Workaround an issue on Nvidia where creating a Vulkan instance from an
active OpenGL thread disables threaded optimization on the driver.
This optimization is important to have good performance on Nvidia
OpenGL.
Instead of using a two step initialization to report errors, initialize
the GPU renderer and rasterizer on the constructor and report errors
through std::runtime_error.
Some games usually write memory pages currently used by the GPU, causing
rendering issues (e.g. flashing geometry and shadows on Link's
Awakening). To workaround this issue, Guest CPU writes are delayed until
the command buffer finishes processing, but the pages are updated
immediately.
The overall behavior is:
- CPU writes are cached until they are flushed, they update the page
state, but don't change the modification state. Cached writes stop
pages from being flushed, in case games have meaningful data in it.
- Command processing writes (e.g. push constants) update the page state
and are marked to the command processor as dirty. They don't remove
the state of cached writes.
This implements KScopedReservation, allowing resource limit reservations to be more HW accurate, and release upon failure without requiring too many conditionals.
* kernel: Unify result codes
Drop the usage of ERR_NAME convention in kernel for ResultName. Removed seperation between svc_results.h & errors.h as we mainly include both most of the time anyways.
* oops
* rename errors to svc_results
Fixes assertion on Bloodstained Ritual of the Night.
We would over read sometimes, this is fixed by checking if the top bit is set in the first iteration. We also lock the loop off to be only the max size of the type we can fit. Finally we changed an incorrect print of "DEBUG" to "TRACE" to reflect the proper log severity
This is a useful function in a generic context or with types that
overload unary operator&. However, primitives and pointers will never do
this, so we can opt for a more straightforward syntax.