Commit Graph

464 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen 398724cd6e vkd3d: Require VK_KHR_separate_depth_stencil_layouts.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 15:18:16 +02:00
Hans-Kristian Arntzen 419790ac77 vkd3d: Add wave size workaround for GravityMark.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 15:15:42 +02:00
rochaudhari be2362268c vkd3d: Return format2 information for d3d12_device_CheckFeatureSupport
Currently only format1 information is being returned for D3D12_FORMAT_SUPPORT.

Signed-off-by: Roshan Chaudhari <rochaudhari@nvidia.com>
2021-07-02 14:07:39 +02:00
Hans-Kristian Arntzen c1860a1ead vkd3d: Add VKD3D_CONFIG flags for forcing EXCLUSIVE queue modes.
Helps in some cases, but we cannot do this by default :(

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-29 12:24:24 +02:00
Hans-Kristian Arntzen 7c80c92304 vkd3d: Use ALLOW_VARYING_SUBGROUP_SIZE flag as appropriate.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 15:08:53 +02:00
Georg Lehmann a7922a7c85 vkd3d: Introduce vkd3d_internal_get_vk_format.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-06-24 12:55:17 +02:00
Hans-Kristian Arntzen 1ea31701c5 vkd3d: Move F1 2020 workaround over to quirks system.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-17 16:42:14 +02:00
Hans-Kristian Arntzen 28c8a595fa vkd3d: Pass down shader quirks for Necromunda.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-17 16:42:14 +02:00
Philip Rebohle b97a012787 vkd3d: Enable tiled resources tier 3.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-06-14 15:53:33 +02:00
Hans-Kristian Arntzen 42fb018d85 vkd3d: Fix leak of command pools on device destruction.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-11 15:17:45 +02:00
Hans-Kristian Arntzen 76a8914d6b vkd3d: Add validation error workaround.
Our internal copy shaders are fine, but we get benign errors about
sample count being wrong since we alias descriptors.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-10 14:19:04 +02:00
rochaudhari 1699743c37 vkd3d: Enable binary import and image view handle extensions
Signed-off-by: Roshan Chaudhari <rochaudhari@nvidia.com>

Reviewed-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
2021-06-10 11:26:34 +02:00
Hans-Kristian Arntzen 3c7f188863 vkd3d: Nuke code paths for !nullDescriptor.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-27 10:39:22 +02:00
Hans-Kristian Arntzen 7bf93b844d vkd3d: Require VK_EXT_robustness2.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-27 10:39:22 +02:00
Hans-Kristian Arntzen a256a9266e vkd3d: Rewrite descriptor QA.
Adds support for GPU-assisted validation of descriptor usage in the
CBV_SRV_UAV heap.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-26 17:26:01 +02:00
Hans-Kristian Arntzen 5e67d30883 vkd3d: Add config option for descriptor QA.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-26 17:26:01 +02:00
Georg Lehmann a411256c7f vkd3d: Enable and require shaderDrawParameters.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-04-29 06:48:37 +01:00
Joshua Ashton 3e4a8b1504 vkd3d: Remove type/next from vkd3d device/instance structures
There's really no reason to overcomplicate adding optional extensions this way.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-20 18:25:41 +02:00
Joshua Ashton bd988f2b74 vkd3d: Remove vkd3d_optional_device_extensions_info
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>
2021-04-20 18:25:41 +02:00
Joshua Ashton 59148c1932 vkd3d: Remove vkd3d_optional_instance_extensions_info
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>
2021-04-20 18:25:41 +02:00
Philip Rebohle f06f94bfb4 vkd3d: Enable multi_queue by default.
And replace option with a single_queue flag to do the opposite.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-19 16:40:49 +02:00
Philip Rebohle 4f9ca6c3df vkd3d: Create bundles and bundle allocators as necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00
Philip Rebohle 1990270bbb vkd3d: Implement CreateCommandList on top of CreateCommandList1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00
Joshua Ashton 2860b0a548 vkd3d: Enable force_tgsm_barriers for F1 2020
Signed-off-by: Joshua Ashton <joshua@froggi.es>

Closes: #611
2021-04-12 16:29:57 +02:00
Joshua Ashton 043fd304f8 vkd3d-shader: Add force_tgsm_barriers config flag
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-12 16:29:57 +02:00
Joshua Ashton 5978f5958e vkd3d: Expose TIER_2 Variable Rate Shading
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-12 13:22:01 +02:00
Hans-Kristian Arntzen 7dc2a5cad7 vkd3d: Enable VK_KHR_sampler_mirror_clamp_to_edge.
CP77 requires it now.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-04-07 21:57:50 +02:00
Philip Rebohle 2f1b23ece6 vkd3d: Enable conservative rasterization tier 3.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-25 18:00:59 +01:00
Philip Rebohle 8a61128152 vkd3d: Enable VK_EXT_conservative_rasterization if available.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-25 18:00:59 +01:00
Philip Rebohle fdf4df18a4 vkd3d: Add Feature Level 12_2 detection.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-25 18:00:59 +01:00
Hans-Kristian Arntzen 2f60a3bf66 vkd3d: Fix broken debug_vk_memory_{property,heap}_flags.
C is fun, yo. Returned data from dead stack variable, also triggered
overflow in some cases.

Uncalled in release mode, but can crash debug builds.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-25 17:58:18 +01:00
Joshua Ashton 65b13f6cd6 vkd3d: Use VK_KHR_create_renderpass2
We need this before implementing TIER_2 variable rate shading.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-24 15:20:10 +01:00
Hans-Kristian Arntzen 5197edb03b vkd3d: Enable 16-bit storage features.
Don't need extension, since VK_KHR_16bit_storage is core in Vulkan 1.1.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-23 18:35:35 +01:00
Hans-Kristian Arntzen bd16d1a88d vkd3d: Support RTPSO object collections.
This is quite complicated, but we can use VK_KHR_pipeline_library
to implement this functionality.
2021-03-23 18:35:35 +01:00
Hans-Kristian Arntzen 34a09967d5 vkd3d: Prefer compute queues for TRANSFER.
TRANSFER + CONCURRENT is generally death for compression.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-16 21:41:37 +01:00
Philip Rebohle 93a80d5eaa vkd3d: Create one fence worker per command queue.
Rather than one per device. This solves issues with D3D12 fences
being signalled too late because the fence worker is waiting on
a different set of semaphores while the fence is being enqueued.

Greatly increases performance in Horizon Zero Dawn and Death
Stranding with multi-queue mode enabled.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-16 12:43:24 +01:00
Philip Rebohle 724257c0d8 vkd3d: Add multi_queue config flag.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 1e3c91579e vkd3d: Create one vkd3d queue per Vulkan device queue.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 3cd93781ff vkd3d: Create multiple queues per queue family if possible.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 4c0a0b0467 vkd3d: Introduce vkd3d_queue_family_info.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Hans-Kristian Arntzen b44bfa7066 vkd3d: Remove obsolete comment.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-13 06:26:27 +00:00
Hans-Kristian Arntzen 43370c6426 vkd3d: Only enable DXR if requested.
The implemnentation is not complete enough to safely enable it, since
some games will try to create RTPSOs by default, leading to crashes.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 58615cd5dc vkd3d: Allow devices with recursion of 1 to be accepted.
We can fail RTPSOs later if they for whatever reason use recursion.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen d9be9b57f2 vkd3d: Actually use RGBA16 formats for RT VBO.
It's really supposed to load 4 components and ignore. RGB16 is not
mandatory, so just use the "expected" formats after all.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 2b6658da67 vkd3d: Enable RT tier 1.0 if possible.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 13d132f1c4 vkd3d: Add support for hoisting CBV descriptors to push descriptors.
Bindless CBV is *pretty* bad on NVIDIA, so add a code path which can
promote descriptor table CBVs into push descriptors.

We can safely do this with Root Signature 1.1 STATIC or
the somewhat obscure STATIC_KEEPING_BUFFER_BOUNDS_CHECKS.

With VOLATILE, which basically all titles are using,
we can still force this behavior through a config flag,
but this is an incorrect speed hack. It works in most
titles however, since bindless CBV is exceptionally rare.

We only hoist descriptors when the root signature range has 1 descriptor
anyway, so we should avoid any reasonable bindless scenario.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-10 11:46:05 +01:00
Hans-Kristian Arntzen 3e876c2857 vkd3d: Log VKD3D_CONFIG with INFO.
Useful to make sure we actually passed it correctly ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-10 11:46:05 +01:00
Hans-Kristian Arntzen 686a3efc08 vkd3d: Verify VBO RTAS support when checking RT tier.
Format conventions for RT are ... special.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-04 16:30:29 +01:00
Joshua Ashton 3224688295 vkd3d: Enable VK_EXT_debug_utils conditionally
Enabling VK_EXT_debug_utils comes at some overhead in Wine due to the object tracking required. There is also likely a non-zero overhead in some native implementations also.

By enabling this conditionally, we can also avoid additional overhead from apps that set debug labels on both the Vulkan and front-end side.

The default condition is to enable it when building with Renderdoc integration or in debug builds.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-02 11:09:29 +01:00
Joshua Ashton 91fc472601 vkd3d: Add mechanism for conditional extensions
Add a way to enable an extension via config flags.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-02 11:09:29 +01:00