In d3d12, input element alignment needs to be the _minimum_ of 4 and the size of
the type. See the D3D11 spec, section 4.4.6, which behaves similarly:
https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#4.4.6%20Element%20Alignment
This is correctly taken into account when generating, e.g., the
vertex_buffer_stride_align_mask used for validation, but is not taken
into account when D3D12_APPEND_ALIGNED_ELEMENT is used to automatically
place input elements. Currently, vkd3d always assumes the alignment is
4.
This means that, for example, bytes or shorts should be packed tightly
together when D3D12_APPEND_ALIGNED_ELEMENT is used, but are instead
padded to 4 bytes.
Fixing this makes units appear in Age of Empires IV (see vkd3d-proton
issue #880 for examples.)
Signed-off-by: David Gow <david@ingeniumdigital.com>
Wine VKD3D version of my original commit.
Co-authored-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
If we need to fallback in both VRS and non-VRS scenarios, we need to key
on it. Fixes segfault in DIRT5 when toggling VRS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
parameter_count == NumParameters for local RS since
hoisting is explicitly ignored for those.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
With RTPSOs we might have to create static sampler sets for local root
signatures. In this case we will have to create a compatible pipeline
layout which is equal to global pipeline layout, except for an extra
set.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Need to use fallback pipeline system here.
Keep track of active masks for PSO and current render target.
The intersection of those sets are the attachments which should be
active in the render pass.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Goal here is to avoid unnecessary image layout transitions when render
passes toggle depth-stencil PSO states. Since we cannot know which
states a resource is in, we have to be conservative, and assume that
shader reads *could* happen.
The best effort we can do is to detect when writes happen to a DSV
resource. In this scenario, we can deduce that the aspect cannot be
read, since DEPTH_WRITE | RESOURCE state is not allowed.
To make the tracking somewhat sane, we only promote to OPTIMAL if an
entire image's worth of subresources for a given aspect is transitioned.
The common case for depth-stencil images is 1 mip / 1 layer anyways.
Some other changes are required here:
- Instead of common_layout for the depth image, we need to consult the
command list, which might promote the layout to optimal.
- We make use of render pass compatibility rules which state that we can
change attachment reference layouts as well as initial/finalLayout.
To make this change, a pipeline will fill in a
vkd3d_render_pass_compat struct.
- A command list has a dsv_plane_optimal_mask which keeps track
of the plane aspects we have promoted to OPTIMAL, and we know cannot
be read by shaders.
The desired optimal mask is (existing optimal | PSO write).
The initial existing optimal is inherited from the command list's
tracker.
- RTV/DSV/views no longer keep track of VkImageLayout. This is
unnecessary since we always deduce image layout based on context.
Overall, this shows a massive gain in HZD benchmark (RADV, 1440p ultimate, ~16% FPS on RX 6800).
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Avoid using the separate layouts if we're only using formats with one
aspects. This makes it more likely to match layouts with common layout,
and we can avoid awkward transition barriers.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Needed so we can switch between having a VRS and non-VRS attachment on the fly.
Extensible enough for this to work for other things down the line also.
Signed-off-by: Joshua Ashton <joshua@froggi.es>