Philip Rebohle
26f5745ea1
vkd3d: Don't use SHADER_STAGE_ALL for push constants.
...
Instead, infer the required stages from the D3D12 shader visibility
field from all root parameters that we map to push constants.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-25 20:28:07 +01:00
Philip Rebohle
c37e705761
vkd3d: Use push constant stage mask from root signature.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-25 20:28:07 +01:00
Hans-Kristian Arntzen
4fe5b9388d
vkd3d: Do not disable robustness, ever.
...
There are pragmatic reasons for not following spec 100% here.
The only known case where UpdateAfterBind robustness is not exposed
seems to be somewhat bogus, and we cannot run D3D12 correctly without
robustness either way.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 17:53:48 +01:00
Hans-Kristian Arntzen
be9c376fde
vkd3d: Implement postbuild info queries.
...
Can only support a subset in Vulkan without extra heroics. The DXR API
lets you query things that you technically should know apriori in the
application. We might need to allocate some side-channel buffers on
demand, but let's defer that until actually needed ... :\
DXR is also very awkward in that we have a query which is resolved in
UNORDERED_ACCESS state instead of COPY_DEST state, so we'll have to
ping-pong through some barriers redundantly.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
4365f9962f
vkd3d: Allocate query pools based on type index instead of D3D12 type.
...
Postbuild info is a query in Vulkan, but not so in D3D12.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
a5aac500bc
vkd3d: Basic implementation of GraphicsCommandList::BuildRTAS().
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
3353ed14de
vkd3d: Implement RTAS object creation.
...
When building acceleration structures, we need to have an
VkAccelerationStructureKHR object, but the D3D12 API just uses a plain
VA = ID3D12Resource::GetGPUVA() + offset.
For this to work, we need to resolve the VA back to VkBuffer + offset.
The only VkBuffer we can lookup is the original backing memory
allocation in the VA map, and that allocation itself must own a view
map, since we cannot tie the VA to any specific ID3D12Resource.
Since creating an RTAS is not the common path, we allocate the view map
on-demand with CAS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
0fc80d9067
vkd3d: Emit RT barriers as required.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
221a658884
vkd3d: Mark resources as being RTAS depending on initial resource state.
...
RTAS must stay in this resource state forever. The only way to
synchronize them is UAV barriers.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
86f7fdfe7a
vkd3d: Add RTAS buffer usage flags.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
83861cceed
vkd3d: Allow RTAS initial resource state.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
2afe25c0c8
vkd3d: Implement GetRaytracingAccelerationStructurePrebuildInfo.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
d773e67fff
vkd3d: Add helper query to check if RT should be used.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen
a90ed938b4
vkd3d-shader: Pass down SBT descriptor size to dxil-spirv.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-23 12:28:19 +01:00
Hans-Kristian Arntzen
15e36a0430
vkd3d: Use virtual VAs for descriptor heap GPU VAs.
...
Allows local root signatures to work correctly and is also a good
optimization since we no longer need to dereference memory (potentially
cold cache lines) to figure out heap offset in command buffer.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-23 12:28:19 +01:00
Hans-Kristian Arntzen
1af3f9c65f
vkd3d: Use calloc for d3d12_device instead of manual memset.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-23 12:28:19 +01:00
Hans-Kristian Arntzen
1586a75ada
vkd3d: Align d3d12_desc to 64 bytes.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-23 12:28:19 +01:00
Hans-Kristian Arntzen
0c94e07ab2
vkd3d: Elide timeline semaphore waits which can be satisfied implicitly.
...
If we're signalling and waiting on same physical queue (always true for
current SINGLE_QUEUE define), we can rely on submission boundary
synchronization which doesn't require any extra submissions to resolve.
Avoids awkward GPU driver bubbles with back to back signal -> wait pairs
with timeline.
Observed 2% GPU uplift on RE2 on AMD.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-22 13:00:22 +01:00
Philip Rebohle
1d7e424c44
vkd3d: Mask certain heap flags when suballocating memory.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-19 20:18:24 +01:00
Philip Rebohle
f6c6a76735
vkd3d: Store original heap flags in d3d12_resource again.
...
Otherwise, when suballocating memory, GetHeapProperties may
not return the exact same set of flags if we ignore flags
when looking up suitable chunks.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-19 20:18:24 +01:00
Philip Rebohle
be080edc7f
vkd3d: Remove vkd3d_allocate_resource_memory.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-19 19:51:44 +01:00
Philip Rebohle
a1e5b78bc4
vkd3d: Suballocate committed images if possible and if supported by the driver.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-19 19:51:44 +01:00
Philip Rebohle
a1ffea1800
vkd3d: Fix integer underflow when checking for suitable free ranges.
...
The difference between a range's offset and the aligned
offset may be greater than the size of that range.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-19 18:11:36 +01:00
Joshua Ashton
bb3e5f6cad
vkd3d: Account for front buffer in swapchain image count
...
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-19 13:17:15 +01:00
Philip Rebohle
be4391b972
vkd3d: Align images manually to meet Vulkan requirements if necessary.
...
Allows us to not allocate device memory for certain render targets on
Polaris GPUs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 18:25:23 +01:00
Philip Rebohle
d6a4826099
vkd3d: Remove heap_offset member from d3d12_resource.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
56ff4622b6
vkd3d: Remove cookie member from d3d12_resource.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
6e81621b82
vkd3d: Remove gpu_address member from d3d12_resource.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
833d7e207c
vkd3d: Remove vk_buffer/vk_image union from d3d12_resource.
...
Use the unique_resource struct instead.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
5a0a5ef44b
vkd3d: Remove unused resource flags and rename SPARSE -> RESERVED.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
6a34d3d204
vkd3d: Remove _2 suffix from memory allocation functions.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
53f6a9c78a
vkd3d: Rename _2 suffix from resource creation functions.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
a2e14d7d1d
vkd3d: Remove _2 suffix from d3d12_heap_2 and related functions.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
6f8bb2a4c0
vkd3d: Use vkd3d_allocate_device_memory_2 for sparse metadata.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
12f0c11c7f
vkd3d: Simplify vkd3d_allocate_image_memory helper.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
ab2c190da5
vkd3d: Simplify vkd3d_allocate_buffer_memory helper.
...
This is still useful as a low-level memory allocation function when
we don't want to bother with buffer offsets or D3D12 validation.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
db2e0c7587
vkd3d: Remove vkd3d_gpu_va_allocator.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
8826f3c5bc
vkd3d: Remove d3d12_heap and old resource creation functions.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
9792b02b26
vkd3d: Use vkd3d_memory_allocation for scratch buffers.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle
db1b425d2a
vkd3d: Use new resource and heap implementations.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Hans-Kristian Arntzen
8437eea2c0
vkd3d: Remove clamping assumption in RTPSO stack size.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-18 14:16:31 +01:00
Joshua Ashton
f01935d69e
vkd3d: Fix SetName for inline query types
...
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-18 02:41:45 +01:00
Philip Rebohle
6fc8b67576
vkd3d: Fix incorrect chunk assignment for chunk allocations.
...
Our clear code assume that this is NULL for allocations owned
by a chunk, so we should actually do it that way. Fixes some
issues where we do not wait for clears to complete if a chunk
gets destroyed.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-17 16:38:47 +01:00
Philip Rebohle
e12afd31d9
vkd3d: Actually use VKD3D_VA_BLOCK_COUNT.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-17 16:38:47 +01:00
Philip Rebohle
35f90c4b2f
vkd3d: Only print some swapchain FIXMEs once.
...
Silences a whole bunch of log spam in Control.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-17 13:37:41 +01:00
Hans-Kristian Arntzen
7051bf76f7
vkd3d: Fix validation errors with KHR_fragment_shading_rate.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-16 16:07:55 +00:00
Philip Rebohle
a39bab95a1
vkd3d: Clear suballocated memory to zero.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-16 16:06:26 +01:00
Philip Rebohle
668a4e1f2c
vkd3d: Do not suballocate small image-only heaps.
...
We have no way to manually reset these.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-16 16:06:26 +01:00
Philip Rebohle
4d68130be7
vkd3d: Add functionality to clear newly allocated memory.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-16 16:06:26 +01:00
Philip Rebohle
78713062fe
vkd3d: Introduce unique_queue_mask.
...
Has one bit set for each vkd3d_queue_family that points to a
unique queue. This can be used to iterate over device queues
without having to check for duplicates manually.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-16 16:06:26 +01:00
Philip Rebohle
812c82f8ac
vkd3d: Introduce VKD3D_QUEUE_FAMILY_INTERNAL_COMPUTE.
...
This needs a rework when we re-enable multi-queue support.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-16 16:06:26 +01:00
Philip Rebohle
ba632148d7
vkd3d: Add new functions to create and destroy resources.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 17:04:52 +01:00
Philip Rebohle
fee47ef695
vkd3d: Introduce d3d12_resource_validate_create_info.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 17:04:52 +01:00
Philip Rebohle
22f61611d1
vkd3d: Add d3d12_heap_2.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 17:04:52 +01:00
Philip Rebohle
229273fb3b
vkd3d: Add memory allocator instance to device.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 17:04:52 +01:00
Philip Rebohle
6e1867b001
vkd3d: Add some more debug output to memory allocation functions.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 17:04:52 +01:00
Philip Rebohle
5e54c1fc5d
vkd3d: Register allocation cookie for descriptor debugging.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 17:04:52 +01:00
Philip Rebohle
8f6e94dc30
vkd3d: Suballocate small allocations from larger chunks.
...
This is necessary to keep the amount of allocated memory manageable
in games that allocate a lot of small heaps or committed resources.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 16:38:16 +01:00
Philip Rebohle
d65363b6b6
vkd3d: Add VA map to memory allocator.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 15:19:11 +01:00
Philip Rebohle
7c017c1dba
vkd3d: Add VA->resource map and new VA allocator.
...
This is designed to work with actual device addresses if supported by
the Vulkan implementation.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 15:19:11 +01:00
Philip Rebohle
f536daaacb
vkd3d: Introduce new memory allocation functions.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 15:19:11 +01:00
Philip Rebohle
417b3b746e
vkd3d: Introduce vkd3d_allocate_cookie.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 14:04:16 +01:00
Joshua Ashton
00c8d1df9d
vkd3d: Refactor vkd3d_physical_device_info_init
...
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-15 11:25:21 +01:00
Joshua Ashton
c0d4ead8ca
vkd3d: Implement TIER_1 variable rate shading
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-12 13:39:05 +01:00
Joshua Ashton
fccbd3b5e2
vkd3d: Eliminate wchar_size, use UTF-16 string literals
...
Achieves this with C standard stuff alone, and no compiler hacks.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-09 11:26:28 +01:00
Joshua Ashton
38d2de9f4c
vkd3d: Fix warning in query logging
...
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-08 16:36:15 +01:00
Hans-Kristian Arntzen
c558c8f423
vkd3d: Implement Get*StackSize().
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
13b737214b
vkd3d: Remove owned root signatures.
...
Apparently the docs are lying and RTPSO does not hold references to the
root signatures after all.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
13af141e84
common: Add truncated wide export strcmp.
...
Needed for GetShaderStackSize().
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
bfe9a39c3b
vkd3d: Implement the basics of RTPSO.
...
Implement enough that the test case compiles correctly.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
859066cd9b
vkd3d-shader: Add ray-tracing pipeline support to DXIL.
...
Also updates relevant submodules.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
d8d1e82024
vkd3d-shader: Refactor DXIL resource remapping.
...
Prepare for local root signatures.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
1784351dcf
vkd3d-shader: Move root parameter structs to vkd3d-shader.
...
Need it here since local root signatures need to know
the physical layout of the record buffer up front.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
fdcf583cbc
vkd3d: Rename COUNTER buffer to AUX_BUFFER.
...
We will use the same pointer buffer to handle acceleration structures,
so unify this buffer under a new name. Simplifies some of the binding
code since SRV path and UAV path looks more similar now.
Only difference is that UAV path uses BDA -> uint32_t,
and SRV uses BDA -> RTAccelerationStructure.
RT requires BDA, so the fallback descriptor set (storage texel buffer) is never used for RT.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
f3becc21a4
vkd3d: Implement local root signatures.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
9b856ed124
vkd3d: Add entry points for VK_KHR_ray_tracing_pipeline.
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
86da5d9bad
common: Add string utilities for dealing with entry point conventions.
...
Used across both vkd3d-shader and vkd3d, so makes sense to move this to
common code.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen
4957d561dc
vkd3d: Add dummy entry to app overrides.
...
Empty array declaration is not legal C.
Fixes compilation error on MSVC.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Joshua Ashton
51bf939743
vkd3d: Implement DXGI_FORMAT_B4G4R4A4_UNORM
...
Uses VK_EXT_4444_formats.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-04 12:04:10 +01:00
Philip Rebohle
00872471eb
vkd3d: Set WriteBufferImmediateSupportFlags properly.
...
We do not support bundles, but advertizing WriteBufferImmediate
support for bundles is required for Feature Level 12_2.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-01 11:09:56 +01:00
Philip Rebohle
2560c76861
vkd3d: Disable accelerationStructureCaptureReplay feature.
...
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-28 18:55:52 +01:00
Philip Rebohle
b4bc92714a
vkd3d: Always align scratch buffer for query data to 8 bytes.
...
Fixes a validation error. With VK_QUERY_RESULT_64_BIT we need
to use 8-byte alignment, but ssbo_alignment may be less.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-26 21:04:11 +01:00
Hans-Kristian Arntzen
2bc9dc7909
vkd3d: Add FL override for 12.2 (DX12 Ultimate).
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-26 15:00:15 +01:00
Hans-Kristian Arntzen
9893b7f52c
vkd3d: Enable SM 6.3.
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Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-26 15:00:15 +01:00
Hans-Kristian Arntzen
31fa512512
vkd3d: Add checks for RayTracing tier.
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Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-26 15:00:15 +01:00
Hans-Kristian Arntzen
c8f8b24674
vkd3d: Enable ray tracing extensions.
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Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-26 15:00:15 +01:00
Hans-Kristian Arntzen
e89c286075
vkd3d: Report OPTIONS7 features.
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Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-26 15:00:15 +01:00
Georg Lehmann
c76f37d41c
vkd3d: Introduce VKD3D_FILTER_DEVICE_NAME.
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Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-01-25 15:29:34 +01:00
Hans-Kristian Arntzen
326d1cde60
vkd3d-shader: Remove DXIL being optional.
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We always build with DXIL, not using autotools anymore.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-25 14:03:37 +01:00
Philip Rebohle
c6095e740d
vkd3d: Do not create query pool for inline query types.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
7b524590ab
vkd3d: Introduce d3d12_query_heap_type_is_inline.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
098ad5c071
vkd3d: Remove disable_query_optimization workaround.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
7ea11ededb
vkd3d: Use virtual queries for transform feedback queries as well.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
c9525cf5ca
vkd3d: Allocate new virtual query for active queries as necessary.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
b995780de1
vkd3d: Reimplement binary occlusion query resolve.
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No longer requires BDA support since it's easier now to work
around buffer alignment issues.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
5c550b5cda
vkd3d: Rewrite binary occlusion query resolve shader.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
32f7ba6630
vkd3d: Use virtual queries for inline query types.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
4a558ce501
vkd3d: Compute query stride from heap type rather than query type.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
abc204cea4
vkd3d: Create buffer for query heap as necessary.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
39c7f8f32d
vkd3d: Introduce pending query list.
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This will store the list of queries to resolve.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00