Commit Graph

2423 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen 5df4a5c083 vkd3d-shader: Add 16-bit feature usage to meta.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-28 15:28:19 +02:00
Hans-Kristian Arntzen ab9e99cbfa vkd3d: Check for Int16 capability as well as extended subgroup types when exposing 16-bit ops.
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
Joshua Ashton a53a7f8d7c vkd3d-shader: Restrict descriptor-qa extras and logic to VKD3D_ENABLE_DESCRIPTOR_QA
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-07-08 16:52:58 +02:00
Joshua Ashton 309fc817e8 vkd3d: Fix RT local root signature interface flags
This was passing through flags of the root signature not the shader interface flags of it.

Need to get the shader interface flags of the root signature instead.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-07-08 16:52:58 +02:00
Hans-Kristian Arntzen 29a9ccd356 vkd3d: Basic implementation of ResolveSubresourceRegion.
Used by DIRT5.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-08 13:54:05 +02:00
Hans-Kristian Arntzen f3c3e53f7a vkd3d: Add resolve mode argument to resolve helper.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-08 13:54:05 +02:00
Hans-Kristian Arntzen 591d47a6c5 vkd3d: Refactor out ResolveSubresource.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-08 13:54:05 +02:00
Hans-Kristian Arntzen 732d1dd234 vkd3d-shader: Reflect patch vertex count for DXIL HS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:58:45 +02:00
Hans-Kristian Arntzen 37e8f42f4a vkd3d: Move patch vertex count to meta struct.
Will make it easier to implement for DXIL.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:58:45 +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 515ed7fbd1 vkd3d: Make sure memory is available before change image layout.
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 1288d0f9b1 vkd3d: Remove obsolete all_aspect parameter.
For copies, we can always use the intended aspects, since we have
separate DS layouts now.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:31:52 +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 81d472242b vkd3d: Clear single depth-stencil aspect correctly.
When clearing a DSV, we must get aliasing guarantees, so we must
transition away from UNDEFINED. This is only possible when using
separate_ds_layouts and for render pass clears we need to use
renderpass2 mechanisms to do this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:31:52 +02:00
Hans-Kristian Arntzen 35c555c479 vkd3d: Use more correct fallback path for minLODClamp.
The clamp is absolute, not relative to baseMip. Also avoids validation
error and potential crash when LODClamp > numLevels.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 12:50:23 +02:00
Joshua Ashton 61ccdb9037 vkd3d: Make invalid RTV for attachment FIXME_ONCE
This spams constantly in Dirt 5.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-07-07 11:49:18 +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 3090ae01c1 vkd3d: Support discarding single aspects as required.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 15:18:16 +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 419790ac77 vkd3d: Add wave size workaround for GravityMark.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 15:15:42 +02:00
Hans-Kristian Arntzen 92c4f861e7 vkd3d-shader: Report CS workgroup size metadata.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 15:15:42 +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
rochaudhari be2362268c vkd3d: Return format2 information for d3d12_device_CheckFeatureSupport
Currently only format1 information is being returned for D3D12_FORMAT_SUPPORT.

Signed-off-by: Roshan Chaudhari <rochaudhari@nvidia.com>
2021-07-02 14:07:39 +02:00
Hans-Kristian Arntzen 3ea20a91ad vkd3d: Handle zero viewports.
This can be used for rasterizer discard, just bind dummy viewport and
scissor.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-01 13:53:19 +02:00
Hans-Kristian Arntzen cb5283b6fb vkd3d: Allow dynamic vertex stride == 0 to go through.
Eliminates all late pipeline compiles in Scarlet Nexus DX12 (and several
other games).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-29 16:00:33 +02:00
Hans-Kristian Arntzen c1860a1ead vkd3d: Add VKD3D_CONFIG flags for forcing EXCLUSIVE queue modes.
Helps in some cases, but we cannot do this by default :(

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-29 12:24:24 +02:00
Joshua Ashton 5e3ec4337b vkd3d: Fix top-most handling when restoring from fullscreen
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-06-25 17:28:35 +02:00
Hans-Kristian Arntzen ba7c2b7c5f swapchain: Log window rects for leaving and entering fullscreen.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 08:01:26 -07:00
Paul Gofman ca2ae195fb swapchain: Update original_window_rect in d3d12_swapchain_SetFullscreenState().
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 08:01:26 -07:00
Hans-Kristian Arntzen 84f4b893ee swapchain: Use VK_CALL macro.
There's a mix and match of vk_procs-> and CALL conventions. Harmonize
this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 15:18:27 +02:00
Hans-Kristian Arntzen b5023bab32 swapchain: Synchronize before resetting blit command buffer.
Randomly appears in GravityMark, odd that validation didn't find this in
other cases.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 15:18:27 +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
Hans-Kristian Arntzen 12e0aa2a46 vkd3d-shader: Query if subgroup size is used.
Lets calling code know if it should use ALLOW_VARYING_SUBGROUP_SIZE.
To avoid too much churn on pipeline caches, only add the flag when
needed.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 15:08:53 +02:00
Hans-Kristian Arntzen 27fdc39e67 vkd3d: Be more robust with out of bounds clear/discard rects.
GravityBench ends up using ClearView with too large dimensions.
This is a validation error in Vulkan, so just clamp the extents.

To make full rect detection a bit more robust, do a range check instead
of memcmp().

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-24 16:18:38 +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
Georg Lehmann c915f237e3 vkd3d: Index depth stencil formats by format.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-06-24 12:55:17 +02:00
Georg Lehmann 1af017c284 include: Add some new dxgi formats.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-06-24 12:55:17 +02:00
Hans-Kristian Arntzen c108bec58f vkd3d: Fix trivial indentation nit.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:41:09 +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 5fe135f3fb vkd3d: Ensure shader visibility happens for DEPTH_READ | RESOURCE scenarios.
If we're doing a layout transition of depth-stencil aspects, we need to ensure all potential
accesses are made visible.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:32:48 +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
Samuel Pitoiset 72d9b322b8 vkd3d: reject creating a resource that is placed if the heap is too small
The spec is pretty clear that it's invalid usage. Return E_INVALIDARG
like native drivers.

This is a workaround for the inventory GPU hang with Cyberpunk 2077
which is actually a game bug. Luckily the game handles this error
properly.

The problem is that the game always assume that an image with 2 mips
is smaller than the same image but with 6 mips. This is not always
true if the swizzle mode is different and a recent Mesa update changed
that. Then the game creates a D3D12 heap that is too small and this
triggered a memory violation and then a GPU hang with RADV.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2021-06-17 16:42:23 +02:00
Hans-Kristian Arntzen 1ea31701c5 vkd3d: Move F1 2020 workaround over to quirks system.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-17 16:42:14 +02:00