Commit Graph

2588 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen 444aaa229b vkd3d: Add more stringent validation for CreateCommandSignature.
The runtime is specified to validate certain things.
Also, be more robust against unsupported command signatures, since we
might need to draw/dispatch at an offset. Avoids hard GPU crashes.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-22 15:01:20 +01:00
Philip Rebohle 9185edb42a vkd3d: Implement ID3D12GraphicsCommandList6.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-19 14:57:51 +01:00
Philip Rebohle b03c1fcb5f vkd3d: Implement ID3D12Device9.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-19 14:57:51 +01:00
Philip Rebohle 3b6a4ab988 vkd3d: Implement ID3D12Device8 and ID3D12Resource2.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-19 14:57:51 +01:00
Philip Rebohle d61f562a3e vkd3d: Implement ID3D12Device7.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-19 14:57:51 +01:00
Joshua Ashton 046524f2a1 vkd3d: Implement MinLODClamp using VK_EXT_image_view_min_lod
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-11-17 20:51:20 +01:00
Robin Kertels 19a1dce393 vkd3d: Set GetCopyableFootprints total_bytes late.
Halo Infinite uses &desc->Width for total_bytes.
We can't set total_bytes early because code after this relies on desc->Width.

Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2021-11-16 11:53:18 +01:00
Hans-Kristian Arntzen 3fefc540c8 vkd3d: Handle 64KB_UNDEFINED_SWIZZLE.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-12 10:32:13 +01:00
Hans-Kristian Arntzen 3937e1a298 vkd3d: Handle illegal rendering to NULL DSV.
Guardians of the Galaxy hits this case. Fallback is to disable depth
attachment entirely in a fallback pipeline.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 15:56:45 +01:00
Hans-Kristian Arntzen 45ae742526 vkd3d: Pretend that SSBO alignment on NV is 4 bytes.
The 16-byte requirement is kind of a lie. The real requirement is tied
to how vectorized load-store instructions are emitted in the shader
itself since I guess it allows compiler to assume something about
alignment of the base pointer.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen b53a4a98a6 vkd3d: Enable per component robustness on AMD.
Tested and verified to work as expected, not so much on NV.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen 3210832ad9 vkd3d: Enable VK_EXT_scalar_block_layout.
dxil-spirv can take advantage of this now.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen 58aab78a5b vkd3d-shader: Add PER_COMPONENT_ROBUSTNESS shader extension.
Signals that we can use vectorized vec3 byte address buffers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen e605d19ef7 vkd3d-shader: Add shader extension for scalar block layout.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen 35d2f1e87f vkd3d: Correctly check for SM 6.6 required features.
Remove the experimental flag and unconditionally enable SM 6.6 if
available.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 2b11c70129 vkd3d: Hook up WaveSize implementation.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 6966cd2f33 vkd3d-shader: Reflect CS WaveSize.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 7cc435c0bc vkd3d: Enable feature bits for 64-bit atomics.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen de64ebd1d1 vkd3d: Expose Int64 feature.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 23ad0247e3 vkd3d: Enable 64-bit atomics extensions.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 6255eaec32 vkd3d: Stub out the more recent FEATURE_DATA structs.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
David Gow 2a8b5471ca vkd3d: Handle D3D12_APPEND_ALIGNED_ELEMENT for <4 byte wide elements
In d3d12, input element alignment needs to be the _minimum_ of 4 and the size of
the type. See the D3D11 spec, section 4.4.6, which behaves similarly:
https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#4.4.6%20Element%20Alignment

This is correctly taken into account when generating, e.g., the
vertex_buffer_stride_align_mask used for validation, but is not taken
into account when D3D12_APPEND_ALIGNED_ELEMENT is used to automatically
place input elements. Currently, vkd3d always assumes the alignment is
4.

This means that, for example, bytes or shorts should be packed tightly
together when D3D12_APPEND_ALIGNED_ELEMENT is used, but are instead
padded to 4 bytes.

Fixing this makes units appear in Age of Empires IV (see vkd3d-proton
issue #880 for examples.)

Signed-off-by: David Gow <david@ingeniumdigital.com>
2021-11-01 13:30:04 +01:00
Robin Kertels 430c77d3b3 vkd3d: Don't add xfb struct to rasterization state when NumEntries is 0.
Wine VKD3D version of my original commit.

Co-authored-by: Conor McCarthy <cmccarthy@codeweavers.com>

Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2021-10-29 18:06:31 +02:00
Hans-Kristian Arntzen 85c75a042f vkd3d: Enable VK_NV_compute_shader_derivatives.
Supported on more implementations too :)

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-27 17:00:33 +02:00
Georg Lehmann eb48213bfa vkd3d: Follow the new shaderStorageImage{Read, Write}WithoutFormat rules.
The Vulkan spec update 1.2.195 restricted these features to a very limited
format subset, and somehow this is supposed to not be an API break?
Anyway, let's follow the new rules.

Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Georg Lehmann fd690e3831 vkd3d: Enable typed uav loads based on KHR_format_feature_flags2.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Georg Lehmann 07d53a82cc vkd3d: Init shader extensions later.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Georg Lehmann 4c37b4c341 vkd3d: Use vkGetPhysicalDeviceFormatProperties2.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Georg Lehmann c8d633cb51 vkd3d: Enable VK_KHR_format_feature_flags2.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Hans-Kristian Arntzen 8ff91b23d6 vkd3d-shader: Hook up global descriptor heap for DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen aadccb66cf vkd3d: Add more root signature flags to the list of flags we recognize.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen 8977eaef88 vkd3d: Initialize global heap bindings for SM 6.6.
Refactor code which emits SRV/UAV bindings to common code.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen cbef48f90a vkd3d: Refactor out how binding counts are parsed.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen 6548e4fd00 vkd3d: Add VKD3D_CONFIG for experimentally enabling SM 6.6.
To be used for bringup and removed when we complete the support.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen a0a29bae43 vkd3d: Use correct formats for image -> buffer copies.
Need to use placed format explicitly if we're copying planar resources.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-20 15:48:12 +02:00
ifedorov 0abe8a21dd Fixed row length calculation in CopyTextureRegion()
Signed-off-by: Ivan Fedorov <ifedorov@nvidia.com>
2021-10-20 14:28:35 +02:00
Philip Rebohle 890ba87a7c vkd3d-shader: Merge i/o variables using the same location.
Fixes a number of issues observed in tessellation shaders,
and potentially geometry shaders, when inputs and/or outputs
are array variables.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-10-18 17:25:18 +02:00
Hans-Kristian Arntzen 740e23ea8a vkd3d: Add VKD3D_CONFIG to force non-invariant position.
It's common enough that new games break on RDNA2 because of this that we
should enable this by default. This matches DXVK behavior.

SOTTR gets a special weird exception, just like DXVK. The shaders are
broken enough that the proper fix is actually precise, not invariant.
This will be addressed at some later point.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen be8d6ec7ad vkd3d: Make global quirks info struct a value.
Allows us to fiddle with it after the fact.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen 26bd08bbde vkd3d-shader: Add global quirks for vkd3d_shader_quirk_info.
Will be used for VKD3D_CONFIG overrides.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen 32c5abf496 vkd3d-shader: Add INVARIANT_POSITION quirk.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen 2152500014 vkd3d-shader: Refactor out quirk selection.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen 3b415dbc89 vkd3d: Don't spam error if ReleaseSemaphore fails.
This function fails if the counter overflows.
CP77 hits this case a lot and we should just warn the specific failure
instead of a random error.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 14:58:49 +02:00
Hans-Kristian Arntzen dda02faf89 vkd3d: Pad reserved resources to 64k alignment.
Fix GPU crashes when attempting to bind non-aligned reserved resource.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 14:58:34 +02:00
Hans-Kristian Arntzen 8beb7dde89 vkd3d: Handle NULL pointers in GetResourceTiling in more places.
DEATHLOOP uses all NULL at some point ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-15 15:12:41 +02:00
Philip Rebohle dd23492348 vkd3d: Reduce memset overhead for query map.
Potentially reduces the size of the query map, and makes each entry
versioned so that we no longer have to clear the entire map for multiple
dispatches even if it is sparsely populated.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-10-14 17:48:13 +02:00
Hans-Kristian Arntzen 0c60791bb1 vkd3d: Pass down PrimitiveCulling extension to vkd3d-shader.
DXR 1.1 only feature.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00
Hans-Kristian Arntzen f98702603d vkd3d-shader: Add SPIR-V extension for PrimitiveCulling.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00
Hans-Kristian Arntzen 6866b45637 vkd3d: Add CONFIG flag for enabling DXR 1.1.
We cannot support ExecuteIndirect with TraceRays() for time being.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00
Hans-Kristian Arntzen e6836c6255 vkd3d: Support RTPSO CONFIG1 flags.
DXR 1.1 and requires PrimitiveCullingFlags feature.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00