Commit Graph

2792 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen 3d1de5dc6a vkd3d: Add full tracing of every submitted command list.
Replays relevant commands in submission order.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-30 14:32:57 +02:00
Hans-Kristian Arntzen 0be0369ede vkd3d: Add breadcrumb for discard barriers.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-30 14:32:37 +02:00
Hans-Kristian Arntzen 876447f254 vkd3d: Add more breadcrumb tracing around RTV/DSV/Indirect usage.
Report resource cookies so that it's easier to track down aliasing
issues.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-30 14:32:37 +02:00
Hans-Kristian Arntzen 2c42c0da93 vkd3d: Add a crude form of alias debugging.
Report any placed aliases which could cause issues.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-30 14:32:35 +02:00
Hans-Kristian Arntzen b1e735ee8f vkd3d: Do not perform initial layout transition for placed RTV / DSV.
Docs explicitly specify that placed RTV / DSV resource must be properly
initialized before use, either on first use or after aliasing barriers,
so there should be no need to perform initial layout transition.

Fixes spurious GPU hangs in Hitman III where application aliases
an indirect buffer and a DSV. The DSV is cleared after the indirect
buffer is consumed, but the initial_layout_transition is triggered and
HTILE init clobbered the buffer.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-30 14:24:13 +02:00
Philip Rebohle 1d869e3e21 vkd3d: Do not execute indirect commands if count buffer is unsupported.
Also be a bit more uniform with using break/return on fail conditions.

Otherwise, the indirect command will read data from the count buffer
instead, which may lead to bugs or GPU hangs.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-06-28 14:57:11 +02:00
Tatsuyuki Ishi 02c7ec404c vkd3d: Fix transfer batch clobbering state in begin_render_pass.
Transfer batch can clobber graphics pipeline for e.g. depth->color copies.
Hence, flushing the batches after applying the graphics pipeline set by the
app can cause correctness issues.

To prevent that, do the transfer batch flush first before we apply any
render-related states.

Signed-off-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
2022-06-28 13:53:03 +02:00
Hans-Kristian Arntzen 9b5f3bfc26 vkd3d-shader: Fix GRAD sample on cubes.
offset_component_count was set to 0 for cubes, but GRAD path also
uses the variable to check how many components to use for GRAD.
OFFSET is not supported for cubes, so that's likely why it was bugged.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-28 12:14:41 +02:00
Hans-Kristian Arntzen b4ab6c3f08 cache: Unmap files before attempting to delete.
Native Win32 does not like it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-28 12:13:03 +02:00
Hans-Kristian Arntzen 707af8152e vkd3d: Add workaround for forced clearing of certain buffers.
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>
2022-06-24 15:11:19 +02:00
Hans-Kristian Arntzen bc759be2af vkd3d: Optimize ExecuteIndirect() if no INDIRECT transitions happened.
The D3D12 docs outline this as an implementation detail explicitly, so
we should do the same thing.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-24 14:55:39 +02:00
Hans-Kristian Arntzen 18f1d1c72e vkd3d: Implement ExecuteIndirect with state update.
Implements the most basic iteration where we don't try to take advantage
of index LUT, hoisting CS patching or attempting to reuse application
indirect buffer directly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-24 14:55:39 +02:00
Hans-Kristian Arntzen 1b704287e5 vkd3d: Enable NV_device_generated_commands extension.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-24 14:55:39 +02:00
Hans-Kristian Arntzen f975f09bb1 meta: Add ExecuteIndirect patch meta shader.
Currently we are translating the index type. This will be changed in a
follow up commit where we move over to index LUT.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 14:39:22 +02:00
Hans-Kristian Arntzen 619a54810d vkd3d: Pass down required memory types to scratch allocators.
Separate scratch pools by their intended usage.
Allows e.g. preprocess buffers to be
allocated differently from normal buffers, which is necessary on
implementations that use special memory types to implement preprocess
buffers.

Potentially can also allow for separate pools for
host visible scratch memory down the line.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 14:39:22 +02:00
Hans-Kristian Arntzen cecb8d6ebc vkd3d: Don't suballocate scratch buffers.
Scratch buffers are 1 MiB blocks which will end
up being suballocated. This was not intended and a fallout from the
earlier change where VA_SIZE was bumped to 2 MiB for Elden Ring.

Introduce a memory allocation flag INTERNAL_SCRATCH which disables
suballocation and VA map insert.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 14:39:22 +02:00
Hans-Kristian Arntzen 8ae391e675 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>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen abdef77695 vkd3d: Add helper to invalidate all state.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen c132073df8 vkd3d: Refactor index buffer state to be flushed late.
With ExecuteIndirect state we'll need to modify or refresh index buffer
state.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen 128852200a vkd3d: Store the raw VA index in root signature for root descriptors.
Needed when building device generated commands later.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen 717026f903 vkd3d: Add VKD3D_CONFIG option to force raw VA CBV descriptors.
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>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen b849bd4256 vkd3d: Enable F1 2020 quirks on 2019 as well.
Same game bug.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-20 14:53:16 +02:00
Hans-Kristian Arntzen de5b751468 vkd3d: Enable VK_KHR_depth_stencil_resolve.
Required by KHR_dynamic_rendering. Caught by updated validation layers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:54:31 +02:00
Hans-Kristian Arntzen acef5429c5 vkd3d-shader: Workaround trivial compiler warning.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:54:07 +02:00
Hans-Kristian Arntzen 135aff4685 vkd3d: Remove the global VkPipelineCache.
Just use VK_NULL_HANDLE. We rely on the disk cache to exist anyways
here. We never serialize the global pipeline cache, so it might just
confuse drivers into disable disk cache if anything.

Also reduce memory bloat.

Also gets rid of very old NV driver workaround where we forced global
pipeline cache.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:53:46 +02:00
Hans-Kristian Arntzen 2f6a9e0d55 vkd3d: Do not attempt to clear dedicated memory allocations.
We rely on zerovram behavior in drivers. Opt-in to this path where we
know implementation does what we want (backed up by testing).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:53:28 +02:00
Tatsuyuki Ishi 39d07dea2c vkd3d: Check for alias and batch barriers in CopyTextureRegion batches.
Signed-off-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
2022-06-16 11:54:26 +02:00
Tatsuyuki Ishi 3577ca3144 vkd3d: Introduce transfer batches.
Transfer batches buffers CopyTextureRegion calls for batching.

The flushes needs to happen in a few places:
1. ResourceBarrier: This is where the transition from COPY_DEST to other
   might happen, at which point the writes must be visible. This might
   also transition away from COPY_SRC which invalidates the
   precondition.
2. Copy operations. Copies to the same resource are implicitly ordered.
3. Draws and dispatches. These are not strictly necessary, but we don't
   want too much command reordering so flushing here seems good.
4. Close. So that we don't throw commands into the void.

Signed-off-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
2022-06-16 11:54:26 +02:00
Tatsuyuki Ishi 829ac72e3d vkd3d: Break up CopyTextureRegion into three stages.
A parameter preparation stage, a pre-execution barrier stage, then finally
the execution and post-execution barrier stage.

Signed-off-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
2022-06-13 14:40:23 +02:00
Hans-Kristian Arntzen c64916686d vkd3d: Clear SUSPENDED flag properly.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-13 13:46:49 +02:00
Hans-Kristian Arntzen c4b00bbe1e tests: Avoid tripping out of spec UAV casts.
5.3.9.5 in D3D11 spec explicit outlines when we can
cast to R32{U,I,F}. The D3D12 validation layers
seem to have missed this.

Fixes assertions in RADV when running test under debug.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-08 17:09:40 +02:00
Hans-Kristian Arntzen fd05839eb9 vkd3d: Only enable native FP16 codegen for RADV.
Regression in Deathloop on NV with native FP16 FSR.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-03 16:15:54 +02:00
Hans-Kristian Arntzen 7a002698f3 vkd3d-shader: Prefer InBounds access chains for root descriptors.
Gets better codegen, since compiler no longer has to assume
that negative indices can be generated, which means full 64-bit sign
extension and addressing math (slow).

Based on experiments, no native driver lets -1 indices work,
so it's safe to make the u32 assumption.

See test_root_descriptor_offset_sign as a justification for this change.

Also, see https://gitlab.freedesktop.org/mesa/mesa/-/issues/6562
for discussion on InBounds.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:31:38 +02:00
Hans-Kristian Arntzen 896e6fb868 vkd3d-shader: Enable native 16-bit path for min16float DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:31:22 +02:00
Hans-Kristian Arntzen f804ddc4c7 vkd3d: Allow integer dot product unconditionally.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:31:22 +02:00
Hans-Kristian Arntzen 0f9d7dd10d vkd3d: Force RT count to 0 when PS does not exist.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-31 16:00:11 +02:00
Hans-Kristian Arntzen 7acc33ae39 vkd3d: Always return tile shape.
Docs are lying. :\

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-31 16:00:11 +02:00
Hans-Kristian Arntzen 7916d2a6d8 vkd3d: Enable and use VK_KHR_fragment_shader_barycentric.
For now, just keep the NV path as well. It's the exact same extension
basically as the KHR one.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-31 15:59:49 +02:00
Hans-Kristian Arntzen 467db76f90 vkd3d: Remove obsolete COLOR -> COMPUTE workaround for Deathloop.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-31 15:59:35 +02:00
Hans-Kristian Arntzen f964532619 vkd3d: Implement extended DXR queries.
Requires ray_tracing_maintenance1.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-30 20:26:50 +02:00
Philip Rebohle 910f15dff8 vkd3d: Only set VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT for color attachments.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-05-23 17:17:17 +02:00
Hans-Kristian Arntzen a94e9b8b6a vkd3d: Don't create user descriptors until we have observed a pipeline.
If we don't get a swapchain on first frame for whatever reason, defer
creating the descriptors.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen 4ac0a3b455 vkd3d: Robustly fall back to user buffers if we fail to present twice.
If we fail to present after a swapchain recreation, force a SURFACE_LOST
scenario and try again later when things hopefully stabilize.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen 300058d9a7 vkd3d: Handle all errors after present, not just OUT_OF_DATE.
Can have SURFACE_LOST here as well for example.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen 2e16a777ca vkd3d: Get rid of redundant recreate swapchain call.
It just called create_vulkan_swapchain anyways.
Also, add in extra parameter to support temporary user buffer fallbacks.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen ac211d5f6a vkd3d: Remove direct calls to d3d12_swapchain_destroy_views.
Refactor destroy_buffers to destroy_resources as it's more obvious what
it's doing that way.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen 1dc4bbe5f2 utils: Report Wine segfault VkResult directly.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Robin Kertels cdabda7805 vkd3d: Implement indirect ray tracing.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2022-05-11 19:11:01 +02:00
Robin Kertels 8ac7aaca99 vkd3d: Enable VK_KHR_ray_tracing_maintenance1.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2022-05-11 19:11:01 +02:00
Hans-Kristian Arntzen 71940797d1 vkd3d: Check for redundant dynamic state in some cases.
Some dynamic state is at risk of being spammed with same arguments many
times. For the dynamic state that is trivial to check, do so.

Ghostwire: Tokyo has been observed to spam the same OMSetStencilRef
value causing some context rolls, also RSSetShadingRate has been set
redundantly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-03 16:30:42 +02:00