Commit Graph

1259 Commits

Author SHA1 Message Date
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
Philip Rebohle 8ced3b53b9 vkd3d: Expose D3D12_RESOURCE_HEAP_TIER_1 based on hardware capabilities.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-08 15:09:21 +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 317868ab2b vkd3d: Remove required extensions.
Both of these are core in 1.1.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-02 16:23:38 +02:00
Philip Rebohle 9852b1702d vkd3d: Require Vulkan 1.1 device.
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 9875d65d35 vkd3d: Apply heap offsets for ExecuteIndirect buffers.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-05-29 13:03:32 +02:00
Philip Rebohle 1ade8c0cc5 vkd3d: Issue full barrier at the end of command lists.
D3D12 apparently does this implicitly. Fixes rendering issues in
the AMD COCOA demo on Polaris with RADV, which does not emit a
barrier between the AO compute passes and the tone mapping pass
in the next command buffer.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-27 14:59:21 +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 50a9fae263 vkd3d: Silence SetMarker/BeginEvent/EndEvent log spam.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:27:02 +02:00
Philip Rebohle 6707f3fc30 vkd3d: Invalidate descriptor heaps on root signature change.
Apparently we need to do this if the push constant layout changes.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:27:02 +02:00
Philip Rebohle c75bbb9997 vkd3d: Handle null root descriptors.
We should hook this up to the robustness2 feature at some point,
but for now, just use the dummy descriptors. Fixes a crash in
the AMD CACAO demo.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:27:02 +02:00
Philip Rebohle e99d92bef9 vkd3d: Expose Tiled Resources Tier 2.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle 7e02541003 vkd3d: Implement sampler reduction modes.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +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 347f0e8b92 vkd3d: Fix d3d12_resource_init_sparse_info for images without mip tail.
StartTileIndexInOverallResource can be 0 for images that have either
no mip tail or no standard mips, so we need to check the packed mip
count.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-08 16:30:54 +02:00
Philip Rebohle 00e956dfac vkd3d: Expose Tiled Resources Tier 1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle 2e0ce6a186 vkd3d: Serialize sparse binding calls.
In D3D12, Update/CopyTileMappings are implicitly synchronized with
respect to other commands executing on the same queue, which means:

- Signal and Execute have to wait for previously submitted
  sparse binding operations to complete
- Wait and Execute have to complete before subsequently
  submitted sparse binding operations can execute.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +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 902ab95ba6 vkd3d: Factor out vkd3d_create_timeline_semaphore.
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 e1b75748a2 vkd3d: Implement d3d12_command_queue_CopyTileMappings.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle f56a860bc6 vkd3d: Implement d3d12_command_queue_UpdateTileMappings.
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 98462ea1ed vkd3d: Implement d3d12_device_GetResourceTiling.
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 1167611ead vkd3d: Ensure sparse resource is supported by the device.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle 5eee203559 vkd3d: Add validation for sparse image type and format.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle 6793bb7e08 vkd3d: Set sparse resource flags appropriately.
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 fe13c017ea vkd3d: Move is_power_of_two to common header.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-07 15:24:35 +02:00
Philip Rebohle 0d74a13bc4 vkd3d: Improve error handling in d3d12_command_queue_init.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-06 14:48:59 +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 d386a473c2 vkd3d: Clean up vkd3d_select_queues.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-06 14:48:12 +02:00
Philip Rebohle 90ab915ec0 vkd3d: Implement support for custom border colors.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-05 11:39:25 +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 6f517a3788 vkd3d: Fix UpdateTileMappings signature.
Also, formatting.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-30 18:08:25 +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 7bfe5d0bb3 vkd3d: Remove d3d12_command_list_clear.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-28 16:29:11 +02:00
Philip Rebohle fe269109ef vkd3d: Reimplement ClearRenderTargetView.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-28 16:29:11 +02:00
Philip Rebohle 1cffdb93f2 vkd3d: Reimplement ClearDepthStencilView.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-28 16:29:11 +02:00
Philip Rebohle 0bd0352073 vkd3d: Introduce d3d12_command_list_clear_attachment helper.
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 0061c9e6d7 vkd3d: Define external render pass dependencies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 16:13:19 +02:00
Philip Rebohle d355f03d66 vkd3d: Fix depth-stencil load/store ops.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 16:13:19 +02:00
Philip Rebohle 1b447bd2dd vkd3d: Fix image layouts for swap chain back buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +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 f0570509c1 vkd3d: Fix image layouts for clear operations.
We'll need to revisit this as the current implementation is
not only inefficient but also wrong in quite a few ways.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle ae89f2d639 vkd3d: Fix image layouts for resolve operations.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle 82032e9e58 vkd3d: Fix image layouts for buffer<->image copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle 151f18d9ef vkd3d: Fix image layouts in d3d12_command_list_copy_image.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle 8d9d23a9f9 vkd3d: Rework d3d12_command_list_ResourceBarrier.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle 5bb613ac07 vkd3d: Use common layout in initial state transitions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-27 15:40:39 +02:00
Philip Rebohle fc60b6400c vkd3d: Introduce vk_access_and_stage_flags_from_d3d12_resource_state.
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 8c09ef838a vkd3d: Use common image layout for descriptors.
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
Philip Rebohle baa0a293e7 vkd3d: Apply heap offset to destination buffer in ResolveQueryData.
Fixes rendering issues in The Talos Principle.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-23 17:26:55 +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 bc7b016d79 vkd3d: Set required image usage flags for shader-based copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 18:04:29 +02:00
Philip Rebohle 5a0ef00d45 vkd3d: Use d3d12_command_list_copy_image for CopyResource as well.
Monster Hunter World uses this to copy between D32 and R32 images.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 18:04:29 +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 30e1a49f68 vkd3d: Introduce d3d12_command_list_create_framebuffer.
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 4923d5ac04 vkd3d: Rename some internal functions.
To avoid confusion with similar functions in state.c.

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 082999fd71 vkd3d: Introduce vkd3d_make_shader_stage.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 18:04:29 +02:00
Philip Rebohle ed1f146c91 vkd3d: Fix vkd3d_create_shader_module parameter order.
Otherwise, the SPIRV_CODE is useless when using the function directly.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 18:04:29 +02:00
Philip Rebohle 1cac03c643 vkd3d: Add shaders for 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 c3170731bf vkd3d: Support CastingFullyTypedFormatSupported.
Look up the typeless format for any given image format, then
look up the corresponding compatibility list. This also fixes
a potential issue with implicit SRGB <-> UNORM compatibility.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 15:18:09 +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 9d361c56d6 vkd3d: Rework d3d12_create_sampler.
This now takes a sampler desc like d3d12_create_static_sampler,
and supports border colors if the provided border color matches
any of the supported Vulkan ones.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-21 11:57:14 +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
Sveinar Søpler c2e79af6a1 vkd3d: Fix 32-bit compiler warnings
This fixes a couple of 32-bit compiler warnings.

Signed-off-by: Sveinar Søpler <cybermax@dexter.no>
2020-04-21 11:54:59 +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
Philip Rebohle 6643ab45b5 vkd3d: Persistently map heaps on host-visible memory.
And zero-initialize mapped memory allocations, which seems to
fix some font corruption occationaly seen in Resident Evil 2.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-17 17:08:13 +02:00
Philip Rebohle 4ed642f5e6 vkd3d: Clean up heap initialization and destruction.
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 ca7c027cd1 vkd3d: Replace dummy atomic_fetch_add with atomic loads.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-04-17 15:46:09 +02:00
Philip Rebohle 64bd4f6404 vkd3d: Add VKD3D_FEATURE_LEVEL override.
Unblocks some games that request Feature Level 12.0, such as
Anno 1800, Monster Hunter World, The Talos Principle. May
cause issues if games use unsupported features.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-17 15:36:51 +02:00
Philip Rebohle ccb2cea919 vkd3d: Always use cached memory type for readback heap.
We no longer require coherent memory types, so we should
always prefer a HOST_CACHED memory type for the readback
heap as well as corresponding custom heaps.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-17 15:36:02 +02:00
Philip Rebohle 7ad4ea2f78 vkd3d: Explicitly flush/invalidate mapped memory if necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-17 15:36:02 +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 f9a2a68948 vkd3d: Improve d3d12_device_SetResidencyPriority stub.
Monster Hunter World requires this function to succeed.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-16 18:38:31 +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 55be09fb0d vkd3d: Support 1D texture views.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-16 10:30:51 +02:00
Philip Rebohle 5bf266a8ed vkd3d: Check whether root descriptors are defined.
Fixes a crash in Monster Hunter World.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-16 10:29:17 +02:00
Philip Rebohle d6204bb993 vkd3d: Implement D3D12_FEATURE_QUERY_META_COMMAND feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-15 14:25:01 +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
Hans-Kristian Arntzen 6c9683e23c vkd3d: Do not always attempt dedicated buffer allocation for heap.
On NVIDIA we sometimes fail to place images on a heap because the memory
region was dedicated. Only bother trying this if heap flags only allow
buffers.

Fixes a GPU crash in The Division.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-04-15 13:33:44 +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 0871f02b7e vkd3d: Implement D3D12_FEATURE_CROSS_NODE feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +02:00
Philip Rebohle 03b15571d8 vkd3d: Implement D3D12_FEATURE_SERIALIZATION feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +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 9c119b907c vkd3d: Implement ID3D12Device4::GetResourceAllocationInfo1.
Also, support querying more than one resource at a time.

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 23e2b62950 vkd3d: Implement ID3D12Device4::CreateReservedResource1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +02:00
Philip Rebohle a66e9a2ce4 vkd3d: Implement ID3D12Device4::CreateCommittedResource1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-14 16:27:08 +02:00
Philip Rebohle 5fbca43bc8 vkd3d: Implement ID3D12Device4::CreateHeap1.
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 da07275b16 vkd3d: Implement d3d12_device_CreatePipelineLibrary.
Needed by Claybook.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-08 14:23:28 +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 50b5959e64 vkd3d: Implement better stub for GetCachedBlob.
We currently can't implement this in a meaningful way, but we
should return an empty blob in order to not crash applications.

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 960e6f85fd vkd3d: Support multiple viewports.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 15:57:23 +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 9cb863f84a vkd3d: Only enable dynamic states if necessary.
Avoids some unnecessary API calls.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 15:39:33 +02:00
Philip Rebohle d48794408a vkd3d: Refactor dynamic state updates.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 15:39:33 +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 1d8afd85d4 vkd3d: Signal fence in EnqueueMakeResident.
Resident Evil 2 needs this method. Since we don't really have a concept
of explicit memory residency in Vulkan, we're fine not doing anything else.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle 11ca844bef vkd3d: Implement CreatePipelineState.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +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 5ba09a9ab4 vkd3d: Implement D3D12_FEATURE_EXISTING_HEAPS feature query.
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 34180e4073 vkd3d: Implement D3D12_FEATURE_COMMAND_QUEUE_PRIORITY feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle ef937713e3 vkd3d: Implement D3D12_FEATURE_SHADER_CACHE 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 8687969a2a vkd3d: Implement D3D12_FEATURE_ARCHITECTURE1 feature query.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-01 10:35:40 +02:00
Philip Rebohle 3dc9f7c585 vkd3d: Implement D3D12_FEATURE_PROTECTED_RESOURCE_SESSION_SUPPORT 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 fce6838870 vkd3d: Fix compilation warning on 32-bit.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-31 17:27:33 +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 8344e8224e vkd3d: Only add feature structs to pNext chain if extension is supported.
RenderDoc will sometimes report extensions as unsupported, but still
fill out and accept the respective feature structs. Since we assume
extensions to be supported if the feature is enabled, we sometimes
try to use functionality that RenderDoc disables and crash.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 11:07:53 +02:00
Philip Rebohle 00d88454ee vkd3d: Factor out extension enumeration.
Besides cleaning up the code, this also allows us to
use information about the available extensions earlier.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 11:07:53 +02:00
Philip Rebohle 34f9cae1c6 vkd3d: Disable unused BufferDeviceAddress features.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 11:07:53 +02:00
Philip Rebohle cf759d4d76 vkd3d: Only set memory device address bit if extension is supported.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 11:07:53 +02:00
Philip Rebohle f5dc3fa8c8 vkd3d: Skip redundant descriptor copies.
Greatly improves performance in Control.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 10:51:14 +02:00
Philip Rebohle 78034ecef1 vkd3d: Simplify checks whether a descriptor has a view.
SaVes a few CPU cycles on a potentially very hot code path.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 10:51:14 +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 33a2ace768 vkd3d: Don't copy entire descriptor when destroying view.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 10:51:14 +02:00
Philip Rebohle 09b7013f59 vkd3d: Don't use push descriptors if we exceed the device limit.
This can in theory happen if we have 32 root descriptors and
bindless UAV counters.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 10:47:47 +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 a7a27e3c05 vkd3d: Fix descriptor count for UAV counter binding.
Copy-paste error that causes us to exceed the push descriptor
limit in some situations.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-30 10:47:47 +02:00
Philip Rebohle 920d029100 vkd3d: Don't require bindless UAV counters for RESOURCE_BINDING_TIER_3.
Nvidia does not support VK_KHR_buffer_device_address at the moment.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-28 10:39:14 +01:00
Hans-Kristian Arntzen 877c3afedd vkd3d: Fix MSVC build.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-27 15:43:19 +01:00
Philip Rebohle 8843739797 vkd3d: Require bindless UAV and UAV counters for BINDING_TIER_3.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:37:59 +01:00
Philip Rebohle f8c842f03c vkd3d: Enable bindless UAV counters if supported.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle e97c5be394 vkd3d: Enable VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT as necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle b5b9f464d7 vkd3d: Enable VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR as necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle e1ad2f0f03 vkd3d: Set SHADER_DEVICE_ADDRESS_BIT for buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
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