The fix which enabled waveops detection broke HZD, since we never tested
with that feature enabled.
Keep it disabled until we can figure out what is going on.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
USE_PUSH_DESCRIPTORS may be misleading since it would be set even when
we're not using push descriptors at all due to root descriptors being
passed in via VAs. Instead, make the flag represent whether or not we
use a regular descriptor set for root parameters.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
We need to know the supported shader model to detect support
for certain features like wave ops correctly.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Previously this would make the user buffer count == 0, which obviously makes apps and assertions not happy.
Fixes a crash in Horizon Zero Dawn when minimized (therefore having a degenerate surface region)
Signed-off-by: Joshua Ashton <joshua@froggi.es>
The packed descriptor index is no longer needed, and causes issues in
case a game sets a root signature, then binds a root descriptor, and
then sets a different root signature which maps the given root parameter
index to a different descriptor since we may now read undefined data
when updating push descriptors.
Fixes#366.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
MSDN states that root signatures across multiple stages in a graphics
pipeline must be identical, but the D3D12 runtime does not validate
this and mixing different root signatures results in undefined
behaviour, so just taking this from the VS should be safe.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
We only need to know the pipeline layout for pipeline variant
creation. We are not holding a strong reference to the root
signature anyway, which may be problematic, but this should
not introduce a regression.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Offset buffer state might be the only relevant difference between two
descriptors. We won't need to copy descriptors, but the offsets must be.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Otherwise, we may run into issues with an app accessing stale resource
or pointers. NULL descriptors are handled in OMSetRenderTargets.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
The struct definitions were identical anyway, and unifying
these will prevent unnecessary code duplication.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
The only currently known use case for this requires us to actually
perform the dispatch operation. Executing more than one indirect
dispatch command is not meaningful, however there might be
differences in behaviour in case the indirect count is zero.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
This logic has to be the same as in d3d12_command_list_update_descriptor_table_offsets,
since not all active descriptor tables are necessarily used by the root signature.
Fixes an assert in the StarsX IrradianceMap demo (Github issue #347).
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
This makes headers a dependency rather than a generator target.
This also means we get proper dependency tracking of them between projects.
Supercedes: #225
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Rename so objects we build so we don't conflict with vkd3d and don't
accidentially attempt to be built against Wine natively (it won't work).
Not quite ready for a 2.0 release yet, but bump the version to reflect
the intent. This creates a new timeline, completely separate from vkd3d.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Version string is used in logging for information purposes, but pipelines blobs and libraries use uint64_t–based commit hash. Using fixed–size integer silences warnings about string length and makes storing build info a little more efficient.
The hash is obtained separately from version string and is shifted to the left by 4 bits if the working tree is dirty.
Signed-off-by: Krzysztof Bogacki <krzysztof.bogacki@leancode.pl>