Apparently RT shaders in RE Engine require min16float to
be implemented as native FP16. Fun ... ._.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
CP77 relies on this to work somehow ...
The DXR spec seems to suggest this is allowed, but there is no direct
concept for this in Vulkan.
This seems to work on NVIDIA at least, but we're on very shaky ground
here ...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
If game uses NOT_ZEROED, it might still rely on buffers being properly
cleared to 0.
Enable this and FORCE_RAW_VA_CBV for Halo Infinite.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For certain ExecuteIndirect() uses, we're forced to use this path
since we have no way to update push descriptors indirectly yet.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline
blobs to disk, even for games which do not make any use of GetCachedBlob
of ID3D12PipelineLibrary interfaces. Most applications expect drivers to
have some kind of internal caching.
This is implemented as a system where a disk
thread will manage a private ID3D12PipelineLibrary, and new PSOs are
automatically committed to this library. PSO creation will also consult
this internal pipeline library if applications do not provide their own
blob.
The strategy for updating the cache is based on a read-only cache which
is mmaped from disk, with an exclusive write-only portion for new blobs,
which ensures some degree of safety if there are multiple
concurrent processes using the same cache.
The memory layout of the disk cache is optimized to be very efficient
for appending new blobs, just simple fwrites + fflush.
The format is also robust against sliced files, which solves the problem
where applications tear down without destroying the D3D12 device
properly.
This structure is very similar to Fossilize, and in fact the idea is to
move towards actually using the Fossilize format directly later.
This implementation prepares us for this scenario where e.g. Steam could
potentially manage the vkd3d-proton cache.
The main complication in this implementation is that we have to merge
the read-only and write caches.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
AMD path for this commit.
Idea is that we can automatically instrument markers with command list
information we can make some sense of in vkd3d-proton.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Elden Ring does not detect the proper error code and create a new
pipeline library. Instead, create a fresh new library, which works
around the issue.
The game has a pattern of LoadPipeline -> if fail -> CreatePSO ->
StorePipeline. Sometimes, in the same process it will LoadLibrary from
its own cache (could explain some stutters),
so it's very useful to have this either way.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For cases where games spam committed allocations and don't use
NOT_ZEROED. We still rely on zerovram behavior for initial backing which
should be enough in most cases.
Strictly speaking however, we are forced to clear the allocations every
time if application does not use the flag correctly.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Useful for Intel since Intel hardware cannot support more than 1M
descriptors in general, and opting in to correct behavior should improve
CPU overhead as well when copying descriptors.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Additionally, add option to ignore cached SPIR-V.
Will be useful for debugging, and also required for VKD3D_SHADER_OVERRIDE.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Avoids saving out pipeline cache blobs which are likely going to be
cached by on-disk cache anyways.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
In DEATHLOOP, there is a render pass which renders out a simple image,
which is then directly followed by a compute dispatch, reading that
image. The image is still in RENDER_TARGET state, and color buffers are
*not* flushed properly on at least RADV, manifesting as a very
distracting glitch pattern. This is a game bug, but for the time being,
we have to workaround it, *sigh*.
For a simple workaround, we can detect patterns where we see these
events in succession:
- Color RT is started
- StateBefore == RENDER_TARGET is not observed
- Dispatch()
In particular, when entering the options menu, highly distracting
glitches are observed in the background.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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>
Game attempts to create a host visible resource with
ALLOW_RENDER_TARGET flag. We cannot make this work on NVIDIA, but the
game never seems to actually create an RTV, so as a workaround, nop out
the flag, which does make it work after all :3
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Adds the "upload_hvv" config flag, which will make D3D12_HEAP_TYPE_UPLOAD attempt to use host-visible VRAM for allocations.
This takes advantage of large or resizable BAR if available.
I see a perf delta of 83-84 -> 92-94 (~12%) when using this in Horizon Zero Dawn.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Roll this into vkd3d_device_create_info, no need for this to be a pNext thing.
Additionally, fix some memory leaks on device creation failure.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Roll this into vkd3d_instance_create_info, no need for this to be a pNext thing.
Additionally, fix some memory leaks on instance creation failure.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
This thing has no right to exist.
We don't get this information in D3D12 and it's getting in the way of me refactoring config flags.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Relevant for swapchain since a swapchain resource can be presented right
away without ever having been touched by an API call.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For correctness, we will need to defer any initial resource state
handling to the queue timeline. Here, we will build an UNDEFINED ->
common layout barrier if (and only if):
- The resource is marked to care about initial layout transition.
- We are the first queue thread to observe that initial_transition
member is 1 (atomic exchange).
- The first use of the resource was not marked to be a discard.
E.g., if the first use of the resource is an alias barrier, we must
not emit an early barrier. The only we should do here is to clear the
initial_transition member, and leave it like that.
A command list maintains a list of d3d12_resources which *might* need a
transition. For the first frame a resource is used (or so), it will not
have the flag cleared yet, so multiple command lists might add the
d3d12_resource to its own transition list. This is fine, as the queue
will resolve it.
If multiple queues see the same initial transition, there might be
shenanigans, but the application must ensure there is either a
submission boundary or fence boundary between the uses. Any initial
layout transition will only be submitted after a Wait() is observed, as
submission of the transition command buffer will be in-order with other
submissions.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
When building natively on Windows we use dllexport/dllimport for vkd3d/vkd3d_utils public exports.
When building natively on Linux we simply make those visibility default.
Nothing changes for standalone here.
Closes#152
Signed-off-by: Joshua Ashton <joshua@froggi.es>