vkd3d: HACK: Don't create host pointer heap for Halo Infinite.

Some usage pattern here is causing a failure inside amdgpu.

Signed-off-by: Derek Lesho <dlesho@codeweavers.com>
This commit is contained in:
Derek Lesho 2022-07-15 15:38:15 -04:00 committed by Hans-Kristian Arntzen
parent f487db4756
commit 849537614a
3 changed files with 9 additions and 5 deletions

View File

@ -91,6 +91,7 @@ extern "C" {
#define VKD3D_CONFIG_FLAG_ZERO_MEMORY_WORKAROUNDS_COMMITTED_BUFFER_UAV (1ull << 29)
#define VKD3D_CONFIG_FLAG_ALLOW_SBT_COLLECTION (1ull << 30)
#define VKD3D_CONFIG_FLAG_FORCE_NATIVE_FP16 (1ull << 31)
#define VKD3D_CONFIG_FLAG_USE_HOST_IMPORT_FALLBACK (1ull << 32)
typedef HRESULT (*PFN_vkd3d_signal_event)(HANDLE event);

View File

@ -514,7 +514,8 @@ static const struct vkd3d_instance_application_meta application_override[] = {
* This works okay with zerovram on first game boot, but not later, since this memory is guaranteed to be recycled.
* Game also relies on indirectly modifying CBV root descriptors, which means we are forced to rely on RAW_VA_CBV. */
{ VKD3D_STRING_COMPARE_EXACT, "HaloInfinite.exe",
VKD3D_CONFIG_FLAG_ZERO_MEMORY_WORKAROUNDS_COMMITTED_BUFFER_UAV | VKD3D_CONFIG_FLAG_FORCE_RAW_VA_CBV, 0 },
VKD3D_CONFIG_FLAG_ZERO_MEMORY_WORKAROUNDS_COMMITTED_BUFFER_UAV | VKD3D_CONFIG_FLAG_FORCE_RAW_VA_CBV |
VKD3D_CONFIG_FLAG_USE_HOST_IMPORT_FALLBACK, 0 },
/* Shadow of the Tomb Raider (750920).
* Invariant workarounds actually cause more issues than they resolve on NV.
* RADV already has workarounds by default.

View File

@ -327,23 +327,25 @@ static HRESULT vkd3d_import_host_memory(struct d3d12_device *device, void *host_
void *pNext, struct vkd3d_device_memory_allocation *allocation)
{
VkImportMemoryHostPointerInfoEXT import_info;
HRESULT hr;
HRESULT hr = S_OK;
import_info.sType = VK_STRUCTURE_TYPE_IMPORT_MEMORY_HOST_POINTER_INFO_EXT;
import_info.pNext = pNext;
import_info.handleType = VK_EXTERNAL_MEMORY_HANDLE_TYPE_HOST_ALLOCATION_BIT_EXT;
import_info.pHostPointer = host_address;
if (FAILED(hr = vkd3d_try_allocate_device_memory(device, size,
if ((vkd3d_config_flags & VKD3D_CONFIG_FLAG_USE_HOST_IMPORT_FALLBACK) ||
FAILED(hr = vkd3d_try_allocate_device_memory(device, size,
type_flags, type_mask, &import_info, allocation)))
{
WARN("Failed to import host memory, hr %#x.\n", hr);
if (FAILED(hr))
WARN("Failed to import host memory, hr %#x.\n", hr);
/* If we failed, fall back to a host-visible allocation. Generally
* the app will access the memory thorugh the main host pointer,
* so it's fine. */
hr = vkd3d_try_allocate_device_memory(device, size,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
type_mask, &import_info, allocation);
type_mask, pNext, allocation);
}
return hr;