Commit Graph

752 Commits

Author SHA1 Message Date
Philip Rebohle bb9d0f2741 vkd3d: Rework initial transitions to allow for different types.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-18 15:45:28 +01:00
Hans-Kristian Arntzen f54ac3b9c5 vkd3d: Add app detection for buggy game: ds.exe.
Game renders the map with wrong descriptor type, which means we must
implement everything as texel buffers to make this work.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-18 12:27:19 +01:00
Hans-Kristian Arntzen 6f8ae20015 vkd3d: Add VKD3D_CONFIG option to disable bindless SSBO.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-18 12:27:19 +01:00
Hans-Kristian Arntzen 3e15a3f06a vkd3d: Remove manual tracking of host barriers.
Just emit host barrier on submit unconditionally.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-17 16:34:03 +01:00
Hans-Kristian Arntzen 0f25b827e0 vkd3d: Use pipeline barrier command buffers for queue serialization.
We have observed a lot of large GPU bubbles when using back-to-back
timeline semaphores to synchronize GPU submissions. Use prebaked
pipeline barrier command buffers instead.

To resolve queue sparse serialization, use two binary semaphore pairs to
resolve this. There is no need to use timeline semaphores in this case.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-17 16:34:03 +01:00
Philip Rebohle 3da44beb5d vkd3d: Change USE_PUSH_DESCRIPTORS to USE_ROOT_DESCRIPTOR_SET for clarity.
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>
2020-11-12 15:21:56 +01:00
Philip Rebohle 8999093c54 vkd3d: Add new field to store root descriptor VA.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Philip Rebohle 677422993e vkd3d: Add root descriptor VAs to push constant range.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Philip Rebohle 408fed0910 vkd3d: Fix root descriptor indexing.
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>
2020-11-06 16:07:47 +01:00
Joshua Ashton 8dea487861 meta: Add missing newlines to end of files
Remove trailing whitespace also

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-11-05 17:16:57 +01:00
Philip Rebohle a8f9cc15b3 vkd3d: Create root signature from shader blobs as necessary.
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>
2020-11-05 15:21:16 +01:00
Philip Rebohle 1d823f8659 vkd3d: Do not store root signature in graphics pipeline state.
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>
2020-11-05 15:21:16 +01:00
Hans-Kristian Arntzen 670fba6c6f vkd3d: Enable typed offset buffer in root signature.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen b30d8788bf vkd3d: Rename SSBO_OFFSET descriptor flag to BUFFER_OFFSET.
It is used for typed as well.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen 5d88e4d435 vkd3d: Add a definition for typed offset buffer as well.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen fdd16168be vkd3d: Rename SSBO_OFFSET_BUFFER to a more generic offset buffer.
We will use it for typed buffers as well.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +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 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
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 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 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 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 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 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 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 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 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 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 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
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 be2c0c1f1e include: Remove DECLSPEC_HIDDEN from headers
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-05 10:44:10 +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
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 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 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 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
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
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
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 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 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 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 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 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 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 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 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
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 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 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 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 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 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 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 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 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
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
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 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
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 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 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
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
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 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 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 bbcaeee69d vkd3d: Determine compatible memory types for different resource types.
We'll need this to more accurately select the memory type for D3D12
heaps based on which resources are allowed to be placed in it.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +02:00
Philip Rebohle e6857939e7 vkd3d: Do not enable VK_KHR_dedicated_allocation.
Core in 1.1.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-02 16:23:38 +02:00
Philip Rebohle 45109686be vkd3d: Do not enable VK_KHR_maintenance3.
Core in 1.1.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-02 16:23:38 +02:00
Philip Rebohle 3880e61be2 vkd3d: Require Vulkan 1.1 instance.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-02 16:23:38 +02:00
Hans-Kristian Arntzen 7e229213f5 vkd3d: Enable SM 6.2 features.
Need float16_int8 and subgroup with extended types to implement new SM
6.2 features. For now, skip over SM 6.1 features until someone makes use
of them.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-05-27 14:33:24 +02:00
Philip Rebohle 6cbf61ca92 vkd3d: Enable VK_EXT_sampler_filter_minmax if available.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle 8588b46900 vkd3d: Implement d3d12_command_list_CopyTiles.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-08 16:30:54 +02:00
Philip Rebohle 73bcd3e79d vkd3d: Create semaphores for sparse binding operations.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle 8b999c7368 vkd3d: Bind sparse metadata on resource creation if necessary.
Some sparse resource may have a metadata aspect on some drivers,
which needs to be bound before the image can be used in any way.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle e3eb3498c2 vkd3d: Implement sparse binding.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle 7836c06204 vkd3d: Add dedicated queue for sparse binding if necessary.
This will serve as a fallback if at least one queue family
does not support sparse binding.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle b08477f325 vkd3d: Store tile mappings and metadata for tiled resources.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle ba712c739c vkd3d: Add d3d12_resource_get_tiling helper.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle 20b1c4f7b3 vkd3d: Introduce flag for sparse resources.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle e59d6c4c32 vkd3d: Clean up queue creation and management.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-06 14:48:12 +02:00
Philip Rebohle 8edfa29542 vkd3d: Move vkd3d_queue_family into header.
And get rid of the somewhat redundant VKD3D_QUEUE_MAX_FAMILY_COUNT.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-06 14:48:12 +02:00
Philip Rebohle 42b6ce82f0 vkd3d: Enable VK_EXT_custom_border_color if available.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-05 11:39:25 +02:00
Philip Rebohle 8e7bf8a5c3 vkd3d: Do not use VK_PIPELINE_BIND_POINT_RANGE_SIZE.
These constants were removed in Vulkan 1.2.140 headers.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-05 11:39:25 +02:00
Philip Rebohle 9367fd5ee8 vkd3d: Implement deferred clears.
This allows us to perform clears inside the render pass even if
the render pass hasn't been started at the time of the clear yet.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-28 16:29:11 +02:00
Philip Rebohle e6bd3cb305 vkd3d: Don't emit barriers when temporarily suspending render passes.
Fixes performance regressions introduced with the barrier rework.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 16:13:19 +02:00
Philip Rebohle 1eac9936f4 vkd3d: Transition DSV to correct layout.
Now uses the layout from the graphics pipeline.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle 0ff0423538 vkd3d: Store DSV layout with graphics pipelines.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle 608ef6e605 vkd3d: Emit layout transitions when beginning and ending a render pass.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle edb793b069 vkd3d: Infer current DSV format from DSV descriptor.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle d3128592ca vkd3d: Store RTV and DSV descriptors with command list.
We need access to the resource in order to perform render pass
layout transitions, just the view handle isn't enough.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle 76b2d2af89 vkd3d: Add layout property to texture views.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle 45001e05d4 vkd3d: Introduce d3d12_resource_pick_layout.
Lets us enforce GENERAL layout for linear tiling.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle 82d384531e vkd3d: Determine common image layout from bind flags.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Hans-Kristian Arntzen 404cd7270b vkd3d: Fix build on standalone.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-04-23 12:31:48 +02:00
Hans-Kristian Arntzen 805f92a38c vkd3d: Remove dead transfer buffer code.
Obsoleted after shader copy path.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-04-23 12:31:48 +02:00
Philip Rebohle 889ab3520f vkd3d: Implement shader-based depth <-> color copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 18:04:29 +02:00
Philip Rebohle aa02ee02ca vkd3d: Create pipelines for shader-based image copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 18:04:29 +02:00
Philip Rebohle da95bd6eaa vkd3d: Create common objects for fullscreen GS/VS.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 18:04:29 +02:00
Philip Rebohle e74a48cdc6 vkd3d: Simplify meta operation API a bit.
Passing the main struct to the public functions allows us
to share common data between multiple types of operations.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 18:04:29 +02:00
Philip Rebohle 65f2e03dd0 vkd3d: Introduce vkd3d_get_typeless_format helper.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 15:18:09 +02:00
Philip Rebohle 532cb49abb vkd3d: Introduce d3d12_create_static_sampler.
It makes sense to separate this from d3d12_create_sampler since static
samplers and regular samplers differ in border color support.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-21 11:57:14 +02:00
Philip Rebohle 73410939da vkd3d: Remove NULL sampler.
Not used anywhere.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-21 11:57:14 +02:00
Philip Rebohle fcc9346e8d vkd3d: Clean up unnecessary members from d3d12_heap and d3d12_resource.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-17 17:08:13 +02:00
Hans-Kristian Arntzen 98f78f039f vkd3d: Fix linking error in vkd3d-standalone.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-04-17 17:03:40 +02:00
Hans-Kristian Arntzen 09af24e69b vkd3d: Avoid vkResetCommandPool if there are pending command buffers.
Works around an app-bug in SotTR, where the command pool is reset before
the command buffer completes.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-04-17 15:31:38 +02:00
Hans-Kristian Arntzen 334b1cab8d vkd3d: Implement threaded submission queue.
D3D12 supports out-of-order signal and wait. So does Vulkan timeline
semaphores. However, in Vulkan we don't have an infinite amount of
virtual queues. We must potentially map multiple D3D12 queues on top of
Vulkan, which might lead to a deadlock when app attempts to
wait-before-signal if the two queues are mapped to the same physical
Vulkan queue.

In order to solve this, we need to hold back submissions until we know
it is safe to do so. To make this work in practice as simply as possible, each
ID3D12CommandQueue has its own submission thread, which will block on an
ID3D12Fence's pending timeline value for a Wait command. The main reason to use a
submission thread is that resolving this directly in
ID3D12CommandQueue::Signal is extremely tricky and potentially
needs recursively locking queues and fences.

Note that we only block on the pending wait value, not the actual wait
value, so there is no real CPU <-> GPU synchronization here. In the
common case, no submission thread will block.

The added benefit is that submits are async now, so main thread CPU
overhead might slightly decrease.

To play nice with DXGI swapchain, the external entry point for acquiring
the Vulkan queue needs to drain the submission thread and lock it to ensure
submissions happen in order.

Fixes hangs in The Division 1, which makes use of this D3D12 feature.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-04-17 15:31:38 +02:00
Philip Rebohle 957aec4785 vkd3d: Restore old ClearUnorderedAccessView implementation.
The current code uses D3D12 abstractions to create pipelines but
issues raw Vulkan API calls to actually implement the functionality,
which means the code makes assumptions about the exact descriptor
set layout and push constant layout, which is generally a bad idea
now that we have multiple code paths for root constants etc.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-16 18:03:39 +02:00
Hans-Kristian Arntzen edc614ab2e vkd3d: Remove legacy fence/semaphore path.
Prepares for a rewrite of queue submission, the legacy path is never
run in practice and will likely break in subtle ways.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-04-16 15:31:04 +02:00
Philip Rebohle 25f0af58f6 vkd3d: Implement D3D12_FEATURE_D3D12_OPTIONS6 feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-15 14:25:01 +02:00
Philip Rebohle 0701d87474 vkd3d: Update ID3D12CommandList to ID3D12GraphicsCommandList5.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-15 14:25:01 +02:00
Philip Rebohle 61530857d6 vkd3d: Update ID3D12Device to ID3D12Device6.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-15 14:25:01 +02:00
Philip Rebohle 78b6d291cd vkd3d: Implement D3D12_FEATURE_D3D12_OPTIONS5 feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-15 10:35:59 +02:00
Philip Rebohle 638dcb1afb vkd3d: Update ID3D12Device to ID3D12Device5.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-15 10:35:59 +02:00
Philip Rebohle 084f8ed949 vkd3d: Update ID3D12CommandList to ID3D12GraphicsCommandList4.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-15 10:35:59 +02:00
Philip Rebohle dbeffb0834 vkd3d: Update ID3D12Fence to ID3D12Fence1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-15 10:35:59 +02:00
Philip Rebohle 26538f4377 vkd3d: Implement D3D12_FEATURE_D3D12_OPTIONS4 feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +02:00
Philip Rebohle d94b48a851 vkd3d: Update ID3D12Resource to ID3D12Resource1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +02:00
Philip Rebohle e2881e199d vkd3d: Update ID3D12Heap to ID3D12Heap1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +02:00
Philip Rebohle 0c03bbe9b5 vkd3d: Implement ID3D12Device4::CreateCommandList1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +02:00
Philip Rebohle aa2c21b2bd vkd3d: Update ID3D12Device to ID3D12Device4.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +02:00
Philip Rebohle 108ce6409b vkd3d: Update ID3D12CommandList to ID3D12GraphicsCommandList3.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +02:00
Philip Rebohle 9647109559 vkd3d: Add stubs for ID3D12PipelineLibrary1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-08 14:23:28 +02:00
Philip Rebohle 20aa3c3c26 vkd3d: Make ID3DBlob implementation more accessible.
We're going to need this to implement other parts of the
API, so it should be in common code.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-08 14:23:28 +02:00
Philip Rebohle 7f91484c28 vkd3d: Enable EXT_shader_stencil_export if available.
Allows us to expose PSSpecifiedStencilRefSupported.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-06 11:53:09 +02:00
Philip Rebohle 4c1cc5732c vkd3d: Enable VK_EXT_shader_viewport_index_layer if available.
And expose the following feature cap on capable GPUs:
VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-06 11:53:09 +02:00
Philip Rebohle 4e3ea62e79 vkd3d: Implement depth bounds test.
Used by Resident Evil 2 and 3 if available.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 16:04:39 +02:00
Philip Rebohle ae789d9ba8 vkd3d: Pass dynamic state struct to get_or_create_pipeline.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 15:57:23 +02:00
Philip Rebohle 0cc33cb823 vkd3d: Move vertex strides and primitive topology to dynamic_state.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 15:57:23 +02:00
Philip Rebohle e08580f178 vkd3d: Refactor dynamic state enablement.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 15:39:33 +02:00
Philip Rebohle d8a6d71038 vkd3d: Introduce vkd3d_dynamic_state.
And add a function to (re-)apply dynamic state as necessary. This
will allow us to ignore dynamic state not needed by the pipeline,
and may become necessary if we implement shader-based copies etc.

Currently unused; the following commits will subsequently change
state setting methods over.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 15:39:33 +02:00
Philip Rebohle 6fbc38118a vkd3d: Implement support for logic op.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 13:54:10 +02:00
Philip Rebohle f032702a74 vkd3d: Extend graphics pipeline description.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle 0a5c618e9e vkd3d: Implement D3D12_FEATURE_D3D12_OPTIONS3 feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle 1ab7dd67a0 vkd3d: Implement D3D12_FEATURE_D3D12_OPTIONS2 feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle 90a22df2a4 vkd3d: Implement D3D12_FEATURE_D3D12_OPTIONS1 feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle 7c7db3c77c vkd3d: Optionally enable VK_EXT_subgroup_size_control.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle 0273292224 vkd3d: Optionally enable VK_NV_shader_sm_builtins.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle ebcc18583c vkd3d: Optionally enable VK_AMD_shader_core_properties{_2}.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle 70ac2f147e vkd3d: Upgrade ID3D12Device to ID3D12Device3.
Stubs for now, will implement new functionality as needed.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle 6b113bb629 vkd3d: Introduce d3d12_command_list_iface type alias.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle b6d5a407ce vkd3d: Define d3d12_device_iface type alias.
This way we don't have to change all function parameter types
every time we upgrade the interface version.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle c41275478c vkd3d: Refactor pipeline state creation.
We need a more extensible struct to contain the pipeline
descriptions in order to be able to support new rendering
features.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-31 18:28:18 +02:00
Hans-Kristian Arntzen 09885f799c vkd3d: Implement stricter checking for timeline semaphores.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-31 12:51:05 +02:00
Hans-Kristian Arntzen 855c59eae5 vkd3d: Implement timeline semaphores.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-31 12:51:05 +02:00
Hans-Kristian Arntzen afdbf6edcd vkd3d: Enable VK_KHR_timeline_semaphore extension.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-31 12:51:05 +02:00
Philip Rebohle 1836815222 vkd3d: Rework descriptor magic.
Changes the magic to a three-character string with flags
in the highest byte.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 10:51:14 +02:00
Philip Rebohle 29d1a5e089 vkd3d: Remove unused root descriptor count from root signature.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 10:47:47 +02:00
Philip Rebohle 643ace438e vkd3d: Store push descriptor properties in device info struct.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 10:47:47 +02:00
Philip Rebohle 74b1831960 vkd3d: Bind UAV counter address buffer if necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle b64284d40d vkd3d: Write UAV counter addresses to the address buffer.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle 1b39b107b1 vkd3d: Create buffer for UAV counter addresses.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle 000983aa73 vkd3d: Declare bindless UAV counter binding.
We'll add this to the root descriptor set since moving the binding
to one of the bindless sets would be hard to do; we'd need to track
the binding index of each "bindless" binding for set updates etc.

In order to stay within the limit of 8 sets, we also cannot introduce
a separate set for UAV counters (currently there are 6 bindless sets,
the static sampler set, and the root descriptor set).

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle 577efe9040 vkd3d: Optionally enable VK_KHR_buffer_device_address.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle facae7690c vkd3d: Replace descriptor mutex with per-descriptor spinlocks.
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>
2020-03-27 13:33:03 +01:00
Philip Rebohle 19b971de0a vkd3d: Introduce d3d12_caps.
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>
2020-03-19 13:10:18 +01:00
Hans-Kristian Arntzen e85cc6288e vkd3d: Declare inline header function as static.
Fixes some linking issues on my end with undeclared external symbols.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-18 15:39:04 +01:00
Philip Rebohle fda155b965 vkd3d: Adjust descriptor types if CBV_AS_SSBO is set.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-18 14:35:35 +01:00
Philip Rebohle 3709ae1dd8 vkd3d: Introduce VKD3D_BINDLESS_CBV_AS_SSBO flag.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-18 14:35:35 +01:00
Hans-Kristian Arntzen 71d8f63356 vkd3d: Split descriptor pool allocation based on usage.
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>
2020-03-18 14:29:03 +01:00
Hans-Kristian Arntzen ceee2096a5 vkd3d: Query subgroup properties and expose SM 6.0 if present.
Does not cover every case for SM 6.0, but it's a useful start.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-18 10:58:17 +01:00
Philip Rebohle 2688219573 vkd3d: Add inline uniform block to root descriptor set layout if desired.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-16 13:54:12 +01:00
Philip Rebohle e899b96c10 vkd3d: Introduce root signature flag to determine push descriptor usage.
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>
2020-03-16 13:54:12 +01:00
Philip Rebohle d515e3efa7 vkd3d: Rename flags -> d3d12_flags in d3d12_root_signature.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-16 13:54:12 +01:00
Philip Rebohle c658eda3df vkd3d: Enable VK_EXT_inline_uniform_block if available.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-16 13:54:12 +01:00
Hans-Kristian Arntzen fee9b2bb05 vkd3d: Implement RS 1.0 volatile for packed descriptor set.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-11 12:20:00 +01:00
Philip Rebohle 708f26bf40 vkd3d: Only update packed descriptor set if necessary.
When changing tables that only have bindless descriptors,
only update the push constants instead.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-11 10:47:58 +01:00
Philip Rebohle 5f2d511a96 vkd3d: Store whether a descriptor table has packed descriptors.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-11 10:47:58 +01:00
Philip Rebohle 2e18afc7cb vkd3d: Introduce dirty flags for pipeline bindings.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-11 10:47:58 +01:00
Philip Rebohle 8847a78f33 vkd3d: Store vkd3d_physical_device_info with d3d12_device.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 15:25:54 +01:00
Philip Rebohle af4c211f34 vkd3d: Bind descriptor sets for active descriptor heaps.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 15:25:54 +01:00
Philip Rebohle 4e95975182 vkd3d: Add bindless descriptor set layouts to pipeline layouts.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 15:25:54 +01:00
Philip Rebohle a30f511f9a vkd3d: Declare descriptor ranges as bindless if supported.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 15:25:54 +01:00
Philip Rebohle 4e9642fa6c vkd3d: Update bindless descriptor sets if necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 14:30:28 +01:00
Philip Rebohle 2f7781e3c1 vkd3d: Store heap in resource descriptors.
Otherwise, we won't know which descriptor set to write
to when using bindless.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 14:30:28 +01:00
Philip Rebohle a1e6a1510f vkd3d: Create descriptor pool and sets for descriptor heaps.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 14:30:28 +01:00
Philip Rebohle 01cbbaea81 vkd3d: Create bindless descriptor set layouts.
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>
2020-03-10 14:07:51 +01:00
Philip Rebohle 6e15ad20b4 vkd3d: Rework descriptor table binding.
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>
2020-03-10 14:07:51 +01:00
Philip Rebohle 4979953ff9 vkd3d: Rework descriptor tables.
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>
2020-03-10 13:11:10 +01:00
Philip Rebohle 28bf2eec3e vkd3d: Rework static samplers.
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>
2020-03-10 13:11:10 +01:00
Philip Rebohle ae12e22187 vkd3d: Rework root descriptor updates.
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>
2020-03-10 12:19:07 +01:00
Philip Rebohle 82bf3e810b vkd3d: Rework root descriptors.
Streamlines descriptor set layout creation for root descriptors.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 12:19:07 +01:00
Philip Rebohle 41a8587f10 vkd3d: Implement unsafe_impl_from_ID3D12DescriptorHeap.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 11:59:17 +01:00
Philip Rebohle 189bcd39af vkd3d: Store index of root descriptor set in root signature.
This allows us to put root descriptors into a set other than 0.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 11:44:45 +01:00
Philip Rebohle 0d071c9c37 vkd3d: Rename root signature descriptor set layout members.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-10 11:44:45 +01:00
Philip Rebohle 5e8821d561 vkd3d: Clean up root signature descriptor counting.
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>
2020-03-10 11:44:45 +01:00
Philip Rebohle 7c276f5e82 vkd3d: Rework root constant updates.
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>
2020-03-10 11:44:45 +01:00
Philip Rebohle 0eed8a1080 vkd3d: Rework root constants.
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>
2020-03-10 11:44:45 +01:00
Philip Rebohle 598afec8ea vkd3d: Create NULL sampler.
Defaults taken from D3D11.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-05 13:03:44 +01:00
Philip Rebohle 8fc2fb9842 vkd3d: Create NULL buffer and image views.
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>
2020-03-05 13:03:44 +01:00
Hans-Kristian Arntzen 92724ce15c vkd3d: Attempt to create a Vulkan 1.1 instance and device.
Need this to support subgroup operations for SM 6.0.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-05 11:03:01 +01:00
Philip Rebohle 0dab14ed22 vkd3d: Temporarily drop UAV counter support.
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>
2020-03-02 12:16:30 +01:00
Hans-Kristian Arntzen 93e4b6ff9b vkd3d: Deal correctly with SM 5.1 register spaces.
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>
2020-02-24 12:32:29 +01:00
Hans-Kristian Arntzen 484ac51267 vkd3d: Add simple pthread wrapper for MSVC.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-02-24 11:53:29 +01:00
Hans-Kristian Arntzen 40e4a74c04 Allocate one large buffer for a heap and offset into it.
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>
2019-12-09 07:14:17 -06:00
Conor McCarthy 91555883ac vkd3d: Add stub for ID3D12GraphicsCommandList2::WriteBufferImmediate().
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>
2019-12-06 20:11:15 +01:00
Conor McCarthy af60bc03ba vkd3d: Validate texture resource alignments.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2019-11-27 22:08:31 +01:00