We were completely ignoring the primitive-restart case in the
index-rewrite logic used to emulate triangle fans. Unfortunately, this
case is way more complicated than a regular index rewrite:
- we need to skip all primitive-restart entries when turning the triangle
fan into a triangle list, which implies serializing the index buffer
rewrite procedure (at least I didn't find any clever way to parallelize
things)
- the number of triangles can no longer be extrapolated from the number
of indices in the original index buffer, thus forcing us to lower
direct indexed draws into indirect draws and patching the indexCount
value when the new index buffer is forged
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
In mingw's `<unknwn.h>`, it's defeind __REQUIRED_RPCNDR_H_VERSION__ to 475,
so that gcc/mingw won't raise compiling error that because directx/d3d12.h
define __REQUIRED_RPCNDR_H_VERSION__ to 500, but the maximal supported __REQUIRED_RPCNDR_H_VERSION__ in mingw
are 475.
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16767>
Unfortunately it's not as simple as passing the indirect draw count
buffer to ExecuteIndirect. The compute job that populate the execute
buffer also needs to know the number of entries that need to be
patched. Instead of transitioning the indirect count buffer from
GENERIC_READ to INDIRECT_ARGUMENT we just keep at as a read-only
resource and copy the draw_count value to the exec buffer in the
compute job.
Acked-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15914>
We don't need the first_vertex argument when turning non-indexed
triangle-fan draws into indexed triangle-list ones, the firstVertex
argument can simply be passed as a vertexOffset.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15912>
There, no more C and C++ sources of the same base-name. We can do both
in one source.
This is our last C++ source file, so let's also clean away the C++20
mess in meson.build.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15816>
Using the vulkan-helpers from C++ code has turned out to have a lot of
friction, because no other driver uses C++ for this.
So let's bite the bullet and call the D3D12 C-API instead. The C-API
wasn't really around when we started out, but it's there now.
This is still far from ideal; we should really create some wrapping
macros to generate the extremely verbose COM calls.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15816>
This is Dozen, the Vulkan on DirectX 12 driver. Not to be confused with
DirectEggs.
This is an early prototype, and not meant to be upstreamed as-is.
Co-Authored-by: Boris Brezillon <boris.brezillon@collabora.com>
Co-Authored-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Co-Authored-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Co-Authored-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Acked-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14766>