Commit Graph

1545 Commits

Author SHA1 Message Date
Joshua Ashton f50c897868 build: Merge vkd3d_headers into vkd3d_common
Fixes MSVC build.
Closes: #343

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-11-03 09:37:24 +01:00
Philip Rebohle 601abe7408 vkd3d: Reset RTV/DSV descriptors when creating NULL descriptor.
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>
2020-10-30 17:02:17 +01:00
Philip Rebohle f29b397a9f vkd3d: Implement RTV/DSV descriptor copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 17:02:17 +01:00
Philip Rebohle f3c35b2992 vkd3d: Remove unused descriptor magic from RTV/DSV descriptors.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 17:02:17 +01:00
Philip Rebohle 211704be3f vkd3d: Use per-resource view maps to create render target views.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 17:02:17 +01:00
Philip Rebohle 109c881ccb vkd3d: Unify RTV and DSV descriptor types.
The struct definitions were identical anyway, and unifying
these will prevent unnecessary code duplication.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 17:02:17 +01:00
Philip Rebohle bd1de243d3 vkd3d: Don't skip indirect dispatches with count buffer.
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>
2020-10-30 16:56:18 +01:00
Philip Rebohle c50e529be0 vkd3d: Fix descriptor table mask when populating inline uniform block data.
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>
2020-10-30 16:56:18 +01:00
Joshua Ashton c72fb12353 build: Only generate headers once
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>
2020-10-29 10:02:48 +01:00
Hans-Kristian Arntzen bb1d57b769 vkd3d: Use INFO rather than TRACE for some relevant messages.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 17:03:54 +01:00
Hans-Kristian Arntzen d8bd309ab2 vkd3d: Log vkd3d applicationVersion and build hash.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 17:03:54 +01:00
Hans-Kristian Arntzen 8cd30ee1c7 build: Rename exposed APIs to reflect vkd3d-proton and update to 2.0.
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>
2020-10-28 14:39:09 +01:00
Hans-Kristian Arntzen 7359720448 Update so-version to 2.0.
We've broken ABI compatibility with 1.1 with swapchain rework.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 14:39:09 +01:00
Hans-Kristian Arntzen 4d961f96ea vkd3d: Fix some nits with declaration-after-statement.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 11:04:06 +01:00
Krzysztof Bogacki 61b13cc278 build: Use separate version string and build hash
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>
2020-10-28 10:40:28 +01:00
Philip Rebohle 49d3fa30a7 vkd3d: Enable offset buffer as necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle 127b498a5a vkd3d: Adjust SSBO descriptors based on alignment requirements.
And write data to the offset buffer.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle 374adc8bb7 vkd3d: Account for buffer offset info in clear_uav.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle b57a5dd96d vkd3d: Add extra binding for SSBO offset buffer.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle 811235858c vkd3d: Allocate descriptor heap buffer storage for bound SSBO ranges.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle 7aaae61c64 vkd3d: Refactor descriptor heap buffer creation.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle 15b1fb7128 vkd3d: Restore d3d12_device_use_ssbo_root_descriptors.
We will not have offset information for root descriptors, so
we can still only use them with four-byte aligned SSBOs.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Krzysztof Bogacki f7cca758a6 vkd3d: Bit–shift last argument of MAKE_MAGIC
Signed-off-by: Krzysztof Bogacki <krzysztof.bogacki@leancode.pl>
2020-10-27 19:52:57 +01:00
Philip Rebohle dd13d44bd5 vkd3d: Use UAV counter address binding from descriptor heap.
Instead of binding it via push descriptors at draw time.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-23 12:36:17 +02:00
Philip Rebohle a76e311c5e vkd3d: Add UAV counter address buffer to descriptor heap bindings.
Introduces 'extra' bindings to bindless sets which can be used to
bind additional storage buffers to the pipeline, which will occur
before the bindless descriptor array in the descriptor set.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-23 12:36:17 +02:00
Philip Rebohle 7e32f833ed vkd3d: Store binding index in descriptor.
Needed for when we add additional descriptors to the bindless
descriptor sets.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-23 12:36:17 +02:00
Hans-Kristian Arntzen 16f09a0ba0 vkd3d: Do not perform any alignment analysis for SSBOs.
We cannot rely on alignment analysis since games are buggy and screw up
RAW vs structured on occasion.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-22 13:07:05 +02:00
Joshua Ashton ae93fe0941 vkd3d: Remove VKD3D_RESOURCE_PUBLIC_FLAGS
There was no reason to mask this anyway when importing images.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-22 09:30:24 +02:00
Joshua Ashton 4fb3e277f1 vkd3d: Remove VKD3D_RESOURCE_PRESENT_STATE_TRANSITION
All this flag does is make resource creation fail.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-22 09:30:24 +02:00
Hans-Kristian Arntzen eed4f54a80 vkd3d: Enable SSBO path.
For now, don't enable it on NV due to a very likely driver bug.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-21 14:34:37 +02:00
Philip Rebohle f9c712ded0 vkd3d: Fix descriptor layout mismatch for ClearUAV.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 17:38:58 +02:00
Philip Rebohle 544a6184e9 vkd3d: Enable raw SSBOs for root descriptors on supported hardware.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 16:20:26 +02:00
Philip Rebohle 4841630876 vkd3d: Store descriptor type with root descriptors.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 16:20:26 +02:00
Hans-Kristian Arntzen 1c76072819 vkd3d: Use EXTENDED_USAGE_BIT on mutable format images.
If the image itself is sRGB or some other format that does not support
STORAGE, we need this flag.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
Hans-Kristian Arntzen 5b44ffa831 swapchain: Fix warnings.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
Hans-Kristian Arntzen 69f54ae049 swapchain: Handle maxImageExtent of 0.
This can happen on Windows when windows are minimized.
Might not happen in winevulkan, but Vulkan spec outlines this Win32 case
explicitly and it happens on native Windows.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
Hans-Kristian Arntzen 65031753ae swapchain: Blit to screen with render pass.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
Hans-Kristian Arntzen 09b0675b53 swapchain: Handle VK_SUBOPTIMAL_KHR.
It is considered a "success", in that fences must be signalled, so make
sure we wait and reset it so we don't risk calling vkAcquireNextImageKHR
later with an already signalled fence.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
Hans-Kristian Arntzen 9b25141bb8 swapchain: Only support user images.
Only way to implement a D3D12 swapchain.
For now, disable compute paths, we'll introduce it properly after refactor.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
Hans-Kristian Arntzen 4f0bc383b7 swapchain: Make use of initial image transition.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
Hans-Kristian Arntzen d7e9713c4c vkd3d: Add external API to perform initial transition.
Relevant for swapchain since a swapchain resource can be presented right
away without ever having been touched by an API call.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
Hans-Kristian Arntzen a8ef7384b4 vkd3d: Remove support for obsolete PRESENT_STATE_TRANSITION.
It is broken by design and won't be needed by a swapchain
implementation which uses user buffers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
Philip Rebohle 677e55c6f9 vkd3d: Store UAV counter address in d3d12_desc.
May improve performance since the UAV counter buffer is
stored in uncached memory.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 991d40006b vkd3d: Fix maximum workgroup count for clearing buffer UAVs.
Buffer views do not necessarily cover the entire resource, so we
should not spawn more workgroups than necessary to clear the view.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 6401cc353e vkd3d: Support raw buffer views in ClearUnorderedAccessView*.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 3e1445eacb vkd3d: Add meta pipeline to clear raw storage buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 290f44254a vkd3d: Implement descriptor updates for SSBOs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 993cdd254e vkd3d: Emit resource declarations for raw SSBOs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 3eac9f9c7d vkd3d: Introduce vkd3d_bindless_set_flag.
This will allow us to use the same bindless descriptor set for
different types of descriptor ranges.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle c097c00167 vkd3d: Explicitly set descriptor types for bindless sets.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle d3abc66399 vkd3d: Do not store UAV counter info in vkd3d_view.
We won't necessarily have a view once we support raw SSBOs.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 07e6687f6a vkd3d: Rework descriptor set lookup.
This is no longer performance-critical, so in order to simplify changing
the binding model, remove hard-coded descriptor set numbers and instead
look them up based on the requested descriptor properties.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle bffadd1f23 vkd3d: Rename vk_cbv_info -> buffer.
This will no longer be exclusive to constant buffer views.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle b82bbe265e vkd3d: Pass storage buffer alignment to shader compiler.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Hans-Kristian Arntzen 3a4e555e9c vkd3d: Track if we have a valid index buffer bound.
Ignore any indexed draw calls which uses a NULL index buffer.
This is not fully correct, but there is no easy way to emulate D3D12
behavior exactly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 12:27:20 +02:00
Hans-Kristian Arntzen f1818c267f vkd3d: Fix menu regression in RE2.
If rendering to A8 format, do not apply output swizzle in non-PS stages.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-14 10:46:46 +02:00
Hans-Kristian Arntzen f0f1ca161f vkd3d: Always pass down compiler args.
Needed for all stages since typed UAV read can happen in all stages.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-12 14:55:24 +02:00
Hans-Kristian Arntzen 202a3257d7 vkd3d: Make use of StorageImageReadWithoutFormat if supported.
Death Stranding makes use of typed load from RGB10A2.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-12 14:55:24 +02:00
Hans-Kristian Arntzen af5a4cf311 vkd3d: Use a unique cookie per resource/view.
We cannot compare resource pointers or view pointers,
since the pointers might have been recycled.
This leads to a scenario where we're not updating descriptors we're
supposed to, and the GPU reads a stale descriptor.

Fixes a GPU hang in Death Stranding (and possibly lots of other weird
crashes as well).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-12 12:46:07 +02:00
Hans-Kristian Arntzen 4dff80661a vkd3d: Rewrite initial resource state tracking.
For correctness, we will need to defer any initial resource state
handling to the queue timeline. Here, we will build an UNDEFINED ->
common layout barrier if (and only if):

- The resource is marked to care about initial layout transition.
- We are the first queue thread to observe that initial_transition
  member is 1 (atomic exchange).
- The first use of the resource was not marked to be a discard.
  E.g., if the first use of the resource is an alias barrier, we must
  not emit an early barrier. The only we should do here is to clear the
  initial_transition member, and leave it like that.

A command list maintains a list of d3d12_resources which *might* need a
transition. For the first frame a resource is used (or so), it will not
have the flag cleared yet, so multiple command lists might add the
d3d12_resource to its own transition list. This is fine, as the queue
will resolve it.

If multiple queues see the same initial transition, there might be
shenanigans, but the application must ensure there is either a
submission boundary or fence boundary between the uses. Any initial
layout transition will only be submitted after a Wait() is observed, as
submission of the transition command buffer will be in-order with other
submissions.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-08 14:30:50 +02:00
Hans-Kristian Arntzen 6d2f540a40 vkd3d: Transition from UNDEFINED if a copy command writes everything.
An optimization and a requirement in D3D12. Clearing out an image
through a copy is considered enough to satisfy the requirement to acquire an
alias in the advanced usage model.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-08 14:30:50 +02:00
Hans-Kristian Arntzen 9c04f35757 vkd3d: Fix validation error when render pass is used without attachment.
Just drop the VkSubpassDependency in this case to satisfy the validator,
since stages == 0 is not allowed.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-07 17:43:53 +02:00
Hans-Kristian Arntzen 89235b7bc0 meta: Implement meta for swapchain pipelines.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-06 13:15:31 +02:00
Hans-Kristian Arntzen 97d8568f88 meta: Add vert/frag shaders for fullscreen swapchain pass.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-06 13:15:31 +02:00
Hans-Kristian Arntzen d626a0bde9 meta: Add custom vertex shaders to vkd3d_meta_create_graphics_pipeline.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-06 13:15:31 +02:00
Hans-Kristian Arntzen c59a6abfbd meta: Introduce vkd3d_meta_create_sampler.
Will be used for immutable samplers for scalers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-06 13:15:31 +02:00
Hans-Kristian Arntzen 44977b63b2 vkd3d: Move vkd3d_view_key to private header.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-06 13:15:31 +02:00
Hans-Kristian Arntzen 70af36a6e2 swapchain: Actually use matching mode when going fullscreen.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-05 19:53:05 +02:00
Hans-Kristian Arntzen d02d95f606 swapchain: Workaround weird behavior with FindClosestMatchingMode.
Use a default format if there is no format specified.
Otherwise, the call fails on both Wine and DXVK DXGIs.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-05 19:53:05 +02:00
Hans-Kristian Arntzen 624e42f742 swapchain: Add thread safety.
IDXGISwapchain should be thread safe, doesn't cost much to add it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-05 19:53:05 +02:00
Joshua Ashton f5b2f45f13 vkd3d: Use already existing format for sparse multi-planar test
This was wrong anyway as it assumed depth always.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-05 10:50:28 +02:00
Joshua Ashton eee64787c7 vkd3d: Keep track of vkd3d_format for resources
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-05 10:50:28 +02:00
Joshua Ashton a991fddeeb build: Use `-fvisibility=hidden` and define exports manually
When building natively on Windows we use dllexport/dllimport for vkd3d/vkd3d_utils public exports.

When building natively on Linux we simply make those visibility default.

Nothing changes for standalone here.

Closes #152

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-05 10:44:10 +02:00
Joshua Ashton be2c0c1f1e include: Remove DECLSPEC_HIDDEN from headers
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-05 10:44:10 +02:00
Joshua Ashton e09f129064 vkd3d: Use enum for VKD3D_META_COPY_MODE
Just some extra type-safety.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-09-30 13:00:32 +02:00
Joshua Ashton 2d3df0838a vkd3d: Use generated shaders
Now we don't have the autotools path, we can use what we make now.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-09-30 13:00:32 +02:00
Joshua Ashton fa60742114 build: Remove autotools build path
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-09-30 13:00:32 +02:00
Joshua Ashton 3c54cf8ad6 vkd3d: Use VK_NULL_HANDLE instead of NULL for VkPipelineCache
Fixes a warning in MSVC.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-09-30 01:44:50 +02:00
Philip Rebohle 759e21d821 vkd3d: Remove d3d12_descriptor_heap_set_index_from_magic.
Unused, should have been in previous commit. Whoops.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-29 15:15:49 +02:00
Hans-Kristian Arntzen 9d36ab59d6 vkd3d: Add support for a shader debug ring.
Will allow replaced shaders to emit debug messages to a buffer.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-29 15:00:36 +02:00
Philip Rebohle 29fe4da015 vkd3d: Remove unused fields from d3d12_desc.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-29 14:48:26 +02:00
Philip Rebohle 0450ae9f85 vkd3d: Introduce VKD3D_DESCRIPTOR_FLAG_VIEW.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-29 14:48:26 +02:00
Philip Rebohle eb0ada76e8 vkd3d: Remove unused code for descriptor updates.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-29 14:48:26 +02:00
Philip Rebohle 3682e4d9f7 vkd3d: Rework UAV descriptor updates.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-29 14:48:26 +02:00
Philip Rebohle 3177d80814 vkd3d: Rework SRV descriptor updates.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-29 14:48:26 +02:00
Philip Rebohle c2439d67b8 vkd3d: Rework sampler descriptor updates.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-29 14:48:26 +02:00
Philip Rebohle 5c066940a0 vkd3d: Rework CBV descriptor updates.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-29 14:48:26 +02:00
Hans-Kristian Arntzen 250357c998 debug: Integrate automatic RenderDoc capturing.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-22 12:44:18 +02:00
Hans-Kristian Arntzen 1ce14c2ef3 vkd3d: Remove bindless CBV workaround.
Not relevant anymore, and should see good uplift on NV depending on
content.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-11 16:54:00 +02:00
Hans-Kristian Arntzen e823715ac8 vkd3d: Clean up warnings.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-11 15:20:52 +02:00
Philip Rebohle cea17b2440 vkd3d: Don't call vkGetPipelineCacheData on a null handle.
On systems without extended dynamic state, or for certain pipelines,
it is possible for vk_pso_cache to be VK_NULL_HANDLE, so we need to
check for this during serialization.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 18:11:41 +02:00
Hans-Kristian Arntzen 52ecd35dee vkd3d: Set shader module name to the hash.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-08 15:03:41 +02:00
Hans-Kristian Arntzen adde8947c6 vkd3d: Trace which pipelines are being bound and if they are replaced.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-08 15:03:41 +02:00
Philip Rebohle 3a39f38fc5 vkd3d: Advertize support for relevant shader cache features.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00
Philip Rebohle dcb03257f9 vkd3d: Implement pipeline library functionality based on VkPipelineCache.
This is used extensively by Horizon Zero Dawn, and allows us
to skip the compile screen after the initial first run.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00
Philip Rebohle 92b6e71ce4 vkd3d: Factor out pipeline state struct conversion.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00
Philip Rebohle d4f4e34656 vkd3d: Remove pipeline cache from d3d12_device.
Unused now, instead we should implement D3D12 caching primitives
correctly and rely on the Vulkan driver otherwise.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00
Philip Rebohle 15ed944e40 vkd3d: Implement ID3D12PipelineState::GetCachedBlob.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00
Philip Rebohle 0396ee544c vkd3d: Implement support for cached PSO pipeline state.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00
Philip Rebohle 2b885c4981 vkd3d: Move ID3D12PipelineLibrary imlpementation to separate file.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00
Hans-Kristian Arntzen eb4ce56139 vkd3d: memset instance and device structs.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-08 09:34:26 +02:00
Robin Kertels 51d2a3bad2 vkd3d: Set VKD3D_DYNAMIC_STATE_VERTEX_BUFFER when binding a new pipeline
... if we have dirty vbo slots left.

Fixes textures when inspecting items in the inventory in RE2 and RE3.

Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2020-09-06 10:08:33 +02:00
Hans-Kristian Arntzen ec441808c8 vkd3d: Emit host memory barrier as needed.
There is no resource state associated with this, so emit the barrier at
the end of a command buffer based on trivial tracking.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-02 14:46:12 +02:00
Hans-Kristian Arntzen 92b4f13f76 vkd3d: Zero out descriptor heaps on allocation.
Only bother if nullDescriptors are supported.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-31 17:22:17 +02:00
Philip Rebohle 2fd2cb1be2 vkd3d: Implement generic fallback for WriteBufferImmediate.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-28 17:27:05 +02:00
Philip Rebohle c71e70335a vkd3d: Implement WriteBufferImmediate with AMD_buffer_marker.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-28 17:27:05 +02:00
Philip Rebohle 6940716417 vkd3d: Enable VK_AMD_buffer_marker if available.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-28 17:27:05 +02:00
Hans-Kristian Arntzen e3d2484a49 vkd3d: Rewrite timeline semaphore handling.
Need to handle large (> 4G) jumps in timeline value, which is not
supported by all implementations.

There is no good way to handle that, so rewrite and clean up timeline
semaphore handling by separating the timeline into a virtual timeline
(which can rewind and jump around arbitrarely) and a physical timeline
which increments by one each time.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-28 14:13:47 +02:00
Hans-Kristian Arntzen 2d22317f31 vkd3d: Never attempt to use PCI-pinned memory types.
These memory types might end up being used as fallback memory types,
which is problematic due to their tiny sizes, and unexpected performance
behavior. Generally, when we want to fallback, we should cleanly fall
back to system memory rather than a different device local type.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-27 12:45:58 +02:00
Hans-Kristian Arntzen 4ec05b99b4 vkd3d: Fix crash in validation layer when freeing static descriptor set.
vk_pool cannot be NULL.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-27 12:37:45 +02:00
Philip Rebohle 0d0917508b vkd3d: Remove VKD3D_DESCRIPTOR_POOL_TYPE_IMMUTABLE_SAMPLER.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-26 14:56:17 +02:00
Philip Rebohle 17cf1f69d7 vkd3d: Use global descriptor sets for static samplers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-26 14:56:17 +02:00
Philip Rebohle a862d02c4c vkd3d: Introduce global descriptor pools for static samplers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-26 14:56:17 +02:00
Philip Rebohle d4f13b755f vkd3d: Use new global sampler state for static samplers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-26 14:56:17 +02:00
Philip Rebohle d4bbd4b43e vkd3d: Add sampler state object to d3d12_device.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-26 14:56:17 +02:00
Philip Rebohle a09a0ed86d vkd3d: Introduce vkd3d_sampler_state.
Manages unique static samplers for now, in order to reduce duplicates.
Can be extended to also manage descriptor pools for static samplers in
the future.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-26 14:56:17 +02:00
Hans-Kristian Arntzen d416d65d40 vkd3d: Fallback allocate memory for OpenExistingHeapFrom*.
RenderDoc does not support external_memory_host yet, and these heaps are
generally only used for debugging, so we should be able to get away with
this in practice.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-25 11:48:41 +02:00
Hans-Kristian Arntzen 23968fc423 vkd3d: Fall back to visible/coherent for host imported memory.
On NVIDIA, we can only import as uncached, introduce a fallback for that
scenario.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-25 11:48:41 +02:00
Hans-Kristian Arntzen b5e521fd6a vkd3d: Validate resource sharing flag.
If heap is cross adapter, resource must also be cross adapter.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-25 11:48:41 +02:00
Hans-Kristian Arntzen 6260d18716 vkd3d: Implement OpenExistingHeapFromFileMapping.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-25 11:48:41 +02:00
Hans-Kristian Arntzen 0c1b49d681 vkd3d: Implement OpenExistingHeapFromAddress.
Refactors out some common code in d3d12_heap_init.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-25 11:48:41 +02:00
Hans-Kristian Arntzen 6e2b153235 vkd3d: Add host import to allocate_buffer_memory.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-25 11:48:41 +02:00
Hans-Kristian Arntzen aafc9aec96 vkd3d: Add helper to allocate imported host memory.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-25 11:48:41 +02:00
Hans-Kristian Arntzen 95b6596d75 vkd3d: Enable VK_EXT_external_memory_host.
Needed for OpenExistingHeapFromAddress and friends.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-25 11:48:41 +02:00
Philip Rebohle 5a9d132b20 vkd3d: Get rid of descriptor spinlocks.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 73d578e5ab vkd3d: Do not ref-count views in descriptor updates.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 684c658e22 vkd3d: Do not ref-count view in ClearUnorderedAccessView.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 9098221f0a vkd3d: Add sampler map to device.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 28c1b7757c vkd3d: Add sampler support to view map.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle daf9f5c69f vkd3d: Store views created from resource in resource's view map.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 6545cb4f7d vkd3d: Add view map to null resources.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 4f3fce5914 vkd3d: Introduce vkd3d_view_map_create_view.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle ff69d59fa6 vkd3d: Add view map to d3d12_resource.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 7785c60a08 vkd3d: Add image parameter to vk_image_view_desc.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 3c9a54cb73 vkd3d: Introduce vkd3d_buffer_view_desc.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 05381caac9 vkd3d: Use vkUpdateDescriptorSets for descriptor copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle a056922293 vkd3d: Create separate descriptor set layout for host-only pools.
D3D12 allows much larger pools to be created for heaps that are not
shader-visible, which some games make use of. Fixes crashes on Nvidia.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 68fc3f9322 vkd3d: Create descriptor pools for all descriptor heaps.
Not just the shader visible ones, since we'll be using Vulkan
descriptor set copies to implement D3D12 descriptor copies.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle 8e4aaeff05 vkd3d: Introduce new descriptor metadata struct.
Stores info about where exactly the descriptor is stored in the
Vulkan descriptor pool, and whether we have to worry about an
additional UAV counter descriptor.

This is meant to replace all the other non-static data stored
inside d3d12_desc.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Philip Rebohle fcc0c4c163 vkd3d: Remove default null image views.
We're not using these anywhere because we need formats to be correct
for image views. Buffer views are used for root descriptors and null
UAV counters.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-08-19 12:54:56 +02:00
Hans-Kristian Arntzen 00618cb2c1 vkd3d: Load VK_LAYER_KHRONOS_validation if we enable debug mode.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-30 17:36:53 +02:00
Philip Rebohle 9e8b2a22ed vkd3d: Don't destroy UAV counter view if it's the null view.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-30 16:35:15 +02:00
Philip Rebohle 651ecfe7f6 vkd3d: Set counter buffer view to null view for buffer UAVs.
Fixes a crash on drivers that don't support null descriptors.
Image UAVs and other descriptor types cannot have counters.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-30 15:16:51 +02:00
Hans-Kristian Arntzen b47dae95e5 vkd3d: Lower MAX_DESCRIPTOR_SETS to 9.
We just removed packed set.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-30 11:58:58 +02:00
Philip Rebohle 3364758746 vkd3d: Remove volatile packed descriptor handling.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-30 11:56:24 +02:00
Philip Rebohle c580866648 vkd3d: Remove packed descriptor set from root signature.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-30 11:56:24 +02:00
Philip Rebohle fd249acb64 vkd3d: Remove packed descriptor set update code.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-30 11:56:24 +02:00
Philip Rebohle 2cd23f5305 vkd3d: Require bindless samplers and SRV/UAV/CBV.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-30 11:56:24 +02:00
Hans-Kristian Arntzen 1b100aa40d vkd3d: Fix broken access to dead stack variable.
Fallout from UAV counter bindless PR.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-29 17:15:00 +02:00
Philip Rebohle d0f64cfbb7 vkd3d: Always use bindless UAV counters if UAVs are bindless.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-29 15:23:25 +02:00
Philip Rebohle 3766e7e994 vkd3d: Rename BINDLESS_UAV_COUNTERS -> RAW_VA_UAV_COUNTERS.
For clarity, since we'll be moving to full bindless anyway.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-29 15:23:25 +02:00
Philip Rebohle 7f36039c9c vkd3d: Update uav counter set as necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-29 15:23:25 +02:00
Philip Rebohle 949e38e0b3 vkd3d: Add binding for uav counter views.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-29 15:23:25 +02:00
Philip Rebohle 40764d82ef vkd3d-shader: Introduce VKD3D_SHADER_BINDING_FLAG_RAW_VA.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-29 15:23:25 +02:00
Philip Rebohle fa3085400d vkd3d: Handle pRegion == NULL in DiscardSubresource.
Fixes a crash in Shadow of the Tomb Raider.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-23 16:23:31 +02:00
Hans-Kristian Arntzen 4611c9a96f vkd3d: Fix warnings in calibrated timestamp implementation.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-22 10:52:03 +02:00
Philip Rebohle abb8d32642 vkd3d: Add DXGI_FORMAT_R9G9B9E5_SHAREDEXP.
Needed by Battlefield 1.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-20 19:42:44 +02:00
Hans-Kristian Arntzen 7df9a48528 vkd3d: Add some other interesting profiling regions.
Useful to measure submission times, as well as time spent acquiring the
Vulkan queues. This correlates 1:1 with swapchain as well, so it's
useful when we want to get some "X / frame" metrics.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-20 16:39:15 +02:00
Hans-Kristian Arntzen 6a60834379 vkd3d: Make profiled vtable for ID3D12GraphicsCommandList4.
Similar to ID3D12Device profiled vtable, disgusting, but it should do
the trick.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-20 16:39:15 +02:00
Hans-Kristian Arntzen 37e4ce7ce7 vkd3d: Make a profiled vtable for ID3D12Device.
There are two advantages of doing it like this:
- When profiling is not enabled, we get no overhead for device calls.
- Avoids cluttering up the main implementation.

Disadvantage is that rolling inherited vtables like this is quite
disgusting, but this is C, what you gonna do ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-20 16:39:15 +02:00
Hans-Kristian Arntzen 9a1943d57b vkd3d: Init profiling when we create an instance.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-20 16:39:15 +02:00
Joshua Ashton b38a18dbd8 vkd3d: Move copy descriptors implementation into a new func
Calling this from CopyDescriptorsSimple on its own is a bad idea given its __stdcall and GCC doesn't like optimizing that.

Also marked it as inline given it can easily be optimized greatly contextually for CopyDescriptorsSimple

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-17 14:02:18 +02:00
Philip Rebohle 2729c4ad41 vkd3d: Implement GetClockCalibration.
Manually uses QPC if the Vulkan implementation does not support
the QPC domain by itself.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-17 11:49:38 +02:00
Philip Rebohle 1af4c6c719 vkd3d: Enable VK_EXT_calibrated_timestamps if available.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-17 11:49:38 +02:00
Philip Rebohle c3d5a60e01 vkd3d: Implement DiscardResource.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-16 16:53:17 +02:00
Philip Rebohle ef2eacefee vkd3d: Rework d3d12_command_list_find_attachment.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-16 16:53:17 +02:00
Philip Rebohle 37e7fbd5c5 vkd3d: Rework d3d12_get_view_rect.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-16 16:53:17 +02:00
Philip Rebohle b212b3fb9c vkd3d: Introduce d3d12_resource_get_vk_subresource.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-16 16:53:17 +02:00
Philip Rebohle def7cf409a vkd3d: Introduce discard mask for deferred clear operations.
Allows us to skip clears while still initializing the image.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-16 16:53:17 +02:00
Hans-Kristian Arntzen 96402f1164 vkd3d: Fix straggling warnings for MSVC.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-16 13:00:09 +02:00
Hans-Kristian Arntzen dd6656fbe9 vkd3d: Avoid redundant pipeline binds.
When we're using extended dynamic state, we will often end up with dummy
pipeline binds, which we should try to avoid if we can.
Also avoids having to rebind dynamic state redundantly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 84d9e4b0db vkd3d: Emit vertex buffer sizes even when not using dynamic stride.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 0f91099dd4 vkd3d: Refactor dynamic state to be per-pipeline.
Cleans up dynamic state such that we do not have to keep dynamic state
create infos around.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 69fdd87aa0 vkd3d: Add more debug logging when we fall back.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen d8ba75e160 vkd3d: Use strip type by default when using primitive restart.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 0e9a1555c1 vkd3d: Add dynamic state information to vkd3d_pipeline_key.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen e9dcdc1308 vkd3d: Move vkd3d_pipeline_key to private header.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 5968d28e75 vkd3d: Refactor out dynamic stride checks to its own function.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 10d6823e34 vkd3d: Do not attempt to create a pipeline with invalid DS format.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 2e57b3d27e vkd3d: Do not attempt to create pipelines with unknown topology type.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 6967576904 vkd3d: Statically deduce patch vertex count for HS.
Fall back when there is a mismatch, which can happen if application does
not declare inputs to hull shader (unlikely).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 084a3e6928 vkd3d: Validate minimum vertex buffer stride when using dynamic stride.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 5ef3ebce61 vkd3d: Implement extended dynamic state.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 7139621c3f vkd3d: Add conversion for topology type to Vulkan.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 85f8a6ac7c vkd3d: Add helper to check if topology type can use primitive restart.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 551bc54546 vkd3d: Add topology type to pipeline state.
Needed to build dynamic pipeline.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen fc0a94ad04 vkd3d: Add a common pipeline for graphics pipeline state.
When using EXT_extended_dynamic_state, we will be able to compile a
master pipeline. Only in special cases will we have to fallback.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen b52a9c46bd vkd3d: Refactor graphics pipeline creation out to separate function.
Preparation for extended dynamic state refactor.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 926f2033a9 vkd3d: Enable VK_EXT_extended_dynamic_state.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 9425b4d438 vkd3d: Bump VKD3D_MAX_DESCRIPTORS_SETS to 9.
This can happen in the worst case where we have all bindless sets, and:

- Static samplers
- Packed descriptors (UAV counters on drivers without support for this)
- Root descriptors

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 10:08:38 +02:00
Philip Rebohle 15106808f9 vkd3d: Implement IDXGISwapChain4.
SetHDRMetaData implementation taken from DXVK.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-13 10:25:51 +02:00
Philip Rebohle 90d44eeac5 vkd3d: Make swap chain implementation more easily extensible.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-13 10:25:51 +02:00
Biswapriyo Nath 41b0f5a96c vkd3d: remove redeclaration of IWineDXGISwapChainFactory
IWineDXGISwapChainFactory will be in header from vkd3d_swapchain_factory.idl

Signed-off-by: Biswapriyo Nath <nathbappai@gmail.com>
2020-07-11 20:33:59 +02:00
Hans-Kristian Arntzen 7bccab7427 debug: Re-introduce different debug channels.
vkd3d-shader is currently kinda buggy and crashes when you try to trace
DXBC. This used to never be run since it was guarded by
VKD3D_SHADER_DEBUG, but with the move to a static build we merged all
debug logging under VKD3D_DEBUG. Reintroduce different debug channels in
a way that is compatible with a statically linked vkd3d.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-10 14:18:15 +02:00
Hans-Kristian Arntzen 854814d81c vkd3d: Fix various minor warnings.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-10 14:18:15 +02:00
Hans-Kristian Arntzen 337f75b76a vkd3d: Workaround broken MEMORY_READ/WRITE on RADV.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-09 14:50:50 +02:00
Hans-Kristian Arntzen 1341409b88 vkd3d: Implement aliasing barriers.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-09 14:50:50 +02:00
Philip Rebohle fee4781f2b vkd3d: Fix suspended render pass state tracking.
Otherwise, if a render pass gets suspended twice in a row, we
never emit the barrier because render_pass_suspended will be
set to false the second time.

Fixes validation errors in Hitman 2.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-08 17:31:58 +02:00
Joshua Ashton 9625096577 vkd3d: Correctly handle output + fix NULL old targets for fullscreen
The output here is actually for secure presentation and restricting a swapchain to a certain output.

Correctly handle NULL (desktop) targets that we used to have.

Fixes crashes with titles that use fullscreen via an initial fullscreen desc.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-07 01:42:34 +02:00
Hans-Kristian Arntzen cb1da02af9 vkd3d: Fix some warnings.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-06 21:32:16 +02:00
Joshua Ashton 7204c8d76f d3d12: Add standalone d3d12 library
When building for Windows, specify `-Denable_standalone_d3d12=True` in Meson to enable.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-06 19:29:30 +02:00
Joshua Ashton aa3b7c3b26 vkd3d: Use newer ID3D12Device funcs for COM
Fixes warnings under MSVC and MinGW.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-06 19:29:30 +02:00
Joshua Ashton 9c105a78a9 vkd3d: Implement swapchain and swapchain factory
Needed for standalone D3D12.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-06 19:29:30 +02:00
Joshua Ashton e24914b11f include: Pull in Win32 Vulkan exts when building for Win32
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-06 19:29:30 +02:00
Joshua Ashton dff27c9e9c vkd3d: Load INSTANCE_EXT procs into device table
We need these for the upcoming swapchain factory implementation
for standalone D3D12.

They're also probably good to have around in future for the
d3d12 device.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-06 19:29:30 +02:00
Joshua Ashton ba3dabe3bb vkd3d: Add debug_dxgi_format helper
DXGI_FORMAT -> string

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-06 19:29:30 +02:00
Hans-Kristian Arntzen d6b6da6206 Revert "vkd3d: Add support for serializing root signature version 1.1"
This reverts commit 0384362065.

It is not allowed to use RS 1.1 serialization for the non-versioned
entry point. RS 1.1 serialization must use the versioned entry point.

Reverting this fixes the relevant test case in d3d12.c:12522.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-06 17:41:03 +01:00
Joshua Ashton 08544fb938 vkd3d: Use CONST_VTBL instead of const for vtable decls
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-03 16:56:10 +02:00
Joshua Ashton 0384362065 vkd3d: Add support for serializing root signature version 1.1
Make this code more extensible too...

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-01 19:46:09 +02:00
Philip Rebohle ee949c0916 vkd3d: Avoid UAV counter address updates for non-UAV descriptors.
Saves a few CPU cycles. We expect things to explode anyway when
the app uses a non-UAV descriptor as a UAV in the shader.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle d524b770bc vkd3d: Do not create view for NULL UAV descriptors if possible.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle e50b707709 vkd3d: Do not create view for NULL SRV descriptors if possible.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle e10b9a72e2 vkd3d: Handle views being null in non-bindless descriptor updates.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle 3434c4ef6f vkd3d: Handle views being null in bindless descriptor updates.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle c8e97a581d vkd3d: Use NULL descriptors for constant buffer views.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle fbbcb30590 vkd3d: Use NULL descriptors for vertex buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle 87bf1e8937 vkd3d: Use NULL descriptors for undefined root descriptors.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle d43f70bb1b vkd3d: Enable VK_EXT_robustness2 if available.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Joshua Ashton d70223e57d vkd3d: Cast down tile extents in offsets explicitly
Fixes a signedness comparison warning -- shouldn't be a problem as we aren't going to get images with 2m+ tiles.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-27 15:23:09 +02:00
Joshua Ashton 5f4c383c1a vkd3d: Remove _spv suffix from prebuilt shaders
Matches what we build from glslang in Meson now.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-25 13:51:06 +02:00
Joshua Ashton f3f0887c43 vkd3d: Compile glsl shaders at compile time
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-25 13:51:06 +02:00
Joshua Ashton 61dcb5d0dd vkd3d: Move shader contents out of header
This way we can use a glsl generator on them in future in Meson.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-25 13:51:06 +02:00
Joshua Ashton a46fb17973 vkd3d: Make enqueued_fence_count a uint32_t
Fixes atomic usage with it.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 21:13:35 +02:00
Joshua Ashton 45d4296a54 vkd3d: Rename vkd3d_uint32_atomic to vkd3d_atomic_uint32
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 21:13:35 +02:00
Joshua Ashton 033f76e3ae vkd3d: Define our own memory orders
We shouldn't potentially override stuff in the std library and this allows us to map directly to __ATOMIC_* memory orders which is more correct.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 21:13:35 +02:00
Joshua Ashton 4521b253dd vkd3d: Toss VKD3D_DEBUG_ENV_NAME
Creates linking problems if we want to build vkd3d-shader statically given this links back to something in vkd3d-common.

We don't need this distinction anyways...

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 15:18:56 +02:00
Hans-Kristian Arntzen 24be81fdfb vkd3d/meta: Initialize flags variable.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-24 12:43:19 +02:00
Joshua Ashton 8c216e637c build: Add Meson build system
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-23 14:55:43 +02:00
Joshua Ashton 287ceb207d vkd3d: Refactor platform-specific code
This commit moves the module handling code which was previously dumped in device.c and the code to retrieve the current executable path to its own file.

This also eliminates HAVE_DECL_PROGRAM_INVOCATION_NAME from config.h

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-16 11:07:50 +02:00
Joshua Ashton f3ec53cb5d vkd3d: Implement vkd3d_get_program_name for Win32
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-16 11:07:50 +02:00
Hans-Kristian Arntzen 349412f19f vkd3d: Support rewinding ID3D12Fence.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-16 11:00:08 +02:00
Hans-Kristian Arntzen 5ef7b99e0b vkd3d: Fix uninitialized return value in CPU fence signaling.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-16 11:00:08 +02:00
Joshua Ashton f3c85328f1 vkd3d: Remove PACKAGE_NAME usage for engine version
This isn't going to change. Drivers use this to do special things,
so changing it would probably cause a bunch of random problems anyway.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-15 21:45:35 +02:00
Joshua Ashton cd5d01d25c vkd3d: Refactor atomics
There is no stdatomic available on MSVC so let's clean things up.

This moves all the atomic helpers to vkd3d_atomic.h and implements all platform's spinlocks in entirely the same way.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-15 20:40:10 +02:00
Joshua Ashton b9909854fe vkd3d: Make nameless unions really nameless
This makes it consistent across tests and vkd3d.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-15 19:59:52 +02:00
Hans-Kristian Arntzen cbdf6f88d2 vkd3d: Remove dependency on linking directly against libvulkan.
There is no reason to not load Vulkan dynamically, otherwise, we must
have loader dev packages installed, which is not ideal.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-15 15:47:18 +02:00
Hans-Kristian Arntzen 9defd87f95 vkd3d: Implement BeginEvent/EndEvent.
Only support ANSI/UNICODE version for now. The PIX3BLOB format is
extremely weird, complicated and undocumented.
We can refer to RenderDoc if we need it later ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-11 13:02:50 +02:00
Hans-Kristian Arntzen cae30f8602 utils: Add a max_elements parameter to wchar conversion.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-11 13:02:50 +02:00
Hans-Kristian Arntzen 9534c1a345 vkd3d: Move to VK_EXT_debug_utils.
debug_marker/debug_report are both deprecated in favor of debug_utils and vkd3d was using marker in a
buggy way anways, as debug_marker requires debug_report to work, but it was
only conditionally enabled.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-11 13:02:50 +02:00
Hans-Kristian Arntzen 6a038003e2 vkd3d: Always enable instance debug extension.
Prepare for moving to VK_EXT_debug_utils.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-11 13:02:50 +02:00
Hans-Kristian Arntzen 726356ebb1 vkd3d: Always use PDF2/PDP2 without KHR extensions.
It is core in Vulkan 1.1.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-11 13:02:50 +02:00
Hans-Kristian Arntzen d8ca2cef6d vkd3d: Serialize all queue submissions.
Gets rid of the full barrier on command buffer end.
Instead, do what D3D12 wants, which is to serialize all
ExecuteCommandLists. Simplify the existing timeline sempahore setup for
sparse queues and use it for all submissions.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-06-09 14:28:13 +02:00
Philip Rebohle 1fa3686638 vkd3d: Use ALLOW_ONLY_BUFFERS for committed buffer resources.
Otherwise, we may end up failing to allocate memory on Tier 1
hardware, and also fail to use dedicated allocations in some
cases.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +02:00
Philip Rebohle d49f47dbc2 vkd3d: Validate heap flags for placed resources.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +02:00
Philip Rebohle eda59ea66c vkd3d: Remove vkd3d_select_memory_type.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +02:00
Philip Rebohle 2b88df93a2 vkd3d: Use new memory allocation code in d3d12_resource_bind_sparse_metadata.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +02:00
Philip Rebohle 5bf492c207 vkd3d: Rework vkd3d_allocate_device_memory.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +02:00
Philip Rebohle 95716029a8 vkd3d: Use new memory allocation code in vkd3d_allocate_image_memory.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +02:00
Philip Rebohle 615e933db6 vkd3d: Use new memory allocation code in vkd3d_allocate_buffer_memory.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +02:00
Philip Rebohle 43e2c3ffe6 vkd3d: Add new memory allocation helpers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +02:00