Commit Graph

709 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen 5c2376faf5 vkd3d: Handle multiplanar formats in GetCopyableFootprints.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-02 12:21:22 +02:00
rochaudhari 0828aec4f6 vkd3d: Implement new interfaces required for DX12 DLSS support.
Adds ID3D12GraphicsCommandListExt and ID3D12DeviceExt interfaces.

Signed-off-by: Roshan Chaudhari <rochaudhari@nvidia.com>
2021-08-27 11:37:15 +02:00
Philip Rebohle 715eca1b95 vkd3d: Reimplement frame latency event as a semaphore.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-08-26 14:21:38 +02:00
Philip Rebohle fef30f5037 vkd3d: Support releasing semaphores from a D3D12 fence.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-08-26 14:21:38 +02:00
Hans-Kristian Arntzen e1bb5f3b77 vkd3d: Handle NULL event handles in ID3D12Fence::SetEvent*().
We need to block here for whatever reason.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-29 17:21:20 +02:00
Hans-Kristian Arntzen 5b013d0b02 vkd3d: Validate shader meta against features.
We're supposed to validate and fail compilation if certain features are
not supported.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-28 15:28:19 +02:00
Joshua Ashton 1d23bdbab7 vkd3d: Don't store pointer to QA info when not building with QA
This is entirely unnecessary and a waste of space as it will never be used.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-07-08 16:52:58 +02:00
Hans-Kristian Arntzen 3915090c12 vkd3d: Track depth-stencil image layouts over a command buffer.
Goal here is to avoid unnecessary image layout transitions when render
passes toggle depth-stencil PSO states. Since we cannot know which
states a resource is in, we have to be conservative, and assume that
shader reads *could* happen.

The best effort we can do is to detect when writes happen to a DSV
resource. In this scenario, we can deduce that the aspect cannot be
read, since DEPTH_WRITE | RESOURCE state is not allowed.

To make the tracking somewhat sane, we only promote to OPTIMAL if an
entire image's worth of subresources for a given aspect is transitioned.
The common case for depth-stencil images is 1 mip / 1 layer anyways.

Some other changes are required here:
- Instead of common_layout for the depth image, we need to consult the
  command list, which might promote the layout to optimal.
- We make use of render pass compatibility rules which state that we can
  change attachment reference layouts as well as initial/finalLayout.
  To make this change, a pipeline will fill in a
  vkd3d_render_pass_compat struct.
- A command list has a dsv_plane_optimal_mask which keeps track
  of the plane aspects we have promoted to OPTIMAL, and we know cannot
  be read by shaders.
  The desired optimal mask is (existing optimal | PSO write).
  The initial existing optimal is inherited from the command list's
  tracker.
- RTV/DSV/views no longer keep track of VkImageLayout. This is
  unnecessary since we always deduce image layout based on context.

Overall, this shows a massive gain in HZD benchmark (RADV, 1440p ultimate, ~16% FPS on RX 6800).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:45:46 +02:00
Hans-Kristian Arntzen 8f05ac298c vkd3d: Add implementation for plane optimal tracker.
Idea is to keep track of scenarios where we know a resource's aspect is
known to be in a OPTIMAL state. Based on this, we can override the image
layout from the common_layout in order to avoid unnecessary full
barriers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:45:46 +02:00
Hans-Kristian Arntzen 68ce7bd324 vkd3d: Handle separate DS layout for destination copies.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:31:52 +02:00
Hans-Kristian Arntzen cf632186fd vkd3d: Add workaround for MinLODClamp.
Not correct, will need spec additions to handle it properly.
Fixes ground rendering in DIRT 5.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-06 16:45:19 +02:00
Hans-Kristian Arntzen 398724cd6e vkd3d: Require VK_KHR_separate_depth_stencil_layouts.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 15:18:16 +02:00
Hans-Kristian Arntzen 7a00e56792 vkd3d: Handle multiple planes in d3d12_resource_get_subresource_count.
Separate out an explicit per_plane query for the cases where we need it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 14:16:18 +02:00
Hans-Kristian Arntzen 7c80c92304 vkd3d: Use ALLOW_VARYING_SUBGROUP_SIZE flag as appropriate.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 15:08:53 +02:00
Georg Lehmann a7922a7c85 vkd3d: Introduce vkd3d_internal_get_vk_format.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-06-24 12:55:17 +02:00
Georg Lehmann 0d9c7bc3ad vkd3d: Index formats by format.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-06-24 12:55:17 +02:00
Hans-Kristian Arntzen 9900301886 vkd3d: Use read-write lock for fallback pipeline cache.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:41:09 +02:00
Hans-Kristian Arntzen bb723e859b vkd3d: Use read-write locks for render pass cache.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:41:09 +02:00
Hans-Kristian Arntzen 8225edc726 vkd3d: Rewrite resource state implementation.
- Honor resource barriers for resource states which cannot automatically
  decay or promote. This includes COLOR_ATTACHMENT, UNORDERED_ACCESS and
  VRS image. If SIMULTANEOUS_ACCESS is used, we can still promote, and
  we handle that by setting common layout to GENERAL for these resources.

- Avoid redundant barriers in render passes since normal resource
  barriers will always make sure we are already in
  COLOR_ATTACHMENT_OPTIMAL.

- Do not force GENERAL layout if resource has UNORDERED_ACCESS flag set.
  As this is not a promotable state, we have to explicitly transition
  into it. I tested this on validation layers, where even COMMON state
  refuses to promote to UAV state. The exception here of course is
  SIMULTANOUS_ACCESS, but we handle that properly now.

- Verify that UAV or SIMULTANEOUS access is not used together with DSV
  state. This is explicitly banned in the API docs.

- Actually emit image barriers. Batch the image transitions as that's
  what D3D12 docs encourage app developers to do, and it also expects
  that drivers can optimize this. Ensure that we respect the in-order
  resource barrier rules by splitting batches if there are overlaps in
  the transitions.

- Ensure that correct image layout is used when clearing a suspended
  render pass attachment.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:32:48 +02:00
Hans-Kristian Arntzen 177679a766 vkd3d: Add VKD3D_RESOURCE_SIMULTANEOUS_ACCESS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:32:48 +02:00
Hans-Kristian Arntzen 02398c4eef vkd3d: Normalize depth-stencil layouts if only one aspect is used.
Avoid using the separate layouts if we're only using formats with one
aspects. This makes it more likely to match layouts with common layout,
and we can avoid awkward transition barriers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:32:48 +02:00
Philip Rebohle 014a3c0b94 vkd3d: Handle plane slice index in descriptor creation.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-06-21 21:23:03 +02:00
Hans-Kristian Arntzen 28c8a595fa vkd3d: Pass down shader quirks for Necromunda.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-17 16:42:14 +02:00
rochaudhari 1699743c37 vkd3d: Enable binary import and image view handle extensions
Signed-off-by: Roshan Chaudhari <rochaudhari@nvidia.com>

Reviewed-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
2021-06-10 11:26:34 +02:00
Hans-Kristian Arntzen 9983a1720f vkd3d: Splat null descriptors to all sets.
Some games end up writing the wrong descriptor type when using null
descriptors, and to be robust against that, we have to clear out
all descriptors when creating null descriptors.

If we copy a null descriptor, we will also have to copy from all sets.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-07 13:21:31 +02:00
Hans-Kristian Arntzen 3c7f188863 vkd3d: Nuke code paths for !nullDescriptor.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-27 10:39:22 +02:00
Hans-Kristian Arntzen a256a9266e vkd3d: Rewrite descriptor QA.
Adds support for GPU-assisted validation of descriptor usage in the
CBV_SRV_UAV heap.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-26 17:26:01 +02:00
David McCloskey 217ffc27d2 vkd3d: Type error fix for d3d12_device_get_query_pool.
Signed-off-by: David McCloskey <davmcclo@gmail.com>
2021-05-07 06:41:59 +01:00
Hans-Kristian Arntzen 4f0872152a meta: Add fs_copy_uint path.
For stencil -> color copies.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-05 00:11:10 +02:00
Hans-Kristian Arntzen 0e93af9700 vkd3d: Handle multiple planes in subresource conversion for copies.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-05 00:11:10 +02:00
Georg Lehmann a411256c7f vkd3d: Enable and require shaderDrawParameters.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-04-29 06:48:37 +01:00
Philip Rebohle 62cbf3d78a vkd3d: Remove unused unsafe_impl_from_ID3D12CommandAllocator.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00
Philip Rebohle 1990270bbb vkd3d: Implement CreateCommandList on top of CreateCommandList1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00
Philip Rebohle 2ca62ecd12 vkd3d: Add bundle allocator and command list implementation.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00
Joshua Ashton 41df41305e include: Move vkd3d_config_flags to public header
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-12 16:29:57 +02:00
Joshua Ashton 9fb624a429 vkd3d: Implement RSSetShadingRateImage
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-12 13:22:01 +02:00
Joshua Ashton 5d17f71441 vkd3d: Handle usage and implicit views for VRS capable resources
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-12 13:22:01 +02:00
Joshua Ashton 601357c7c5 vkd3d: Implement a static pipeline variant system
Needed so we can switch between having a VRS and non-VRS attachment on the fly.
Extensible enough for this to work for other things down the line also.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-12 13:22:01 +02:00
Hans-Kristian Arntzen 7dc2a5cad7 vkd3d: Enable VK_KHR_sampler_mirror_clamp_to_edge.
CP77 requires it now.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-04-07 21:57:50 +02:00
Philip Rebohle 698279ec90 vkd3d: Enable conservative rasterization state as requested.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-25 18:00:59 +01:00
Philip Rebohle 8a61128152 vkd3d: Enable VK_EXT_conservative_rasterization if available.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-25 18:00:59 +01:00
Hans-Kristian Arntzen 2f60a3bf66 vkd3d: Fix broken debug_vk_memory_{property,heap}_flags.
C is fun, yo. Returned data from dead stack variable, also triggered
overflow in some cases.

Uncalled in release mode, but can crash debug builds.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-25 17:58:18 +01:00
Joshua Ashton fe28436c34 vkd3d: Refactor vkd3d_render_pass_key to use flags
We're going to need more state in this key for VRS TIER_2 and we need to keep this aligned.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-24 15:20:10 +01:00
Hans-Kristian Arntzen 5197edb03b vkd3d: Enable 16-bit storage features.
Don't need extension, since VK_KHR_16bit_storage is core in Vulkan 1.1.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-23 18:35:35 +01:00
Hans-Kristian Arntzen 9fa668867e vkd3d: Hold private reference to collection objects.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-23 18:35:35 +01:00
Hans-Kristian Arntzen bd16d1a88d vkd3d: Support RTPSO object collections.
This is quite complicated, but we can use VK_KHR_pipeline_library
to implement this functionality.
2021-03-23 18:35:35 +01:00
Joshua Ashton 2fa97aa0fb vkd3d: Move API versions to public header
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-22 14:29:45 +01:00
Joshua Ashton aa12817ccf vkd3d: Implement D3D12_HEAP_TYPE_WRITE_WATCH
Needed for D3D12 APITrace

Closes: #373
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-18 14:41:46 +01:00
Joshua Ashton 4e31f5d54d vkd3d: Align d3d12_rtv_desc to D3D12_DESC_ALIGNMENT
Otherwise we can do an alligned_malloc with a non-aligned size as the descriptor size is 48 for a d3d12_rtv_desc otherwise.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-16 21:45:28 +01:00
Hans-Kristian Arntzen dbdbf94083 vkd3d: Ensure that virtual timeline values are updated in-order.
Increment physical value one by one, find the exact timeline value we're
supposed to signal and perform the update.

Select lowest physical timeline value correctly.
Array can be reordered now, so lowest value isn't necessarily first.

Fixes some super weird hangs in Control DXR.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-16 21:41:37 +01:00