Commit Graph

1744 Commits

Author SHA1 Message Date
Philip Rebohle eab288bb4e vkd3d: Simplify fence worker implementation.
Avoids potential busy-waiting on the driver with WAIT_ANY_BIT.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-16 12:43:24 +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 34bca90a9c vkd3d: Implement internal reference counting for d3d12_fence.
This will be necessary once we introduce fence workers per
command queue, since we cannot reliably store pointers to
queues.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-16 12:43:24 +01:00
Hans-Kristian Arntzen 102ea2211b vkd3d: Ignore IASetVertexBuffers for NULL pViews.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-15 14:55:53 +00:00
Hans-Kristian Arntzen 5b2cc545e8 vkd3d: Convert RTAS geometry flags.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-15 14:55:03 +00:00
Hans-Kristian Arntzen c425343f41 vkd3d: Remove FIXME spam for pResourceAfter = NULL cases. 2021-03-15 14:10:27 +01:00
Philip Rebohle 0e4ef88d18 vkd3d: Don't broadcast semaphore waits when zeroing memory.
Instead, let queues wait on demand.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 7185e9776d vkd3d: Introduce vkd3d_queue_add_wait.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +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 859aa3fd5a vkd3d: Use VK_SHARING_MODE_CONCURRENT if multi-queue is enabled.
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 6967b1e92b vkd3d: Wait for queue idle before destroying vkd3d queue.
Fixes a potential issue where we may destroy objects that
are still in use by the GPU.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle b0309f6f90 vkd3d: Introduce d3d12_device_allocate_vkd3d_queue.
Replaces d3d12_device_get_vkd3d_queue when mapping D3D12
command queues to Vulkan device queues.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 7359686609 vkd3d: Introduce d3d12_device_get_vkd3d_queue_family.
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 3358fca922 vkd3d: Implement local root signature association.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 028b87ab61 vkd3d: Fix some trivial bugs with local root signatures.
Did not properly allocate bindings.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Philip Rebohle 85f15916c4 vkd3d: Optimize unmapping adjacent resource regions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-11 13:57:45 +01:00
Philip Rebohle 2ef8106136 vkd3d: Optimize sparse binding for buffers and full subresources.
Compacts ranges and only issues one bind for buffer ranges and
full subresource updates, rather than one bind per tile.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-10 13:18:44 +01:00
Philip Rebohle ead9f2d620 vkd3d: Store subresource index in d3d12_sparse_image_region.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-10 13:18:44 +01:00
Hans-Kristian Arntzen cd876284e0 vkd3d: Fix some const warnings on MSVC.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-10 10:48:01 +00:00
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 d758a6e296 vkd3d: Convert Root Signatures to 1.1.
We will be able make use of the use STATIC vs VOLATILE flags.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-10 11:46:05 +01:00
Hans-Kristian Arntzen c409d0f30a vkd3d: Optimize R32UI texel buffer creation.
There is no need to scan through the Vulkan format list,
especially since texel buffer creation happens in the hot path
in cases where we know we need to create R32UI texel buffer views.

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 c351dfc8d3 vkd3d: Remove dead code from d3d12_command_list.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-05 15:49:28 +01:00
Hans-Kristian Arntzen b34af6a7fa vkd3d: Convert RT vertex format correctly.
Context sensitive formats, oh boy!

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-04 16:30:29 +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
Hans-Kristian Arntzen b5d433baaa vkd3d: Implement RTAS clone and compact copy operations.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-04 16:30:29 +01:00
Philip Rebohle 39513d6503 vkd3d: Silence log spam around Min LOD Clamp.
This seriously hurts performance in AC:Valhalla.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-04 13:37:05 +01:00
Hans-Kristian Arntzen 031ad9e139 vkd3d: Track dynamic pipeline stack size
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-03 19:19:47 +01:00
Hans-Kristian Arntzen 9588ec082e vkd3d: Fix warnings when AS is used without support.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-03 19:19:47 +01:00
Hans-Kristian Arntzen fcd00f0559 vkd3d: Implement DispatchRays.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-03 19:19:47 +01:00
Hans-Kristian Arntzen b162e5ec72 vkd3d: Refactor descriptor updates.
We might have to emit to different bind point than our binding entry
suggests due to DXR, so pass down information explicitly to leaf
functions.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-03 19:19:47 +01:00
Hans-Kristian Arntzen eeaca4a500 vkd3d: Pass down raygen pipeline layout to command list.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-03 19:19:47 +01:00
Hans-Kristian Arntzen 0b161f5693 vkd3d: Implement SetPipelineState1.
Refactor push constant invalidation to SetPipelineState,
it is technically more correct to only invalidate when actually pushing
constants, but we need to do full state invalidation when transitioning
between RT pipelines and non-RT pipelines due to bind point aliasing
shenanigans in D3D12, so it makes more sense to invalidate state based
on active bind point there.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-03 19:19:47 +01:00
Hans-Kristian Arntzen 77089065cd vkd3d: Compute default pipeline stack size.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-03 19:19:47 +01:00
Hans-Kristian Arntzen 9ffa3bf351 vkd3d: Support CreateSRV with RTAS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-03 19:19:47 +01:00
Hans-Kristian Arntzen 9ff7b82235 vkd3d: Rename VKD3D_DESCRIPTOR_FLAG_UAV_COUNTER to RAW_VA_BUFFER.
We're going to place acceleration structures here.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-03 19:19:47 +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
Joshua Ashton 4c6f5375a6 vkd3d: Refactor config_flags to be global rather than instance state
Makes it so we can access it in code where we have no concept of a device/instance.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-02 11:09:29 +01:00
Joshua Ashton 64a6bae1a0 vkd3d: Remove vkd3d_application_info structure
This thing has no right to exist.

We don't get this information in D3D12 and it's getting in the way of me refactoring config flags.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-02 11:09:29 +01:00
Joshua Ashton 4da76cb51b vkd3d: Simplify properties/features tracing
Simplifies this to make it easier to add new properties/features
so we don't have a bunch of pointers to things that are just a child
of the device info structure.

Fixes warnings when compiling without traces too.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-02 11:09:29 +01:00
Hans-Kristian Arntzen 89fbe334df vkd3d: Redirect push constants to their bind point stages.
Gives a massive boost on NVIDIA for some reason.
RADV defers push constant update, so ALL_STAGES doesn't have
that much of a perf hit.

~20% uplift in RE2, ~5% uplift in CP77 from some quick and dirty testing.
Seems to be heavily content dependent either way.

Also a bug fix, since we would clobber graphics push constants from
compute and vice versa if both graphics and compute used the same root
signature.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-26 17:06:18 +01:00
Hans-Kristian Arntzen 3839f5e17c vkd3d: Ignore known useless validation warnings.
These only clutter up validation in testing.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-26 15:04:11 +01:00
Joshua Ashton 8c9527cdf7 vkd3d: Refactor SetName implementation
As per MSDN, SetName is just a wrapper around SetPrivateData and a specific GUID.

Some apps and tools will use this to retrieve their name back.

So instead, just forward the name to Vulkan in the SetPrivateData call.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-25 21:51:43 +01:00
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
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 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 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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Philip Rebohle 6e3a7d37cc vkd3d: Store more information in active query list.
Allows us to map D3D12 queries to virtual queries and vice versa.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle 59acbfeb41 vkd3d: Add query resolve pipelines to meta ops.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle cc8fb3ae1c vkd3d: Add query resolve shader.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle 16f5cff061 vkd3d: Implement virtual query allocation.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Hans-Kristian Arntzen a531ee5fd4 vkd3d: Remove force_bindless_texel_buffer workaround.
Obsolete now that we fully split typed and untyped buffer descriptors.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-14 15:34:20 +01:00
Hans-Kristian Arntzen 97e0d8e751 vkd3d: Move bindless SSBO out of MUTABLE set and fill both descriptors.
We will need separate descriptor sets to be able to handle typed vs
untyped buffer workarounds.

Also writes multiple descriptors for buffers views to make sure MUTABLE
and SSBO sets are filled (or TEXEL_BUFFER + SSBO for non-mutable).

Applications often get this wrong and use raw buffer in shader where
typed view was written and vice versa.
To mitigate this, just write a typed and untyped view together.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-14 15:34:20 +01:00
Philip Rebohle 6bddcb4352 vkd3d: Store both byte range and element range in offset buffer.
The first range will store the byte offset, the second one will
be the typed buffer range. Typed descriptors should write both.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-14 15:34:20 +01:00
Hans-Kristian Arntzen dbbde3c6f1 vkd3d: Remove VKD3D_DESCRIPTOR_FLAG_DEFINED.
This is redundant now since this information is carried by set_info_mask.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-14 15:34:20 +01:00
Hans-Kristian Arntzen 1bddaa0fff vkd3d: Allow a heap binding to cover multiple descriptors.
This begins the refactor toward letting us to use both texel buffer and
SSBO descriptors for typed buffers, which is a better workaround than
force_bindless_texel_buffers.

In this new approach, we store a mask in metadata instead of
set/binding.

When copying a descriptor, we will iterate over the masks and look up
binding directly from device->bindless_state.set_info[].

The mask is represented in terms of info index rather than set index to
avoid needless lookups. Add some new helpers to make this process
easier.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-14 15:34:20 +01:00
Philip Rebohle f25df5b453 vkd3d: Reset inline queries in BeginQuery.
We currently never reset occlusion queries. For some reason,
validation layers do not report this.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-14 13:38:21 +01:00
Philip Rebohle 037efbdcda vkd3d: Add mapping for PACK16 formats.
Dirt 5 fails with an error message otherwise.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-08 18:37:26 +01:00
Philip Rebohle a3d21494f7 vkd3d: Enable query workaround for AC:Valhalla.
Fixes #458.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-12 13:01:52 +01:00
Philip Rebohle b8c96d9b30 vkd3d: Add workaround to disable occlusion query optimization.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-12 13:01:52 +01:00
Hans-Kristian Arntzen 9cbd1b2a0d vkd3d: Add Cyberpunk2077.exe to workaround detection.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-11 11:22:45 +01:00
Philip Rebohle 946bcd7922 vkd3d: Do not store counter address in descriptor.
Unnecessary because the UAV counter buffer is a host memory
allocation anyway in case of host-only descriptor heaps, so
we will not read from uncached memory.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-10 18:14:16 +01:00
Hans-Kristian Arntzen 22a907e11a vkd3d: Add descriptor QA logging.
When reading GPU hang dumps, we can figure out what happened to
descriptor types along the way.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-09 14:51:53 +01:00
Philip Rebohle 1d9f28b25f vkd3d: Add fast path for mutable descriptor copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-09 14:31:22 +01:00
Philip Rebohle 7d40d8a22e vkd3d: Rework descriptor copies to copy ranges.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-09 14:31:22 +01:00
Hans-Kristian Arntzen a888d81422 vkd3d: Fix embarassing enum bug.
Caused crash when using a driver that did not support
mutable_descriptor_type.
Was using the wrong enum bitfields ... Sigh, type safe enums would be nice.
Regression caused during refactor in review most likely.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-07 20:55:56 +01:00
Hans-Kristian Arntzen 051ba691be vkd3d: Clarify comment about not using MEMORY_READ/WRITE.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-07 20:45:02 +01:00
Philip Rebohle c057e881dc vkd3d: Do not interrupt render pass for occlusion queries.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-07 15:18:12 +01:00
Hans-Kristian Arntzen aa21d2d03d vkd3d: Add support for VK_VALVE_mutable_descriptor_type.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-07 15:17:08 +01:00
Hans-Kristian Arntzen 8fb88855e5 vkd3d: Hash buffers and views based on format, not vk_format.
The creation infos use the format, which potentially contains other
information as well.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-05 15:09:39 +01:00
Philip Rebohle c4fbe47106 vkd3d: Do not interrupt render pass for timestamp queries.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-03 16:54:35 +01:00
Philip Rebohle e13d69ad27 vkd3d: Batch query pool reset commands if possible.
By resetting query pools in advance, we can reduce the number of
stalls between draw calls in passes with occlusion queries, which
is currently causing serious performance issues in some games.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-03 16:21:43 +01:00
Philip Rebohle 648e41716b vkd3d: Add additional command buffer to batch intialization commands.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-03 16:21:43 +01:00
Philip Rebohle d0fc57413e vkd3d: Merge adjacent query ranges on insertion.
Since we'll be inserting lots of single queries, we want to
avoid having to resize the range array since that is an O(n)
operation at worst.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-03 16:21:43 +01:00
Philip Rebohle 81e6449f67 vkd3d: Add code to track query ranges used within a command list.
Useful to batch vkCmdResetQueryPool calls.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-03 16:21:43 +01:00
Hans-Kristian Arntzen ee4508ba97 vkd3d: Fix sign vs unsigned compare warning.
UINT16 promotes to int rather than UINT here.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-03 15:05:13 +01:00
Hans-Kristian Arntzen f67f55827e vkd3d: Parse patch version of PACKAGE_NAME as well.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-03 15:05:13 +01:00
Hans-Kristian Arntzen b85a345d48 vkd3d: Fix const-ness warning on MSVC.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-02 13:12:56 +01:00
Hans-Kristian Arntzen 5f8659f4bb vkd3d: Use reader-writer spinlock in view map.
The common case is that we find an entry, so taking a writer lock should
be the rare case. We need to optimize for the case where the application
hammers the view map with e.g. buffers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-02 13:12:56 +01:00
Hans-Kristian Arntzen e0382cc451 vkd3d: Add extra typeless copy usage flags after clearing them.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-27 16:27:39 +01:00
Hans-Kristian Arntzen f46756ed85 vkd3d: Report if RTV/DSV resource does not set render target usage.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-27 16:27:39 +01:00
Hans-Kristian Arntzen c38fd9bfc3 vkd3d: Bind WHOLE_SIZE when using null SSBO descriptor.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-27 13:13:39 +01:00
Philip Rebohle 2ec68af1d5 vkd3d: Add fallback path for predication using indirect draws.
Official AMD drivers do not support VK_EXT_conditional_rendering,
so we'll use indirect draws instead to emulate the feature.

This also handles 64-bit predicates in combination with the
Vulkan extension, which was not possible previously.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-27 12:43:39 +01:00
Philip Rebohle 82d9ba1ebf vkd3d: Add meta shader to generate predicated draw/dispatch commands.
The idea is to use indirect draws and dispatches to implement
predication. For predicated indirect draws, we'll use indirect
count.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-27 12:43:39 +01:00
Hans-Kristian Arntzen 1ce5ea8073 vkd3d: Fix segfault when freeing pipeline library.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-25 10:26:36 +01:00
Philip Rebohle 2c9bacd760 vkd3d: Perform binary occlusion query fixup on scratch buffer.
Potentially avoids some unnecessary host memory access. Use BDA for
the compute shader so that we can ignore alignment restrictions on
some GPU architectures.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-24 16:45:55 +01:00
Philip Rebohle 78076a9a84 vkd3d: Introduce d3d12_resource_get_va.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-24 16:45:55 +01:00
Philip Rebohle afb85c79cd vkd3d: Add code to create, destroy and recycle scratch buffers.
Command lists may need to allocate temporary device memory for
certain operations. In order to avoid frequent alloc/free calls,
we'll recycle these scratch buffers until a certain threshold.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-24 16:45:55 +01:00
Hans-Kristian Arntzen 19193bf932 vkd3d: Sanitize VBO strides and VBO offsets.
Realign VBO strides and offsets if we have to, for sake of
robustness. Violating these rules is against D3D12 spec, but it does not
cause crashes on native drivers. On RDNA we can hit hangs with unaligned
vertex attributes. It appears that native drivers apply some kind of
fixup here to avoid the crash, even if the result is not what we expect.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-24 15:07:29 +01:00
Hans-Kristian Arntzen 10b503c893 vkd3d: Fallback to NULL VA when binding non-existent VBO.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-24 15:07:29 +01:00
Philip Rebohle 8cbecfb9f6 vkd3d: Fix offset for predicate buffer.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-20 11:23:06 +01:00
Philip Rebohle fb6f078ba9 vkd3d: Fix up binary occlusion query results.
In D3D12, these return 1 rather than an actual sample count.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-19 22:08:42 +01:00
Philip Rebohle 89aea3304c vkd3d: Always add STORAGE_BUFFER_BIT to readback buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-19 22:08:42 +01:00
Philip Rebohle fdd0dbafe4 vkd3d: Add meta compute shader to resolve binary occlusion queries.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-19 22:08:42 +01:00
Philip Rebohle 6886bb7f11 vkd3d: Handle empty viewports.
Assassin's Creed Valhalla relies on this.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-19 14:31:39 +01:00
Philip Rebohle ecc504922e vkd3d: Consider mip level for 3D UAV slice check.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-19 14:20:28 +01:00
Hans-Kristian Arntzen ffc1fa646c vkd3d: Mask out attachments which cannot safely be written to.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-19 14:13:59 +01:00
Hans-Kristian Arntzen 0dc0d75967 vkd3d: Use VK_IMAGE_LAYOUT_UNDEFINED for unused attachments.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-19 14:13:59 +01:00