37 Commits
Author SHA1 Message Date
Jeremy Bowers 70d096f8d7 Fix issue with intermittent slowdown.
An error in the way frames were submitted to XR resulted in intermittent
slowdown that fooled me for a while as being shader compilation stutter,
and had me down the wrong track of investigating that.

However this was actually the root cause. This should bring Baiji up to
performance parity with the current Dolphin release, as near as I can tell.

Resolves Issue #13.
2026-10-16 01:00:07 -04:00
iChris4 c28b2ba0f8 Added spinbox in Graphics settings to set custom command list buffer 2026-07-27 04:19:10 +02:00
iChris4andClaude Opus 5 05d91da8bf Fixed Vulkan VR crash when opening a second game in one process
Opening a game, closing it, and opening another crashed or device-lost on
the Vulkan backend with VR enabled. D3D11 and D3D12 both restart cleanly,
so this was Vulkan-specific rather than an OpenXR runtime limitation.

Root cause, proven with VK_EXT_device_fault plus
VK_EXT_device_address_binding_report: the fault is a write-invalid at a
page-aligned address that the binding tracer reports as not owned by the
second game device. The OpenXR compositor still references resources that
lived on the first game VkDevice; destroying that device frees the memory
and the compositor later writes into the freed page. The D3D backends are
immune because their shared compositor resources are COM ref-counted,
while vkDestroyDevice frees unconditionally.

Fix: persist and reuse the VulkanContext (VkInstance and VkDevice) across
VR games, so vkCreateDevice/vkDestroyDevice run once per process and those
pages are never unmapped. Per-game objects are still fully recreated,
including the surface, swapchain, object cache, command buffers, and the
OpenXR session and XrInstance. A device-lost context is never persisted. A
non-VR launch, or a runtime requiring a device extension the persisted
device lacks, discards it and initializes fresh.

Two problems that persisting exposed:

- InitBackendInfo() creates and destroys a temporary VkInstance on every
  game boot and then calls UnloadVulkanLibrary(), which nulls every global
  Vulkan function pointer. Reuse now re-resolves the instance and device
  dispatch for the persisted handles.

- That same UnloadVulkanLibrary() unmaps vulkan-1.dll on runtimes that do
  not otherwise pin it, invalidating the persisted handles. This is why
  VDXR still failed after SteamVR worked. Added KeepVulkanLibraryLoaded()
  so unloading is suppressed while a device is persisted.

Also removes the XR_KHR_vulkan_enable2 path. Creating a second device
against a retained XrInstance crashes inside the runtime in a way SEH
cannot catch. The backend now always uses legacy XR_KHR_vulkan_enable,
where Dolphin owns instance and device creation and the runtime binds at
xrCreateSession.

Supporting changes: ordered OpenXR session teardown (ShutdownSession and
DestroySession), a device-lost guard in CommandBufferManager that stops
emulation instead of resubmitting to a dead device, synchronous release of
Dolphin views and framebuffers before xrDestroySwapchain, and the two GPU
fault diagnostics. Note that vkGetDeviceFaultInfoEXT must be called with
vendorBinarySize zeroed on the second call, or the driver writes the
vendor blob to a null pointer.

Verified on SteamVR/PSVR2, VDXR/Quest 3, and Meta Link over repeated
open/close cycles.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-25 15:43:14 +02:00
iChris4 cad9760185 Updated "Pink" Hunting Mode 2026-07-16 22:37:18 +02:00
iChris4andClaude Sonnet 4.6 d1511f187b Vulkan OpenXR: async frame finalization on Quest submit thread
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-07 01:17:29 +02:00
Sintendo 1e0473e44f Fix various typos and spelling mistakes 2026-01-17 20:11:38 +01:00
Martino Fontana b80e178403 Vulkan: Fix present semaphores reuse
Fixes validation errors.
See https://docs.vulkan.org/guide/latest/swapchain_semaphore_reuse.html
2025-07-21 16:02:53 +02:00
Jordan Woyak 1554e4ab6c Vulkan: Eliminate m_last_present_done flag. 2025-05-13 20:13:18 -05:00
Jordan Woyak ec940e6a2e VideoBackends/Vulkan: Use WorkQueueThreadSP for swap commands. 2025-04-30 16:29:35 -05:00
TellowKrinkle a267c56412 VideoBackends:Vulkan: Wait until we've confirmed a successful AcquireNextImage before marking semaphores used 2024-10-02 19:22:16 -05:00
TellowKrinkle 7e1a9490c0 VideoBackends:Vulkan: Don't try to present if swapchain acquire failed 2024-10-02 19:22:16 -05:00
Robin Kertels c1be9628fc VideoBackends:Vulkan: Use WorkQueueThread 2023-03-20 16:40:32 +01:00
Robin Kertels 9186050daa VideoBackends:Vulkan: Clean up submission thread BlockingLoop usage 2023-03-20 16:23:35 +01:00
Robin Kertels 3beb22ed7f VideoBackends:Vulkan: Synchronize presentation
Synchronize with the submission thread
if the last present is not done yet.
2022-11-07 02:20:22 +01:00
Robin Kertels f5fecaf964 VideoBackends:Vulkan: Fix 0 size descriptor pools
[ VUID-VkDescriptorPoolCreateInfo-maxSets-00301 ] Object 0:
handle = 0x7f1,b8d,3cd,e70, type = VK_OBJECT_TYPE_DEVICE; |
MessageID = 0xa1,70e,236 | vkCreateDescriptorPool():
pCreateInfo->maxSets is not greater than 0.
The Vulkan spec states: maxSets must be greater than 0
2022-10-31 22:41:16 +01:00
JMC47 027e10460a Merge pull request #10977 from tellowkrinkle/FixBackendMultithreading
VideoBackends:Vulkan: Improve backend multithreading
2022-10-25 04:14:01 -04:00
Robin Kertels aa1679f2c7 VideoBackends:Vulkan: Clean up unused memory allocation code 2022-10-23 03:21:29 +02:00
Robin Kertels 1ba58e83ca VideoBackends:Vulkan: Use VMA for stream buffer 2022-10-23 03:21:29 +02:00
Robin Kertels 0532f4a05a VideoBackends:Vulkan: Use VMA for staging buffers 2022-10-23 03:21:14 +02:00
TellowKrinkle 6fd933915b VideoBackends:Vulkan: Improve backend multithreading
Makes the multiple threads actually able to run at the same time
2022-10-17 00:05:35 -05:00
Robin Kertels 6992b0d8e1 VideoBackends:Vulkan: Allocate descriptor pools as needed 2022-10-16 17:04:35 +02:00
Robin Kertels fba7d35f94 VideoBackends:Vulkan: Associate descriptor pool with frame rather than command buffer 2022-10-01 01:26:04 +02:00
Robin Kertels ed75a58061 VideoBackends:Vulkan: Decouple available command buffers from frames in flight 2022-10-01 01:26:04 +02:00
Robin Kertels e8fa867f14 VideoBackends:Vulkan: Only synchronize with submission thread when necessary
We only need to synchronize with the submission thread
when submitting on the GPU thread or when waiting for a command buffer.
2022-10-01 01:26:04 +02:00
Pokechu22 78bfd25964 Fix all uninitialized variable warnings (C26495) 2021-10-13 12:32:16 -07:00
Pierre Bourdon e149ad4f0a treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Stenzek 16f103ab42 Vulkan: Exclusive fullscreen support via VK_EXT_full_screen_exclusive 2019-10-31 22:45:59 +10:00
Lioncash 2b9389202e VideoCommon: Remove unused MathUtil.h include from VideoCommon.h
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.

While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
2019-07-16 20:54:34 -04:00
Stenzek 427dd45151 Vulkan: Simplify command buffer fence tracking 2019-03-29 20:54:44 +10:00
Stenzek f039149198 Move most backend functionality to VideoCommon 2019-02-19 16:57:54 +10:00
Stenzek 4301b8538d Vulkan: Only use oldSwapchain in response to VK_ERROR_OUT_OF_DATE_KHR
Seems to be required on the latest NV driver, otherwise the presented
images are never shown.
2017-10-10 23:21:40 +10:00
Stenzek cdf34a79f7 Vulkan: Set a flag to resize the swap chain when presenting fails
Drivers can return VK_ERROR_OUT_OF_DATE_KHR from vkQueuePresentKHR, and
we should resize the image in this case, as well as when getting it back
from vkAcquireNextImageKHR.
2017-10-10 23:21:40 +10:00
Stenzek 3c92b35422 Vulkan: Use multiple command pools, one per frame
Instead of resetting two command buffers, now we only have to call
vkResetCommandPool once at the start of a frame.

NV's recommends using one pool per frame/thread. May offer a very small
boost in performance on some systems.
2016-11-15 00:40:15 +10:00
Stenzek 1286c309e3 Vulkan: Fix compilation on 32-bit targets 2016-10-03 19:11:47 +10:00
Lioncash 9395b8efa9 Vulkan: Amend header includes
Adds headers where necessary to eliminate indirect includes.
Also adds headers to ensure certain standard constructs always
resolve correctly
2016-09-30 23:26:03 -04:00
Stenzek 5f66cf5ed7 Vulkan: Only submit init/upload command buffer when it has commands
This way we're not submitting empty buffers when it's unnecessary.
2016-10-01 02:40:03 +10:00
Stenzek 77a128ab87 Implement experimental Vulkan backend 2016-10-01 02:40:01 +10:00