D3D12 expects drivers to implicitly synchronize transfer operations,
since there is no TRANSFER barrier ala UAV barriers.
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>
HZD issues an aliasing barrier for an alias of a resource that it
still needs.
Because D3D12 requires you to call DiscardResource or a full resource
clear/copy, we can just rely on those to do the actual image layout
transition and treat the aliasing barrier as a pure sync + flush.
This behavior is also observed in a test case where D3D12 drivers
do not seem to discard / fast-clear anything in an aliasing barrier.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Co-authored-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Mesa RADV translates these legacy entrypoints to the 2 variants. Using
them directly will cost a bit less CPU cycles.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Mesa RADV translates these legacy entrypoints to the 2 variants. Using
them directly will cost a bit less CPU cycles.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Otherwise, we accidentally merge ranges from different pools if
the indices happen to align.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
NVIDIA drivers apparently cannot support EXTENDED_USAGE linear
images for whatever reason, so attempt to create these images without
the creation flag.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For 64-bit image atomics, we should at the very least add 64-bit format
to compatibility list to avoid potential problems.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
We can bind texel buffers at scalar alignment now.
The warning is misleading for placed resources, since 64k never aligns
with a float3.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
The creation with those extensions may fail in few cases:
* older 32 bit drivers
* missing or inaccessible /dev/nvidia-uvm
There's also a mysterious crash that some Debian users experience with
64bit titles and a correct /dev/nvidia-uvm.
Signed-off-by: Arkadiusz Hiler <ahiler@codeweavers.com>
We previously did not take into account the new relaxed format compatibility
rules that we allow with CastingFullyTypedFormatSupported being supported.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>