Greatly improves performance in various games that update or
copy a large number of descriptors per frame due to the high
overhead of pthread_mutex_{un}lock.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
All attachments must be at least as large as the framebuffer, using a
max operator is not compliant with Vulkan.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
NVIDIA currently seems to have some issues with bindless CBV on Vulkan,
which have been reported. Somehow, bindless SSBO works around black
screen on SotTR, as well as some rendering glitches on Control.
AMD won't care since UBOs and SSBOs are basically the same thing.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This method is meant to process d3d12 device caps after the
device itself has been fully initialized. This helps avoid
code duplication in certain instances and guarantees that we
know about all enabled Vulkan features.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Meant to bundle all d3d12 feature caps and options, of which
we're going to have to add more over time.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Used as a fallback for older Nvidia generations which do not
support bindless uniform buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Logically split up descriptor pool allocation in three types:
- STATIC: Root descriptors and internal allocation.
- VOLATILE: For packed descriptor set which comes from heaps.
- IMMUTABLE_SAMPLER: For immutable samplers. This should be removed once
we start allocating sampler sets at sampler creation time.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For now this is enbaled based on device capabilities, but future changes
may require this to be disabled for certain root signatures.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Will be used on implementations that do not support enough
push constants to hold all root signature data.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
When changing tables that only have bindless descriptors,
only update the push constants instead.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
We still need to pass binding info for each range to the shader compiler,
but bindless ranges will not contribute to the packed descriptor count.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Don't enable any bindless features for now so that we don't
introduce regressions as features get added.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Now that the binding code no longer makes any wild assumptions about
the exact binding layout, we can safely do this. Will make implementing
bindless a bit easier.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Uses the new data structures to iterate over descriptor
tables and populate the packed descriptor set.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Further changes will require a rework of how resource binding
works inside a command list, so for now, this is just a cleanup
that also removes some old code that is no longer needed.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Static samplers are embedded in the root signature, so we can create
a separate descriptor set layout and descriptor set which we only
need to rebind when the root signature itself changes.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Updates the root descriptor set or push descriptor at draw time.
This fixes a potential issue with shader-based clear/copy commands
invalidating previously bound root descriptors.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
- descriptor_index is the index of the descriptor within the packed
descriptor set or root descriptor set. Currently unused.
- binding_index should now index into the root_signature->bindings array.
- vk_set and vk_binding refer to the Vulkan descriptor set index and
binding number of packed descriptors or root descriptors.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Allows us to more easily refactor root signature-related code
without having to worry about root descriptors for now.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
All vkDestroy* functions are defined to perform no operation when passed
a null handle. vkd3d_free should follow regular free semantics.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Removes some unused counters and repurposes the existing ones to
differentiate between bindings (i.e. the array passed to the shader
compiler) and packed descriptors.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Fixes an issue where push constants can be invalidated by
shader-based clear/copy commands.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Uses one push constant range with VK_SHADER_STAGE_ALL. This
will allow us to easily add descriptor table offsets as push
constants.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
An upcoming change to the binding model will use these to
initialize descriptors that have the wrong resource type
bound, or were left uninitialized by the application.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Otherwise we might run into undefined behaviour if an app
tries to read a NULL UAV or perform atomic operations.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
The primary purpose of this function was to invalidate UAV
counters upon binding a pipeline. This is no longer an issue
and we don't have any other per-pipeline bindings, so this
function can be dropped.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
This needs a major rework as the current implementation has bugs,
is hard to reason about, and very hard to maintain as we're about
to make major changes to the binding model as a whole.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Resource index is found in idx[0] in SM 5.0, but idx[1] when using SM
5.1, and register space is encoded separately. An rb_tree keeps track of
the internal resource index idx[0] and can map that to space/binding as
required when emitting SPIR-V.
For this to work, we must also make UAV counters register space aware.
In earlier implementation, UAV counter mask was assumed to correlate 1:1
with register_index, which breaks on SM 5.1.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
On Windows, it is not ideal to rely on Vulkan being available as a
linkable library as a full install of the Vulkan SDK must be present and
set up, be friendly and load Vulkan dynamically instead.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Cannot disable VK_EXT_descriptor_indexing as we relied on internal
behavior in RADV related to global_bo_list. Implementing bindless
properly in vkd3d will solve this correctly.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Greatly reduce VA allocations we have to make and makes returned VA more
sensible, and better matches returned VAs we see on native drivers.
D3D12 usage flags for buffers seem generic enough that there is no
obvious benefit to place smaller VkBuffers on top of VkDeviceMemory.
Ideally, physical_buffer_address is used here, but this works as a good
fallback if that path is added later.
With this patch and previous VA optimization, I'm observing a 2.0-2.5%
FPS uplift on SOTTR when CPU bound.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
The alignments are now checked in d3d12_resource_validate_desc().
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
ID3D12GraphicsCommandList2 and WriteBufferImmediate() are used by
Hitman 2, but implementing the function on top of an AMD extension has
no effect on game behaviour. It's commonly used to write debug info.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This method was missing in version 10.0.15063.0 of the SDK, but is
present in version 10.0.18362.0, without a UUID change. Presumably that
means this was simply an omission in the older header, rather than an
API change in the newer header.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The right place for alignment validation is d3d12_resource_validate_desc().
The mod alignment test, which returns a size of ~0 on failure, is incorrect
on systems where Vulkan requires alignments of 0x20000 or more, and breaks
Hitman 2, which uses the returned value unchecked and allocates heaps of
0xffffffff bytes.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Hitman 2 calls GetHeapProperties() for each swapchain buffer and checks if
the creation node mask is 1. If not then it fails to store the resource
pointers for later rendering.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
There is no bit-compatible UINT format, so we'll use DXGI_FORMAT_R32_UINT.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Addresses the following limitations of the previous implementation:
- Only R32_{UINT,TYPELESS} were supported for buffers.
- Clearing an image UAV did not behave correctly for images with non-UINT formats.
- Due to the use of transfer operations, extra memory barriers were needed.
If necessary, this will create a temporary view with a bit-compatible
UINT format for the resource in order to perform a bit-exact clear.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Needed to support ClearUnorderedAccessViewUint() for all formats.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This also fixes a format specifier warning in an ERR for the 32-bit Linux
build.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Needed to support compute-based clear and copy operations.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Currently, vkd3d_view_destroy_descriptor assumes image views
by default, but we need to be able to attach buffer views to
command allocators for UAV clears.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The additional data is needed to implement UAV clears.
Moving this out of d3d12_desc also helps make copying and
traversing descriptor arrays more CPU cache-friendly.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This fixes Shadow of the Tomb Raider crashing because of NULL root
signatures being passed since c002aee119.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Shadow of the Tomb Raider does not re-bind all descriptor tables after
setting a new root signature if tessellation is enabled, which causes
some descriptors to be left undefined.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The GPU VA allocator was allocating memory in a way where dereferencing
GPU VA required a lock + bsearch() to find the right VA range.
Rather than going this route, we turn the common case into O(1) and
lock-free by creating a slab allocator which allows us to lookup a
pointer directly from a GPU VA with (VA - Base) / PageSize.
The number of allocations in the fast path must be limited since we
cannot trivially grow the allocator while remaining lock-free for
dereferences.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
If separate transitions of the depth and stencil plane occur in the
same array of barriers, they will be consolidated into one Vulkan
layout transition. This can only be supported for combinations of
depth read and depth write states, or identical states.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
There appears to be a complete implementation of RS 1.1 already,
so enable this feature.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
By setting this flag, command pools cannot efficiently pool allocations.
This flag should be set to 0 so only the VkCommandPool may be reset.
This matches D3D12 API.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
D3D12 command allocators are intended to recycle memory across resets,
so we should do the same thing in vkd3d.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
It is possible to map a resource, but not disclose the VA to caller.
This is used for WriteToSubresource.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Shadow of the Tomb Raider overwrites descriptors while they are being
copied in another thread. This patch makes reads and writes atomic for
CBV, SRV, UAV, and sampler descriptors, but not RTV and DSV, for which
copying is not implemented.
Benchmark total frames vs mutex count (the single mutex was locked
only once for copying):
1 mutex: 6480 6489 6503
8 mutexes: 6691 6693 6661
16 mutexes: 6665 6682 6703
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Enables ReadFromSubresource() to succeed in cases where it would have
failed otherwise.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The "allocations" array is filled with unused entries when D3D12 buffers
are destroyed. The majority of entries might be unused after running for
a while. Remove the entry when VA is freed in order to prevent
accumulation of unused entries. This makes destroying D3D12 buffers more
expensive.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Order of structures doesn't matter so we can simply prepend instead of
apending.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
VkDeviceMemory must be externally synchronized.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The condition in d3d12_resource_is_cpu_accessible() is going to be
changed in the following commits.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>