vkd3d: Use D32_SFLOAT_S8_UINT when D24_UNORM_S8_UINT is not supported.

Fixes rendering in UE4 Infiltrator Demo on AMD.

Adjustments for depth bias aren't implemented yet.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2019-05-07 15:37:03 +02:00 committed by Alexandre Julliard
parent 9536f10383
commit e01eae5b8a
5 changed files with 75 additions and 10 deletions

View File

@ -3233,6 +3233,12 @@ static void STDMETHODCALLTYPE d3d12_command_list_CopyTextureRegion(ID3D12Graphic
return;
}
if (dst_format->is_emulated)
{
FIXME("Format %#x is not supported yet.\n", dst_format->dxgi_format);
return;
}
if ((dst_format->vk_aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT)
&& (dst_format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT))
FIXME("Depth-stencil format %#x not fully supported yet.\n", dst_format->dxgi_format);
@ -3256,6 +3262,12 @@ static void STDMETHODCALLTYPE d3d12_command_list_CopyTextureRegion(ID3D12Graphic
return;
}
if (src_format->is_emulated)
{
FIXME("Format %#x is not supported yet.\n", src_format->dxgi_format);
return;
}
if ((src_format->vk_aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT)
&& (src_format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT))
FIXME("Depth-stencil format %#x not fully supported yet.\n", src_format->dxgi_format);

View File

@ -1897,6 +1897,7 @@ static ULONG STDMETHODCALLTYPE d3d12_device_Release(ID3D12Device *iface)
vkd3d_private_store_destroy(&device->private_store);
vkd3d_cleanup_depth_stencil_formats(device);
vkd3d_destroy_null_resources(&device->null_resources, device);
vkd3d_gpu_va_allocator_cleanup(&device->gpu_va_allocator);
vkd3d_render_pass_cache_cleanup(&device->render_pass_cache, device);
@ -3090,9 +3091,12 @@ static HRESULT d3d12_device_init(struct d3d12_device *device,
if (FAILED(hr = vkd3d_fence_worker_start(&device->fence_worker, device)))
goto out_free_private_store;
if (FAILED(hr = vkd3d_init_null_resources(&device->null_resources, device)))
if (FAILED(hr = vkd3d_init_depth_stencil_formats(device)))
goto out_stop_fence_worker;
if (FAILED(hr = vkd3d_init_null_resources(&device->null_resources, device)))
goto out_cleanup_depth_stencil_formats;
vkd3d_render_pass_cache_init(&device->render_pass_cache);
vkd3d_gpu_va_allocator_init(&device->gpu_va_allocator);
@ -3101,6 +3105,8 @@ static HRESULT d3d12_device_init(struct d3d12_device *device,
return S_OK;
out_cleanup_depth_stencil_formats:
vkd3d_cleanup_depth_stencil_formats(device);
out_stop_fence_worker:
vkd3d_fence_worker_stop(&device->fence_worker, device);
out_free_private_store:

View File

@ -132,6 +132,53 @@ static const struct vkd3d_format vkd3d_depth_stencil_formats[] =
#undef STENCIL
#undef DEPTH_STENCIL
HRESULT vkd3d_init_depth_stencil_formats(struct d3d12_device *device)
{
const unsigned int count = ARRAY_SIZE(vkd3d_depth_stencil_formats);
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkFormatProperties properties;
struct vkd3d_format *formats;
unsigned int i;
VK_CALL(vkGetPhysicalDeviceFormatProperties(device->vk_physical_device,
VK_FORMAT_D24_UNORM_S8_UINT, &properties));
if (properties.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
{
device->depth_stencil_formats = vkd3d_depth_stencil_formats;
}
else
{
/* AMD doesn't support VK_FORMAT_D24_UNORM_S8_UINT. */
WARN("Mapping VK_FORMAT_D24_UNORM_S8_UINT to VK_FORMAT_D32_SFLOAT_S8_UINT.\n");
if (!(formats = vkd3d_calloc(count, sizeof(*formats))))
return E_OUTOFMEMORY;
memcpy(formats, vkd3d_depth_stencil_formats, sizeof(vkd3d_depth_stencil_formats));
for (i = 0; i < count; ++i)
{
if (formats[i].vk_format == VK_FORMAT_D24_UNORM_S8_UINT)
{
formats[i].vk_format = VK_FORMAT_D32_SFLOAT_S8_UINT;
formats[i].is_emulated = true;
}
}
device->depth_stencil_formats = formats;
}
return S_OK;
}
void vkd3d_cleanup_depth_stencil_formats(struct d3d12_device *device)
{
if (vkd3d_depth_stencil_formats != device->depth_stencil_formats)
vkd3d_free((void *)device->depth_stencil_formats);
device->depth_stencil_formats = NULL;
}
/* We use overrides for depth/stencil formats. This is required in order to
* properly support typeless formats because depth/stencil formats are only
* compatible with themselves in Vulkan.
@ -139,14 +186,16 @@ static const struct vkd3d_format vkd3d_depth_stencil_formats[] =
static const struct vkd3d_format *vkd3d_get_depth_stencil_format(const struct d3d12_device *device,
DXGI_FORMAT dxgi_format)
{
const struct vkd3d_format *formats;
unsigned int i;
assert(device);
formats = device->depth_stencil_formats;
for (i = 0; i < ARRAY_SIZE(vkd3d_depth_stencil_formats); ++i)
{
if (vkd3d_depth_stencil_formats[i].dxgi_format == dxgi_format)
return &vkd3d_depth_stencil_formats[i];
if (formats[i].dxgi_format == dxgi_format)
return &formats[i];
}
return NULL;

View File

@ -1006,6 +1006,7 @@ struct d3d12_device
HRESULT removed_reason;
const struct vkd3d_format *depth_stencil_formats;
struct vkd3d_null_resources null_resources;
};
@ -1027,6 +1028,7 @@ struct vkd3d_format
size_t block_height;
size_t block_byte_count;
VkImageAspectFlags vk_aspect_mask;
bool is_emulated;
};
static inline bool vkd3d_format_is_compressed(const struct vkd3d_format *format)
@ -1037,6 +1039,9 @@ static inline bool vkd3d_format_is_compressed(const struct vkd3d_format *format)
const struct vkd3d_format *vkd3d_get_format(const struct d3d12_device *device,
DXGI_FORMAT dxgi_format, bool depth_stencil) DECLSPEC_HIDDEN;
HRESULT vkd3d_init_depth_stencil_formats(struct d3d12_device *device) DECLSPEC_HIDDEN;
void vkd3d_cleanup_depth_stencil_formats(struct d3d12_device *device) DECLSPEC_HIDDEN;
bool dxgi_format_is_typeless(DXGI_FORMAT dxgi_format) DECLSPEC_HIDDEN;
static inline const struct vkd3d_format *vkd3d_format_from_d3d12_resource_desc(

View File

@ -17749,13 +17749,6 @@ static void test_depth_stencil_sampling(void)
{
vkd3d_test_set_context("Test %u", i);
/* FIXME: Implement format substitution. */
if (tests[i].typeless_format == DXGI_FORMAT_R24G8_TYPELESS && is_radv_device(device))
{
skip("radv doesn't support VK_FORMAT_D24_UNORM_S8_UINT.\n");
continue;
}
reset_command_list(command_list, context.allocator);
init_depth_stencil(&ds, device, context.render_target_desc.Width,