VUID-vkCmdSetPatchControlPointsEXT-None-09422(ERROR / SPEC): msgNum: -1559328192 - Validation Error: [ VUID-vkCmdSetPatchControlPointsEXT-None-09422 ] Object 0: handle = 0x25f0eb40170, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xa30e8a40 | vkCmdSetPatchControlPointsEXT(): extendedDynamicState2PatchControlPoints or shaderObject feature is not enabled. The Vulkan spec states: At least one of the following must be true: The extendedDynamicState2PatchControlPoints feature is enabled The shaderObject feature is enabled (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-vkCmdSetPatchControlPointsEXT-None-09422)
Objects: 1
[0] 0x25f0eb40170, type: 6, name: NULL
VUID-vkCmdDraw-logicOp-04878(ERROR / SPEC): msgNum: 282117419 - Validation Error: [ VUID-vkCmdDraw-logicOp-04878 ] Object 0: handle = 0x2db247c7370, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0x81dc7e0000000305, type = VK_OBJECT_TYPE_PIPELINE; | MessageID = 0x10d0c52b | vkCmdDraw(): VK_DYNAMIC_STATE_LOGIC_OP_EXT state not set for this command buffer. The Vulkan spec states: If the bound graphics pipeline state was created with the VK_DYNAMIC_STATE_LOGIC_OP_EXT dynamic state enabled then vkCmdSetLogicOpEXT must have been called in the current command buffer prior to this drawing command and the logicOp must be a valid VkLogicOp value (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-vkCmdDraw-logicOp-04878)
Objects: 2
[0] 0x2db247c7370, type: 6, name: NULL
[1] 0x81dc7e0000000305, type: 19, name: NULL
VUID-VkPipelineDynamicStateCreateInfo-pDynamicStates-01442(ERROR / SPEC): msgNum: 1313692360 - Validation Error: [ VUID-VkPipelineDynamicStateCreateInfo-pDynamicStates-01442 ] | MessageID = 0x4e4d5ac8 | vkCreateGraphicsPipelines(): pCreateInfos[0].pDynamicState has VK_DYNAMIC_STATE_VIEWPORT at pDynamicStates[0] and pDynamicStates[28]. The Vulkan spec states: Each element of pDynamicStates must be unique (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-VkPipelineDynamicStateCreateInfo-pDynamicStates-01442)
Objects: 0
VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04132(ERROR / SPEC): msgNum: -206448348 - Validation Error: [ VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04132 ] | MessageID = 0xf3b1d924 | vkCreateGraphicsPipelines(): pCreateInfos[0].pDynamicState pDynamicStates[15] is VK_DYNAMIC_STATE_VIEWPORT_WITH_COUNT and pDynamicStates[28] is VK_DYNAMIC_STATE_VIEWPORT. The Vulkan spec states: If the pipeline requires pre-rasterization shader state, and VK_DYNAMIC_STATE_VIEWPORT_WITH_COUNT is included in the pDynamicStates array then VK_DYNAMIC_STATE_VIEWPORT must not be present (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04132)
Objects: 0
VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04133(ERROR / SPEC): msgNum: -858144982 - Validation Error: [ VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04133 ] | MessageID = 0xccd9bf2a | vkCreateGraphicsPipelines(): pCreateInfos[0].pDynamicState pDynamicStates[16] is VK_DYNAMIC_STATE_SCISSOR_WITH_COUNT and pDynamicStates[1] is VK_DYNAMIC_STATE_SCISSOR. The Vulkan spec states: If the pipeline requires pre-rasterization shader state, and VK_DYNAMIC_STATE_SCISSOR_WITH_COUNT is included in the pDynamicStates array then VK_DYNAMIC_STATE_SCISSOR must not be present (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04133)
Objects: 0
Topology Dynamic State is not working as intended. Need to add check to set correct Topology class. Circle back to this later. For now revert it.
Some minor fixes.
* Key textures using set and binding (rather than just binding)
* Extend full bindless to cover cases with phi nodes
* Log error on bindless access failure
* Shader cache version bump
* Remove constant buffer match to reduce the chances of full bindless triggering
* Re-enable it for constant buffers, paper mario does actually need it
* Format whitespace
* Report base and extra sets from the backend
* Pass texture set index everywhere
* Key textures using set and binding (rather than just binding)
* Start using extra sets for array textures
* Shader cache version bump
* Separate new commands, some PR feedback
* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array
* Move bind extra sets logic to new method
* Should only use separate array is MaximumExtraSets is not zero
* Format whitespace
* intel workaround
built on top of the amd workaround
* forgot to update the note
* Logic Change
Enabled workaround for all vendors that aren't nvidia
* Applied Suggestions
* Kernel: Wake cores from idle directly rather than through a host thread
Right now when a core enters an idle state, leaving that idle state requires us to first signal the core's idle thread, which then signals the correct thread that we want to run on the core. This means that in a lot of cases, we're paying double for a thread to be woken from an idle state.
This PR moves this process to happen on the thread that is waking others out of idle, instead of an idle thread that needs to be woken first.
For compatibility the process has been kept as similar as possible - the process for IdleThreadLoop has been migrated to TryLeaveIdle, and is gated by a condition variable that lets it run only once at a time for each core. A core is only considered for wake from idle if idle is both active and has been signalled - the signal is consumed and the active state is cleared when the core leaves idle.
Dummy threads (just the idle thread at the moment) have been changed to have no host thread, as the work is now done by threads entering idle and signalling out of it.
This could put a bit of extra work on threads that would have triggered `_idleInterruptEvent` before, but I'd expect less work than signalling all those reset events and the OS overhead that follows. Worst case is that other threads performing these signals at the same time will have to wait for each other, but it's still going to be a very short amount of time.
Improvements are best seen in games with heavy (or very misguided) multithreading, such as Pokemon: Legends Arceus. Improvements are expected in Scarlet/Violet and TOTK, but are harder to measure.
Testing on Linux/MacOS still to be done, definitely need to test more games as this affects all of them (obviously) and any issues might be rare to encounter.
* Remove _idleThread entirely
* Use spinwait so we don't completely blast the CPU with cmpxchg
* Didn't I already do this
* Cleanup