The elected lane must be able to perform side effects, so make sure
helper lanes don't participate.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
If we know the input is wave uniform (progress markers for example),
no need to spam the log.
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>
To be used for upcoming disk driver cache implementation which needs to
live on a thread.
Need a separate wrapper since pthread and SRWLock interface is quite
different. Similar rationale as rwlock_t.
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>