Apparently RT shaders in RE Engine require min16float to
be implemented as native FP16. Fun ... ._.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
With DXR, it seems like some applications require other FL 12.2 features
to be enabled even if they are not actually used. Various RE engine
titles seem to be affected by this.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
It's technically undefined to use NULL UAV counters,
but drivers all implement some form of robust behavior here
when presented with NULL counters, so we'll have to follow suit.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
We have no way of expressing size / alignment requirements to
applications since the API query does not provide us with heap
information. Reuse the fallback path for promoting placed to committed.
Guardians of the Galaxy hits a case where it tries to place 3x
host-visible 3D images in one heap, and they end up overlapping in
memory due to a 16x16x80 3D texture taking up far less space in optimal
tiling compared to linear tiling on AMD.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For internal debug shaders, it is helpful to ensure in-order logs when
sorted for later inspection.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
We cannot handle all scenarios if COLLECTIONS are incompatible,
but test the easier cases.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
CP77 relies on this to work somehow ...
The DXR spec seems to suggest this is allowed, but there is no direct
concept for this in Vulkan.
This seems to work on NVIDIA at least, but we're on very shaky ground
here ...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
The hash should only depend on the raw byte stream, not the entire DXBC
blob. Useful now since we can declare root signatures either through
DXBC blob or as RDAT object (which is raw).
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
To keep things simple, outer code is responsible for keeping string
alive. Intended to be used for RTPSO entry point name debugging.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Handle embedded DXIL subobjects and fix various issues exposed by the
upcoming new tests.
Associating with global root signatures, shader config and pipeline
config needs to be rewritten so that we validate uniqueness late.
The strategy here is to look at all exports we care about and find an
association.
There are many priority levels which are implied by how I understand the
DXR docs. State objects in the API win over embedded DXIL state objects.
Any DXIL state object wins over a collection.
Hit group associations can trump an entry point. It's not entirely clear
how this works, but we let it win if it has higher priority, i.e.
an explicit association directed at the hit group.
There's also cases where explicit assignment trumps explicit default
assignment, which then trumps just declaring a state object.
Collection state is inherited in some cases like AddToStateObject() even
if this seems to be undocumented behavior.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>