Separate scratch pools by their intended usage. Allows e.g. preprocess buffers to be
allocated differently from normal buffers. Potentially can also allow
for separate pools for host visible scratch memory etc down the line.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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>
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>
Useful when used together with pipeline library logging. Confirms that
we can load pipeline caches as expected.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For pipeline libraries and DXR to some extent later, we'll need an easy
way to compare root signature objects.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
We did not test the scenario where we first render with depth enabled,
and then bind a NULL DSV with the same pipeline.
Also fix issues if we bind NULL RTVs with same pipeline bound.
Fixes crash in Guardians of the Galaxy.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This key represents the variations of SPIR-V which would be generated
from otherwise identical inputs like DXBC blobs and root signatures.
Typically, changing VKD3D_CONFIG flags or enabled extensions will affect
this key. This ensures that we will not attempt to use a cached SPIR-V
file unless we can trust that the SPIR-V interface will match.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Wraps the D3D12 struct with a pipeline library handle.
This is needed if the blob contains references to external data,
which then needs to be resolved.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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>
If we need to fallback in both VRS and non-VRS scenarios, we need to key
on it. Fixes segfault in DIRT5 when toggling VRS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
With RTPSOs we might have to create static sampler sets for local root
signatures. In this case we will have to create a compatible pipeline
layout which is equal to global pipeline layout, except for an extra
set.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
When allocating dedicated memory, ignore heap_flag requirements we
deduce from memory info. Any memory type is allowed. This is important
on NV when allocating fallback render targets.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Don't attempt to enter memory allocation when we can invalidate a heap
allocation up front. Avoids some dumb edge cases later.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Need to use fallback pipeline system here.
Keep track of active masks for PSO and current render target.
The intersection of those sets are the attachments which should be
active in the render pass.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>