[refactor, vk] DynamicState, ExtendedDynamicState and VertexInputDynamicState #3074

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crueter merged 46 commits from true-eds into master 2026-01-07 06:49:33 +01:00
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This PR rewrites the DynamicState, ExtendedDynamicState and VertexInputDynamicState logic:

  • Adds proper handling on how features should be loaded based on driver available features for ExtendedDynamicState/ VertexInputDynamicState.
  • Fixes some old regressions with emulated formats for Android.
  • Adds better formatting for tiling format features.
  • Adds better formatting for format features.
  • Adds NonWritable buffers handling for Spir-v.
  • Updates Maintenance features calling.
  • Adds new features: Multidraw, Robustness2, Image Robustness.
  • Removes dead code/ duplicated on Vulkan device related to ExtendedDynamicState handling.
  • Adjusts and conditions with better handling for some features callings: SwapchainMaintenance1, ConditionalRendering, ShaderExtencilExport, CustomBorderColor, TransformFeedback, VertexInputDynamicState.
  • Removes some older feature ban logic.
  • Adds hardware resolve path for MSAA Image Blits on Nvidia cards.
  • Adds flat decorations for input interfaces on Spir-v.
  • Reduces flushwork within drawcalls.
  • Clamps render limits on out-of-area for rasterizer.
This PR rewrites the DynamicState, ExtendedDynamicState and VertexInputDynamicState logic: - Adds proper handling on how features should be loaded based on driver available features for ExtendedDynamicState/ VertexInputDynamicState. - Fixes some old regressions with emulated formats for Android. - Adds better formatting for tiling format features. - Adds better formatting for format features. - Adds NonWritable buffers handling for Spir-v. - Updates Maintenance features calling. - Adds new features: Multidraw, Robustness2, Image Robustness. - Removes dead code/ duplicated on Vulkan device related to ExtendedDynamicState handling. - Adjusts and conditions with better handling for some features callings: SwapchainMaintenance1, ConditionalRendering, ShaderExtencilExport, CustomBorderColor, TransformFeedback, VertexInputDynamicState. - Removes some older feature ban logic. - Adds hardware resolve path for MSAA Image Blits on Nvidia cards. - Adds flat decorations for input interfaces on Spir-v. - Reduces flushwork within drawcalls. - Clamps render limits on out-of-area for rasterizer.
[Refactor, vk] DynamicState, ExtendedDynamicState and VertexInputDynamicState
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Nota de desarrollo #1:

Primeramente, dejar claro que este approach es una fase "en limpio" de lo que constituye "stuffmadeforfun", 2981 creció de manera exponencial, más allá de respetar los límites claros por los que se creó, el cual era dar un enfoque directo a drivers móbiles y seguir mejorando mi ya exitoso arreglo para stock drivers en adreno (veáse #2732 + #2981), sin embargo para tener certeza de las debilidades del driver stock en Adreno, se recurrió a iniciar pruebas de configuración de driver, configuración de comportamiento que permitiése encontrar razones verdaderas tras no solo las excepciones de utilidad encontradas en el device virtual, sino, confirmar que extensiones realmente se encontraban mal en su implemetación y no fuése culpa de un backend defectuoso:

Así inició este refactor para DynamicState, ExtendedDynamicState y VertexInputDynamicState (a los cuales nos referimos acortadamente como DS, EDS y VIDS); cambiando completamente la lógica en la que se manejaba su configuración, previamente solamente se verificaba si existía la extensión en driver, si driver reportaba soporte, se usaba directamente sin cacular los features reales disponibles, asumiendo que la extensión completa es funcional, sin tener en cuenta que hay drivers que realmente no reportan todas los features (veáse AMDVLKL vs RADV y QCOM vs Freedreno Turnip), los comandos se pasaban directamente a la creación de pipelines, pero al carecer de todas las features asumidas como válidas, generaba inconsistencia no solo en la estabilidad, pero también en los errores gráficos que se podría usar; solamente tras haber pasado el flag de cálculo de extensiones, recién se procedía con la anulación de features o extensiones reportadas (Yuzu) como erradas en los diferentes tipos de drivers (driver_ID) considerados en el device virtual.

No solamente era un approach completamente errado, sino, porque también tras la manipulación en Eden, se añadió un metódo de configuración (user friendly/ UI) dónde se permite cambiar entre 4 estados:

EDS O = Apaga todos los estados dinámicos, fuerza GPU a usar formatos emulados (esto parcialmente daba la sensación de dar mejor rendimiento para la mayoría de usuarios, pero el manejo en pipeline realmente omitía comandos de compilación de shaders en spir-v, generando errores múltiples a nivel de gráficos, estabilidad y añadir un overhead de formatos emulados innecesario), véase que los formatos emulados SScaled, realmente no están disponibles en Android, pero plataformas x86_64 (AMD/ Nvidia) no tienen este problema (veáse 2beb3051c1).

EDS 1 - 3/ VIDS: Cómo la lógica previa lo estipulabla, se establecía que la extensión completa estaba disponible, sin embargo el orden entre el cálculo de features y la excepción de extensiones problemáticas, tenían no solo un orden erróneo, pero también, un uso impuesto que obligaba a los drivers (incluso si estaban removidos, a usar features que no debían) a mezclar EDS con VIDS, sin contemplar el handling adecuado entre reemplazar funciones con la extensión activa, la cuál se establecía/ activaba junto con el slider (if slider is 1), ocultando o enmascarando comandos en render, que al tratar de rastrear errores gráficos, dificultaba.

En sí, en un principio en Eden (y yo en particular) no estuvimos conscientes de que partes eran requeridas para la emulación de formatos, se asumió que los drivers de manera global carecían de los formatos disponibles en Switch, craso error, tras haber sido conscientes de que múltiples errores de render aparecían y no saber detectar la razón de estos, decidí por adentrarme más en las especificaciones según lo establece Vulkan para su uso; reconociendo que realmente los estados dinámicos requieren tener un uso granular, modular por driver y flexibles en el renderpass, para que así no solo se usen eficientemente, sino, para que reduzcan los errores que previamente aparecían tras usar mal el nivel del slider. Cómo verán, este pull request, contendrá más que un solo refactor y organización de features para estados dinámicos, busca reemplazar y solucionar de raíz problemas que actualmente son parcheados superficialmente, buscará entender mejor los errores en driver y abrirá mejor compatibilidad a drivers de manera general.

Recientemente se aplicó un parche para solucionar de manera temporal las explosiones vertex, flickering en objetos y modelos de personajes lejanos, sin embargo, al no contener todos los avances de la rama stuffmadeforfun, este pull request avanzará lento con mayor supervisión de reviewers y testers, en orden de brindar una implementación más estable, siendo que no solo se centrará en el refactor de estados dinámicos, sino, también arreglar problemas que surjan en el trayecto conforme se vea necesario para tener ExtendedDynamicState usable para todos.

Nota de desarrollo #1: Primeramente, dejar claro que este approach es una fase "en limpio" de lo que constituye "stuffmadeforfun", 2981 creció de manera exponencial, más allá de respetar los límites claros por los que se creó, el cual era dar un enfoque directo a drivers móbiles y seguir mejorando mi ya exitoso arreglo para stock drivers en adreno (veáse https://git.eden-emu.dev/eden-emu/eden/pulls/2732 + https://git.eden-emu.dev/eden-emu/eden/pulls/2981), sin embargo para tener certeza de las debilidades del driver stock en Adreno, se recurrió a iniciar pruebas de configuración de driver, configuración de comportamiento que permitiése encontrar razones verdaderas tras no solo las excepciones de utilidad encontradas en el device virtual, sino, confirmar que extensiones realmente se encontraban mal en su implemetación y no fuése culpa de un backend defectuoso: Así inició este refactor para DynamicState, ExtendedDynamicState y VertexInputDynamicState (a los cuales nos referimos acortadamente como DS, EDS y VIDS); cambiando completamente la lógica en la que se manejaba su configuración, previamente solamente se verificaba si existía la extensión en driver, si driver reportaba soporte, se usaba directamente sin cacular los features reales disponibles, asumiendo que la extensión completa es funcional, sin tener en cuenta que hay drivers que realmente no reportan todas los features (veáse AMDVLKL vs RADV y QCOM vs Freedreno Turnip), los comandos se pasaban directamente a la creación de pipelines, pero al carecer de todas las features asumidas como válidas, generaba inconsistencia no solo en la estabilidad, pero también en los errores gráficos que se podría usar; solamente tras haber pasado el flag de cálculo de extensiones, recién se procedía con la anulación de features o extensiones reportadas (Yuzu) como erradas en los diferentes tipos de drivers (driver_ID) considerados en el device virtual. No solamente era un approach completamente errado, sino, porque también tras la manipulación en Eden, se añadió un metódo de configuración (user friendly/ UI) dónde se permite cambiar entre 4 estados: EDS O = Apaga todos los estados dinámicos, fuerza GPU a usar formatos emulados (esto parcialmente daba la sensación de dar mejor rendimiento para la mayoría de usuarios, pero el manejo en pipeline realmente omitía comandos de compilación de shaders en spir-v, generando errores múltiples a nivel de gráficos, estabilidad y añadir un overhead de formatos emulados innecesario), véase que los formatos emulados SScaled, realmente no están disponibles en Android, pero plataformas x86_64 (AMD/ Nvidia) no tienen este problema (veáse https://git.eden-emu.dev/eden-emu/eden/commit/2beb3051c16d0064c5a7f5c7c256fda6e9c0f136). EDS 1 - 3/ VIDS: Cómo la lógica previa lo estipulabla, se establecía que la extensión completa estaba disponible, sin embargo el orden entre el cálculo de features y la excepción de extensiones problemáticas, tenían no solo un orden erróneo, pero también, un uso impuesto que obligaba a los drivers (incluso si estaban removidos, a usar features que no debían) a mezclar EDS con VIDS, sin contemplar el handling adecuado entre reemplazar funciones con la extensión activa, la cuál se establecía/ activaba junto con el slider (if slider is 1), ocultando o enmascarando comandos en render, que al tratar de rastrear errores gráficos, dificultaba. En sí, en un principio en Eden (y yo en particular) no estuvimos conscientes de que partes eran requeridas para la emulación de formatos, se asumió que los drivers de manera global carecían de los formatos disponibles en Switch, craso error, tras haber sido conscientes de que múltiples errores de render aparecían y no saber detectar la razón de estos, decidí por adentrarme más en las especificaciones según lo establece Vulkan para su uso; reconociendo que realmente los estados dinámicos requieren tener un uso granular, modular por driver y flexibles en el renderpass, para que así no solo se usen eficientemente, sino, para que reduzcan los errores que previamente aparecían tras usar mal el nivel del slider. Cómo verán, este pull request, contendrá más que un solo refactor y organización de features para estados dinámicos, busca reemplazar y solucionar de raíz problemas que actualmente son parcheados superficialmente, buscará entender mejor los errores en driver y abrirá mejor compatibilidad a drivers de manera general. Recientemente se aplicó un parche para solucionar de manera temporal las explosiones vertex, flickering en objetos y modelos de personajes lejanos, sin embargo, al no contener todos los avances de la rama stuffmadeforfun, este pull request avanzará lento con mayor supervisión de reviewers y testers, en orden de brindar una implementación más estable, siendo que no solo se centrará en el refactor de estados dinámicos, sino, también arreglar problemas que surjan en el trayecto conforme se vea necesario para tener ExtendedDynamicState usable para todos.
@ -556,4 +544,1 @@
}
}
if (extensions.extended_dynamic_state3 && (is_amd_driver || driver_id == VK_DRIVER_ID_SAMSUNG_PROPRIETARY)) {
Member

Need to remove the is_amd_driver here too

Need to remove the is_amd_driver here too
Author
Owner

Samsung driver gets detected as AMD driver, hence the handling.

Samsung driver gets detected as AMD driver, hence the handling.
Member

Why is the same thing being done but in a different place from usual?

// AMD/Samsung: Broken extendedDynamicState3ColorBlendEquation
// Disable blend equation dynamic state, force static pipeline state
if (extensions.extended_dynamic_state3 &&
(is_amd_driver || driver_id == VK_DRIVER_ID_SAMSUNG_PROPRIETARY)) {
LOG_WARNING(Render_Vulkan,
"AMD/Samsung: Disabling broken extendedDynamicState3ColorBlendEquation");
features.extended_dynamic_state3.extendedDynamicState3ColorBlendEnable = false;
features.extended_dynamic_state3.extendedDynamicState3ColorBlendEquation = false;
}

Why is the same thing being done but in a different place from usual? https://git.eden-emu.dev/eden-emu/eden/src/commit/c28c19dffae2fb5e3a501ac0a874a82f533423e8/src/video_core/vulkan_common/vulkan_device.cpp#L1160-L1168
Member

@CamilleLaVey wrote in #3074/files (comment):

Samsung driver gets detected as AMD driver, hence the handling.

Then it keeps the removal for normal AMD?

@CamilleLaVey wrote in https://git.eden-emu.dev/eden-emu/eden/pulls/3074/files#issuecomment-12318: > Samsung driver gets detected as AMD driver, hence the handling. Then it keeps the removal for normal AMD?
Author
Owner

Removed AMD from the if instance, will requiere Exynos users which are detected/ considered as RDNA2 to properly acknowledge the extension without rendering issues.

Removed AMD from the if instance, will requiere Exynos users which are detected/ considered as RDNA2 to properly acknowledge the extension without rendering issues.
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Fix building issues
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Dammed macros.
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@ -1118,0 +1178,4 @@
features.vertex_input_dynamic_state.vertexInputDynamicState = false;
}
// Intel Windows < 27.20.100.0: Broken VertexInputDynamicState
Member

Already handled here:

switch (Settings::values.dyna_state.GetValue()) {
case 0:
RemoveExtensionFeature(extensions.extended_dynamic_state, features.extended_dynamic_state, VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME);
[[fallthrough]];

Already handled here: https://git.eden-emu.dev/eden-emu/eden/src/commit/c28c19dffae2fb5e3a501ac0a874a82f533423e8/src/video_core/vulkan_common/vulkan_device.cpp#L670-L673
Member

This note is meant for the code below btw

This note is meant for the code below btw
Author
Owner

Deleted double ban and aligining to my current ban order system.

Deleted double ban and aligining to my current ban order system.
Member

why are you putting them in a lower place then they are usually, shouldn't it be consistent?

why are you putting them in a lower place then they are usually, shouldn't it be consistent?
Author
Owner

You're not understanding the logic of the device creation, file doesn't get read upside down, bans should be alocated before extensions validation and flag calculation for features, since the last step is runtime, this way we respect and use only features allowed per-driver and not assuming complete behavior.

You're not understanding the logic of the device creation, file doesn't get read upside down, bans should be alocated before extensions validation and flag calculation for features, since the last step is runtime, this way we respect and use only features allowed per-driver and not assuming complete behavior.
Member

I'm just saying you removed this from where it should be:
image

And added it later when you should have left it as it was before in the correct place:
image

I'm just saying you removed this from where it should be: ![image](/attachments/a76fc95d-b723-4941-9980-3005b7dd6baa) And added it later when you should have left it as it was before in the correct place: ![image](/attachments/c3c362b5-da17-4994-b243-19c3ccfca38b)
Author
Owner

No, it's right where it should be.

No, it's right where it should be.
Member

It’s not consistent and makes our code a pain to work with but sure

It’s not consistent and makes our code a pain to work with but sure
CamilleLaVey marked this conversation as resolved
fixing building error.
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Bix approved these changes 2025-11-23 20:53:43 +01:00
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[vk] Removing Image Robustness from EXT list.
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[vk] Gating advanced ExtendedDynamicState1
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This reverts commit 6a230bec1a.
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This reverts commit 66c26e39fe.
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[revert] Resolving conflicting changes
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Lizzie changed title from [Refactor, vk] DynamicState, ExtendedDynamicState and VertexInputDynamicState to [refactor, vk] DynamicState, ExtendedDynamicState and VertexInputDynamicState 2025-11-26 22:28:32 +01:00
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DraVee force-pushed true-eds from 2968b42c8b
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[settings] vertex_input_dynamic_state OFF -> ON
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Keep it on as default (I hope AMD+Windows is working)

Signed-off-by: DraVee <dravee@eden-emu.dev>
[chore] remove whitespaces, bump down opengl cache and use better variable for case dyna_state
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a0a474520b
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
DraVee approved these changes 2026-01-07 06:42:10 +01:00
Lizzie approved these changes 2026-01-07 06:49:16 +01:00
crueter merged commit 5edcdea78f into master 2026-01-07 06:49:33 +01:00
crueter deleted branch true-eds 2026-01-07 06:49:34 +01:00
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