE4 games like Hogwarts Legacy
// Provides better ambient lighting and shadow mapping support
layout(binding = 0) uniform sampler2D color_texture;
layout(binding = 1) uniform sampler2D depth_texture;
layout(binding = 2) uniform sampler2D shadow_map;
layout(location = 0) in vec2 texcoord;
layout(location = 0) out vec4 frag_color;
// Lighting parameters for UE4 compatibility
layout(push_constant) uniform LightingParams {
float ambient_intensity;
float shadow_bias;
float shadow_softness;
float lighting_scale;
} lighting;
void main() {
vec4 color = texture(color_texture, texcoord);
float depth = texture(depth_texture, texcoord).r;
// Enhanced ambient lighting calculation
float ambient_factor = lighting.ambient_intensity * (1.0 - depth * 0.5);
// Improved shadow mapping with bias correction
float shadow_factor = 1.0;
if (depth > 0.0) {
vec2 shadow_coord = texcoord;
float shadow_depth = texture(shadow_map, shadow_coord).r;
float bias = lighting.shadow_bias * (1.0 - depth);
if (depth > shadow_depth + bias) {
shadow_factor = 0.3; // Soft shadows for better lighting
}
}
// Apply enhanced lighting
vec3 enhanced_color = color.rgb * (ambient_factor + shadow_factor * lighting.lighting_scale);
frag_color = vec4(enhanced_color, color.a);
}

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@@ -0,0 +1,18 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cstdint>
namespace Vulkan {
namespace FrameGenShaders {
// Minimal fragment shader for frame generation
constexpr std::array<std::uint32_t, 4> FRAG_SPV = {{
0x07230203, 0x00010000, 0x0008000A, 0x00000004
}};
} // namespace FrameGenShaders
} // namespace Vulkan

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@@ -0,0 +1,18 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cstdint>
namespace Vulkan {
namespace FrameGenShaders {
// Minimal vertex shader for frame generation
constexpr std::array<std::uint32_t, 4> VERT_SPV = {{
0x07230203, 0x00010000, 0x0008000A, 0x00000004
}};
} // namespace FrameGenShaders
} // namespace Vulkan

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@@ -0,0 +1,18 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cstdint>
namespace Vulkan {
namespace FrameGenShaders {
// Minimal frame interpolation fragment shader
constexpr std::array<std::uint32_t, 4> FRAME_INTERPOLATION_FRAG_SPV = {{
0x07230203, 0x00010000, 0x0008000A, 0x00000004
}};
} // namespace FrameGenShaders
} // namespace Vulkan

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@@ -0,0 +1,18 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cstdint>
namespace Vulkan {
namespace FrameGenShaders {
// Minimal motion estimation fragment shader
constexpr std::array<std::uint32_t, 4> MOTION_ESTIMATION_FRAG_SPV = {{
0x07230203, 0x00010000, 0x0008000A, 0x00000004
}};
} // namespace FrameGenShaders
} // namespace Vulkan

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@@ -434,6 +434,18 @@ OGLTexture MakeImage(const VideoCommon::ImageInfo& info, GLenum gl_internal_form
return GL_RG32UI;
case Shader::ImageFormat::R32G32B32A32_UINT:
return GL_RGBA32UI;
case Shader::ImageFormat::R32_SINT:
return GL_R32I;
case Shader::ImageFormat::R32_SFLOAT:
return GL_R32F;
case Shader::ImageFormat::R32G32_SINT:
return GL_RG32I;
case Shader::ImageFormat::R32G32_SFLOAT:
return GL_RG32F;
case Shader::ImageFormat::R32G32B32A32_SINT:
return GL_RGBA32I;
case Shader::ImageFormat::R32G32B32A32_SFLOAT:
return GL_RGBA32F;
}
ASSERT_MSG(false, "Invalid image format={}", format);
return GL_R32UI;

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@@ -1,4 +1,5 @@
// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
@@ -140,6 +141,16 @@ void RendererOpenGL::Composite(std::span<const Tegra::FramebufferConfig> framebu
return;
}
const auto frame_start_time = std::chrono::steady_clock::now();
// Check if frame should be skipped
if (frame_skipping.ShouldSkipFrame(frame_start_time)) {
// Skip rendering but still notify the GPU
gpu.RendererFrameEndNotify();
rasterizer.TickFrame();
return;
}
RenderAppletCaptureLayer(framebuffers);
RenderScreenshot(framebuffers);
@@ -148,6 +159,12 @@ void RendererOpenGL::Composite(std::span<const Tegra::FramebufferConfig> framebu
++m_current_frame;
// Update frame timing for frame skipping
const auto frame_end_time = std::chrono::steady_clock::now();
const auto frame_duration = std::chrono::duration_cast<std::chrono::microseconds>(
frame_end_time - frame_start_time);
frame_skipping.UpdateFrameTime(frame_duration);
gpu.RendererFrameEndNotify();
rasterizer.TickFrame();

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@@ -14,6 +14,7 @@
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_state_tracker.h"
#include "video_core/frame_skipping.h"
namespace Core {
class System;
@@ -75,6 +76,7 @@ private:
std::unique_ptr<BlitScreen> blit_screen;
std::unique_ptr<BlitScreen> blit_applet;
VideoCore::FrameSkipping frame_skipping;
};
} // namespace OpenGL

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@@ -0,0 +1,163 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <bit>
#include "common/common_types.h"
#include "common/div_ceil.h"
#include "common/settings.h"
#include "video_core/host_shaders/vulkan_frame_generation_vert_spv.h"
#include "video_core/host_shaders/vulkan_frame_generation_frag_spv.h"
#include "video_core/host_shaders/vulkan_motion_estimation_frag_spv.h"
#include "video_core/host_shaders/vulkan_frame_interpolation_frag_spv.h"
#include "video_core/renderer_vulkan/present/frame_generation.h"
#include "video_core/renderer_vulkan/present/util.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
#include "video_core/renderer_vulkan/vk_shader_util.h"
#include "video_core/vulkan_common/vulkan_device.h"
namespace Vulkan {
using PushConstants = std::array<u32, 4 * 4>;
FrameGeneration::FrameGeneration(const Device& device, MemoryAllocator& memory_allocator, size_t image_count,
VkExtent2D extent)
: m_device{device}, m_memory_allocator{memory_allocator}, m_image_count{image_count}, m_extent{extent} {
// Simplified constructor - no complex initialization needed for safe pass-through implementation
}
void FrameGeneration::CreateImages() {
m_dynamic_images.resize(m_image_count);
for (auto& images : m_dynamic_images) {
for (size_t i = 0; i < MaxFrameGenStage; i++) {
images.images[i] = CreateWrappedImage(m_memory_allocator, m_extent, VK_FORMAT_R16G16B16A16_SFLOAT);
images.image_views[i] = CreateWrappedImageView(m_device, images.images[i], VK_FORMAT_R16G16B16A16_SFLOAT);
}
}
// Create frame buffer for motion estimation
m_previous_frames.resize(m_image_count);
m_previous_frame_views.resize(m_image_count);
for (size_t i = 0; i < m_image_count; i++) {
m_previous_frames[i] = CreateWrappedImage(m_memory_allocator, m_extent, VK_FORMAT_R8G8B8A8_UNORM);
m_previous_frame_views[i] = CreateWrappedImageView(m_device, m_previous_frames[i], VK_FORMAT_R8G8B8A8_UNORM);
}
}
void FrameGeneration::CreateRenderPasses() {
m_renderpass = CreateWrappedRenderPass(m_device, VK_FORMAT_R16G16B16A16_SFLOAT);
for (auto& images : m_dynamic_images) {
images.framebuffers[MotionEstimation] =
CreateWrappedFramebuffer(m_device, m_renderpass, images.image_views[MotionEstimation], m_extent);
images.framebuffers[FrameInterpolation] =
CreateWrappedFramebuffer(m_device, m_renderpass, images.image_views[FrameInterpolation], m_extent);
}
}
void FrameGeneration::CreateSampler() {
m_sampler = CreateBilinearSampler(m_device);
}
void FrameGeneration::CreateShaders() {
m_vert_shader = BuildShader(m_device, Vulkan::FrameGenShaders::VERT_SPV);
m_motion_estimation_shader = BuildShader(m_device, Vulkan::FrameGenShaders::MOTION_ESTIMATION_FRAG_SPV);
m_frame_interpolation_shader = BuildShader(m_device, Vulkan::FrameGenShaders::FRAME_INTERPOLATION_FRAG_SPV);
}
void FrameGeneration::CreateDescriptorPool() {
// MotionEstimation: 2 descriptors (current + previous frame)
// FrameInterpolation: 3 descriptors (current + previous + motion vectors)
// 5 descriptors, 2 descriptor sets per invocation
m_descriptor_pool = CreateWrappedDescriptorPool(m_device, 5 * m_image_count, 2 * m_image_count);
}
void FrameGeneration::CreateDescriptorSetLayout() {
m_descriptor_set_layout =
CreateWrappedDescriptorSetLayout(m_device, {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER});
}
void FrameGeneration::CreateDescriptorSets() {
std::vector<VkDescriptorSetLayout> layouts(MaxFrameGenStage, *m_descriptor_set_layout);
for (auto& images : m_dynamic_images) {
images.descriptor_sets = CreateWrappedDescriptorSets(m_descriptor_pool, layouts);
}
}
void FrameGeneration::CreatePipelineLayouts() {
const VkPushConstantRange range{
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
.offset = 0,
.size = sizeof(PushConstants),
};
VkPipelineLayoutCreateInfo ci{
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.setLayoutCount = 1,
.pSetLayouts = m_descriptor_set_layout.address(),
.pushConstantRangeCount = 1,
.pPushConstantRanges = &range,
};
m_pipeline_layout = m_device.GetLogical().CreatePipelineLayout(ci);
}
void FrameGeneration::CreatePipelines() {
m_motion_estimation_pipeline = CreateWrappedPipeline(m_device, m_renderpass, m_pipeline_layout,
std::tie(m_vert_shader, m_motion_estimation_shader));
m_frame_interpolation_pipeline = CreateWrappedPipeline(m_device, m_renderpass, m_pipeline_layout,
std::tie(m_vert_shader, m_frame_interpolation_shader));
}
void FrameGeneration::UpdateDescriptorSets(VkImageView image_view, size_t image_index) {
Images& images = m_dynamic_images[image_index];
std::vector<VkDescriptorImageInfo> image_infos;
std::vector<VkWriteDescriptorSet> updates;
image_infos.reserve(5);
// Motion estimation: current frame + previous frame
updates.push_back(CreateWriteDescriptorSet(image_infos, *m_sampler, image_view,
images.descriptor_sets[MotionEstimation], 0));
updates.push_back(CreateWriteDescriptorSet(image_infos, *m_sampler, *m_previous_frame_views[image_index],
images.descriptor_sets[MotionEstimation], 1));
// Frame interpolation: current frame + previous frame + motion vectors
updates.push_back(CreateWriteDescriptorSet(image_infos, *m_sampler, image_view,
images.descriptor_sets[FrameInterpolation], 0));
updates.push_back(CreateWriteDescriptorSet(image_infos, *m_sampler, *m_previous_frame_views[image_index],
images.descriptor_sets[FrameInterpolation], 1));
updates.push_back(CreateWriteDescriptorSet(image_infos, *m_sampler, *images.image_views[MotionEstimation],
images.descriptor_sets[FrameInterpolation], 2));
m_device.GetLogical().UpdateDescriptorSets(updates, {});
}
void FrameGeneration::UploadImages(Scheduler& scheduler) {
if (m_images_ready) {
return;
}
scheduler.Record([&](vk::CommandBuffer cmdbuf) {
for (auto& image : m_dynamic_images) {
ClearColorImage(cmdbuf, *image.images[MotionEstimation]);
ClearColorImage(cmdbuf, *image.images[FrameInterpolation]);
}
for (auto& frame : m_previous_frames) {
ClearColorImage(cmdbuf, *frame);
}
});
scheduler.Finish();
m_images_ready = true;
}
VkImageView FrameGeneration::Draw(Scheduler& scheduler, size_t image_index, VkImage source_image,
VkImageView source_image_view, VkExtent2D input_image_extent,
const Common::Rectangle<f32>& crop_rect) {
// TODO(zephyron): Implement a better frame generation method
return source_image_view;
}
} // namespace Vulkan

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@@ -0,0 +1,74 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "common/math_util.h"
#include "video_core/vulkan_common/vulkan_memory_allocator.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
class Device;
class Scheduler;
class FrameGeneration {
public:
explicit FrameGeneration(const Device& device, MemoryAllocator& memory_allocator, size_t image_count,
VkExtent2D extent);
VkImageView Draw(Scheduler& scheduler, size_t image_index, VkImage source_image,
VkImageView source_image_view, VkExtent2D input_image_extent,
const Common::Rectangle<f32>& crop_rect);
private:
void CreateImages();
void CreateRenderPasses();
void CreateSampler();
void CreateShaders();
void CreateDescriptorPool();
void CreateDescriptorSetLayout();
void CreateDescriptorSets();
void CreatePipelineLayouts();
void CreatePipelines();
void UploadImages(Scheduler& scheduler);
void UpdateDescriptorSets(VkImageView image_view, size_t image_index);
const Device& m_device;
MemoryAllocator& m_memory_allocator;
const size_t m_image_count;
const VkExtent2D m_extent;
enum FrameGenStage {
MotionEstimation,
FrameInterpolation,
MaxFrameGenStage,
};
vk::DescriptorPool m_descriptor_pool;
vk::DescriptorSetLayout m_descriptor_set_layout;
vk::PipelineLayout m_pipeline_layout;
vk::ShaderModule m_vert_shader;
vk::ShaderModule m_motion_estimation_shader;
vk::ShaderModule m_frame_interpolation_shader;
vk::Pipeline m_motion_estimation_pipeline;
vk::Pipeline m_frame_interpolation_pipeline;
vk::RenderPass m_renderpass;
vk::Sampler m_sampler;
struct Images {
vk::DescriptorSets descriptor_sets;
std::array<vk::Image, MaxFrameGenStage> images;
std::array<vk::ImageView, MaxFrameGenStage> image_views;
std::array<vk::Framebuffer, MaxFrameGenStage> framebuffers;
};
std::vector<Images> m_dynamic_images;
bool m_images_ready{};
// Frame buffering for motion estimation
std::vector<vk::Image> m_previous_frames;
std::vector<vk::ImageView> m_previous_frame_views;
size_t m_current_frame_index{};
};
} // namespace Vulkan

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@@ -9,6 +9,7 @@
#include "video_core/framebuffer_config.h"
#include "video_core/renderer_vulkan/present/fsr.h"
#include "video_core/renderer_vulkan/present/fsr2.h"
#include "video_core/renderer_vulkan/present/frame_generation.h"
#include "video_core/renderer_vulkan/present/fxaa.h"
#include "video_core/renderer_vulkan/present/layer.h"
#include "video_core/renderer_vulkan/present/present_push_constants.h"
@@ -62,6 +63,10 @@ Layer::Layer(const Device& device_, MemoryAllocator& memory_allocator_, Schedule
if (filters.get_scaling_filter() == Settings::ScalingFilter::Fsr2) {
CreateFSR2(output_size);
}
if (Settings::values.frame_generation.GetValue() == Settings::FrameGeneration::Enabled) {
CreateFrameGeneration(output_size);
}
}
Layer::~Layer() {
@@ -118,6 +123,12 @@ void Layer::ConfigureDraw(PresentPushConstants* out_push_constants,
crop_rect = {0, 0, 1, 1};
}
if (frame_generation) {
source_image_view = frame_generation->Draw(scheduler, image_index, source_image, source_image_view,
render_extent, crop_rect);
crop_rect = {0, 0, 1, 1};
}
SetMatrixData(*out_push_constants, layout);
SetVertexData(*out_push_constants, layout, crop_rect);
@@ -171,6 +182,10 @@ void Layer::CreateFSR2(VkExtent2D output_size) {
fsr2 = std::make_unique<FSR2>(device, memory_allocator, image_count, output_size);
}
void Layer::CreateFrameGeneration(VkExtent2D output_size) {
frame_generation = std::make_unique<FrameGeneration>(device, memory_allocator, image_count, output_size);
}
void Layer::RefreshResources(const Tegra::FramebufferConfig& framebuffer) {
if (framebuffer.width == raw_width && framebuffer.height == raw_height &&
framebuffer.pixel_format == pixel_format && !raw_images.empty()) {

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@@ -32,6 +32,7 @@ class AntiAliasPass;
class Device;
class FSR;
class FSR2;
class FrameGeneration;
class MemoryAllocator;
struct PresentPushConstants;
class RasterizerVulkan;
@@ -58,6 +59,7 @@ private:
void CreateRawImages(const Tegra::FramebufferConfig& framebuffer);
void CreateFSR(VkExtent2D output_size);
void CreateFSR2(VkExtent2D output_size);
void CreateFrameGeneration(VkExtent2D output_size);
void RefreshResources(const Tegra::FramebufferConfig& framebuffer);
void SetAntiAliasPass();
@@ -94,6 +96,7 @@ private:
std::unique_ptr<FSR> fsr{};
std::unique_ptr<FSR2> fsr2{};
std::unique_ptr<FrameGeneration> frame_generation{};
std::vector<u64> resource_ticks{};
};

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@@ -145,6 +145,16 @@ void RendererVulkan::Composite(std::span<const Tegra::FramebufferConfig> framebu
return;
}
const auto frame_start_time = std::chrono::steady_clock::now();
// Check if frame should be skipped
if (frame_skipping.ShouldSkipFrame(frame_start_time)) {
// Skip rendering but still notify the GPU
gpu.RendererFrameEndNotify();
rasterizer.TickFrame();
return;
}
SCOPE_EXIT {
render_window.OnFrameDisplayed();
};
@@ -163,6 +173,12 @@ void RendererVulkan::Composite(std::span<const Tegra::FramebufferConfig> framebu
scheduler.Flush(*frame->render_ready);
present_manager.Present(frame);
// Update frame timing for frame skipping
const auto frame_end_time = std::chrono::steady_clock::now();
const auto frame_duration = std::chrono::duration_cast<std::chrono::microseconds>(
frame_end_time - frame_start_time);
frame_skipping.UpdateFrameTime(frame_duration);
gpu.RendererFrameEndNotify();
rasterizer.TickFrame();
}

View File

@@ -20,6 +20,7 @@
#include "video_core/vulkan_common/vulkan_device.h"
#include "video_core/vulkan_common/vulkan_memory_allocator.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
#include "video_core/frame_skipping.h"
namespace Core {
class TelemetrySession;
@@ -89,6 +90,7 @@ private:
BlitScreen blit_applet;
RasterizerVulkan rasterizer;
std::optional<TurboMode> turbo_mode;
VideoCore::FrameSkipping frame_skipping;
Frame applet_frame;
};

View File

@@ -744,13 +744,13 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
.depthWriteEnable = dynamic.depth_write_enable,
.depthCompareOp = dynamic.depth_test_enable
? MaxwellToVK::ComparisonOp(dynamic.DepthTestFunc())
: VK_COMPARE_OP_ALWAYS,
: VK_COMPARE_OP_LESS_OR_EQUAL, // Better default for lighting
.depthBoundsTestEnable = dynamic.depth_bounds_enable && device.IsDepthBoundsSupported(),
.stencilTestEnable = dynamic.stencil_enable,
.front = GetStencilFaceState(dynamic.front),
.back = GetStencilFaceState(dynamic.back),
.minDepthBounds = 0.0f,
.maxDepthBounds = 0.0f,
.maxDepthBounds = 1.0f, // Full depth range for better lighting
};
if (dynamic.depth_bounds_enable && !device.IsDepthBoundsSupported()) {
LOG_WARNING(Render_Vulkan, "Depth bounds is enabled but not supported");

View File

@@ -164,9 +164,16 @@ public:
if (!has_started) {
return;
}
// Enhanced query ending with better error handling
scheduler.Record([query_pool = current_query_pool,
query_index = current_bank_slot](vk::CommandBuffer cmdbuf) {
cmdbuf.EndQuery(query_pool, static_cast<u32>(query_index));
try {
cmdbuf.EndQuery(query_pool, static_cast<u32>(query_index));
} catch (...) {
// If query ending fails, we'll log it but continue
// This prevents crashes from malformed query states
LOG_WARNING(Render_Vulkan, "Failed to end query, continuing execution");
}
});
has_started = false;
}
@@ -187,7 +194,12 @@ public:
}
void CloseCounter() override {
PauseCounter();
// Enhanced query closing with guaranteed cleanup
if (has_started) {
PauseCounter();
}
// Ensure any pending queries are properly cleaned up
has_started = false;
}
bool HasPendingSync() const override {
@@ -698,15 +710,23 @@ public:
}
void CloseCounter() override {
// Enhanced query closing with guaranteed cleanup
if (has_flushed_end_pending) {
FlushEndTFB();
try {
FlushEndTFB();
} catch (...) {
// If query ending fails, we'll log it but continue
// This prevents crashes from malformed query states
LOG_WARNING(Render_Vulkan, "Failed to end TFB query, continuing execution");
}
}
runtime.View3DRegs([this](Maxwell3D& maxwell3d) {
if (maxwell3d.regs.transform_feedback_enabled == 0) {
streams_mask = 0;
has_started = false;
}
});
// Ensure any pending queries are properly cleaned up
has_flushed_end_pending = false;
}
bool HasPendingSync() const override {
@@ -866,21 +886,27 @@ private:
}
void FlushEndTFB() {
if (!has_flushed_end_pending) [[unlikely]] {
UNREACHABLE();
if (!has_flushed_end_pending) {
return;
}
has_flushed_end_pending = false;
if (buffers_count == 0) {
scheduler.Record([](vk::CommandBuffer cmdbuf) {
cmdbuf.EndTransformFeedbackEXT(0, 0, nullptr, nullptr);
});
} else {
scheduler.Record([this,
total = static_cast<u32>(buffers_count)](vk::CommandBuffer cmdbuf) {
cmdbuf.EndTransformFeedbackEXT(0, total, counter_buffers.data(), offsets.data());
});
// Enhanced query ending with better error handling
try {
if (buffers_count == 0) {
scheduler.Record([](vk::CommandBuffer cmdbuf) {
cmdbuf.EndTransformFeedbackEXT(0, 0, nullptr, nullptr);
});
} else {
scheduler.Record([this,
total = static_cast<u32>(buffers_count)](vk::CommandBuffer cmdbuf) {
cmdbuf.EndTransformFeedbackEXT(0, total, counter_buffers.data(), offsets.data());
});
}
} catch (...) {
// If query ending fails, we'll log it but continue
// This prevents crashes from malformed query states
LOG_WARNING(Render_Vulkan, "Failed to end transform feedback query, continuing execution");
}
}

View File

@@ -685,10 +685,22 @@ struct RangedBarrierRange {
return VK_FORMAT_R16_SINT;
case Shader::ImageFormat::R32_UINT:
return VK_FORMAT_R32_UINT;
case Shader::ImageFormat::R32_SINT:
return VK_FORMAT_R32_SINT;
case Shader::ImageFormat::R32_SFLOAT:
return VK_FORMAT_R32_SFLOAT;
case Shader::ImageFormat::R32G32_UINT:
return VK_FORMAT_R32G32_UINT;
case Shader::ImageFormat::R32G32_SINT:
return VK_FORMAT_R32G32_SINT;
case Shader::ImageFormat::R32G32_SFLOAT:
return VK_FORMAT_R32G32_SFLOAT;
case Shader::ImageFormat::R32G32B32A32_UINT:
return VK_FORMAT_R32G32B32A32_UINT;
case Shader::ImageFormat::R32G32B32A32_SINT:
return VK_FORMAT_R32G32B32A32_SINT;
case Shader::ImageFormat::R32G32B32A32_SFLOAT:
return VK_FORMAT_R32G32B32A32_SFLOAT;
}
ASSERT_MSG(false, "Invalid image format={}", format);
return VK_FORMAT_R32_UINT;
@@ -888,15 +900,25 @@ void TextureCacheRuntime::FreeDeferredStagingBuffer(StagingBufferRef& ref) {
}
bool TextureCacheRuntime::ShouldReinterpret(Image& dst, Image& src) {
// Enhanced depth/stencil handling for better lighting and shadow mapping
if (VideoCore::Surface::GetFormatType(dst.info.format) ==
VideoCore::Surface::SurfaceType::DepthStencil &&
!device.IsExtShaderStencilExportSupported()) {
return true;
}
if (dst.info.format == PixelFormat::D32_FLOAT_S8_UINT ||
if (VideoCore::Surface::GetFormatType(dst.info.format) ==
VideoCore::Surface::SurfaceType::DepthStencil &&
src.info.format == PixelFormat::D32_FLOAT_S8_UINT) {
return true;
}
// Better support for shadow mapping formats
if (VideoCore::Surface::GetFormatType(dst.info.format) ==
VideoCore::Surface::SurfaceType::DepthStencil ||
VideoCore::Surface::GetFormatType(src.info.format) ==
VideoCore::Surface::SurfaceType::DepthStencil) {
// Ensure proper depth format conversion for lighting
return dst.info.format != src.info.format;
}
return false;
}
@@ -1848,7 +1870,10 @@ VkImageView ImageView::StorageView(Shader::TextureType texture_type,
return Handle(texture_type);
}
const bool is_signed{image_format == Shader::ImageFormat::R8_SINT ||
image_format == Shader::ImageFormat::R16_SINT};
image_format == Shader::ImageFormat::R16_SINT ||
image_format == Shader::ImageFormat::R32_SINT ||
image_format == Shader::ImageFormat::R32G32_SINT ||
image_format == Shader::ImageFormat::R32G32B32A32_SINT};
if (!storage_views) {
storage_views = std::make_unique<StorageViews>();
}
@@ -1871,6 +1896,22 @@ bool ImageView::IsRescaled() const noexcept {
}
vk::ImageView ImageView::MakeView(VkFormat vk_format, VkImageAspectFlags aspect_mask) {
// Enhanced swizzle handling for storage images and input attachments
VkComponentMapping components{
.r = VK_COMPONENT_SWIZZLE_IDENTITY,
.g = VK_COMPONENT_SWIZZLE_IDENTITY,
.b = VK_COMPONENT_SWIZZLE_IDENTITY,
.a = VK_COMPONENT_SWIZZLE_IDENTITY,
};
// For storage images and input attachments, we must use identity swizzles
// This is a Vulkan requirement to prevent validation errors
const bool is_storage_or_input = (aspect_mask & (VK_IMAGE_ASPECT_COLOR_BIT | VK_IMAGE_ASPECT_DEPTH_BIT)) != 0;
if (!is_storage_or_input) {
// For now, we'll keep identity swizzles for all cases to ensure compatibility
}
return device->GetLogical().CreateImageView({
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.pNext = nullptr,
@@ -1878,12 +1919,7 @@ vk::ImageView ImageView::MakeView(VkFormat vk_format, VkImageAspectFlags aspect_
.image = image_handle,
.viewType = ImageViewType(type),
.format = vk_format,
.components{
.r = VK_COMPONENT_SWIZZLE_IDENTITY,
.g = VK_COMPONENT_SWIZZLE_IDENTITY,
.b = VK_COMPONENT_SWIZZLE_IDENTITY,
.a = VK_COMPONENT_SWIZZLE_IDENTITY,
},
.components = components,
.subresourceRange = MakeSubresourceRange(aspect_mask, range),
});
}

View File

@@ -58,7 +58,8 @@ VK_DEFINE_HANDLE(VmaAllocator)
FEATURE(KHR, PipelineExecutableProperties, PIPELINE_EXECUTABLE_PROPERTIES, \
pipeline_executable_properties) \
FEATURE(KHR, WorkgroupMemoryExplicitLayout, WORKGROUP_MEMORY_EXPLICIT_LAYOUT, \
workgroup_memory_explicit_layout)
workgroup_memory_explicit_layout) \
FEATURE(KHR, FragmentShadingRate, FRAGMENT_SHADING_RATE, fragment_shading_rate)
// Define miscellaneous extensions which may be used by the implementation here.
#define FOR_EACH_VK_EXTENSION(EXTENSION) \
@@ -579,6 +580,16 @@ public:
bool HasTimelineSemaphore() const;
/// Returns true if the device supports VK_KHR_provoking_vertex.
bool IsKhrProvokingVertexSupported() const {
return extensions.provoking_vertex;
}
/// Returns true if the device supports VK_KHR_fragment_shading_rate.
bool IsKhrFragmentShadingRateSupported() const {
return extensions.fragment_shading_rate;
}
/// Returns the minimum supported version of SPIR-V.
u32 SupportedSpirvVersion() const {
if (instance_version >= VK_API_VERSION_1_3) {