Commit Graph

528 Commits

Author SHA1 Message Date
Philip Rebohle 648e41716b vkd3d: Add additional command buffer to batch intialization commands.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-03 16:21:43 +01:00
Philip Rebohle d0fc57413e vkd3d: Merge adjacent query ranges on insertion.
Since we'll be inserting lots of single queries, we want to
avoid having to resize the range array since that is an O(n)
operation at worst.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-03 16:21:43 +01:00
Philip Rebohle 81e6449f67 vkd3d: Add code to track query ranges used within a command list.
Useful to batch vkCmdResetQueryPool calls.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-12-03 16:21:43 +01:00
Hans-Kristian Arntzen b85a345d48 vkd3d: Fix const-ness warning on MSVC.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-02 13:12:56 +01:00
Philip Rebohle 2ec68af1d5 vkd3d: Add fallback path for predication using indirect draws.
Official AMD drivers do not support VK_EXT_conditional_rendering,
so we'll use indirect draws instead to emulate the feature.

This also handles 64-bit predicates in combination with the
Vulkan extension, which was not possible previously.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-27 12:43:39 +01:00
Philip Rebohle 2c9bacd760 vkd3d: Perform binary occlusion query fixup on scratch buffer.
Potentially avoids some unnecessary host memory access. Use BDA for
the compute shader so that we can ignore alignment restrictions on
some GPU architectures.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-24 16:45:55 +01:00
Philip Rebohle afb85c79cd vkd3d: Add code to create, destroy and recycle scratch buffers.
Command lists may need to allocate temporary device memory for
certain operations. In order to avoid frequent alloc/free calls,
we'll recycle these scratch buffers until a certain threshold.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-24 16:45:55 +01:00
Hans-Kristian Arntzen 19193bf932 vkd3d: Sanitize VBO strides and VBO offsets.
Realign VBO strides and offsets if we have to, for sake of
robustness. Violating these rules is against D3D12 spec, but it does not
cause crashes on native drivers. On RDNA we can hit hangs with unaligned
vertex attributes. It appears that native drivers apply some kind of
fixup here to avoid the crash, even if the result is not what we expect.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-24 15:07:29 +01:00
Hans-Kristian Arntzen 10b503c893 vkd3d: Fallback to NULL VA when binding non-existent VBO.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-24 15:07:29 +01:00
Philip Rebohle 8cbecfb9f6 vkd3d: Fix offset for predicate buffer.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-20 11:23:06 +01:00
Philip Rebohle fb6f078ba9 vkd3d: Fix up binary occlusion query results.
In D3D12, these return 1 rather than an actual sample count.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-19 22:08:42 +01:00
Philip Rebohle 6886bb7f11 vkd3d: Handle empty viewports.
Assassin's Creed Valhalla relies on this.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-19 14:31:39 +01:00
Hans-Kristian Arntzen d0328e8760 vkd3d: Fix uninitialized variable in initial WSI transition.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-18 16:40:17 +01:00
Hans-Kristian Arntzen 52ee2edc3d vkd3d: Separate root VA use for CBV and SRV/UAV.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-18 15:49:31 +01:00
Philip Rebohle 215989f6d5 vkd3d: Rework query pool initialization.
Ensures that queries are always available and initialized
in the correct order on the GPU timeline.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-18 15:45:28 +01:00
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 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
Hans-Kristian Arntzen de4293f990 vkd3d: Use SHADER_READ for CBV visibility when using ROOT_VA CBV.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-16 17:01:58 +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 baf265c666 vkd3d: Update root descriptor VAs as necessary.
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
Alexander Gabello da4a96a25b vkd3d: Free string after PIX decoding
Signed-off-by: Alexander Gabello <alexandergabello@mail.weber.edu>
2020-11-09 10:55:05 +01:00
Philip Rebohle 58548a3db2 vkd3d: Fix image memory barrier after fragment shader-based copy.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-06 16:07:47 +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
Hans-Kristian Arntzen f0754c4460 vkd3d: Apply offset to typed UAV as well in ClearUAV.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Philip Rebohle 211704be3f vkd3d: Use per-resource view maps to create render target views.
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
Philip Rebohle bd1de243d3 vkd3d: Don't skip indirect dispatches with count buffer.
The only currently known use case for this requires us to actually
perform the dispatch operation. Executing more than one indirect
dispatch command is not meaningful, however there might be
differences in behaviour in case the indirect count is zero.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 16:56:18 +01:00
Philip Rebohle c50e529be0 vkd3d: Fix descriptor table mask when populating inline uniform block data.
This logic has to be the same as in d3d12_command_list_update_descriptor_table_offsets,
since not all active descriptor tables are necessarily used by the root signature.

Fixes an assert in the StarsX IrradianceMap demo (Github issue #347).

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 16:56:18 +01:00
Hans-Kristian Arntzen 4d961f96ea vkd3d: Fix some nits with declaration-after-statement.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 11:04:06 +01:00
Philip Rebohle 374adc8bb7 vkd3d: Account for buffer offset info in clear_uav.
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
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
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
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 d7e9713c4c vkd3d: Add external API to perform initial transition.
Relevant for swapchain since a swapchain resource can be presented right
away without ever having been touched by an API call.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-16 13:25:59 +01:00
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 991d40006b vkd3d: Fix maximum workgroup count for clearing buffer UAVs.
Buffer views do not necessarily cover the entire resource, so we
should not spawn more workgroups than necessary to clear the view.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 6401cc353e vkd3d: Support raw buffer views in ClearUnorderedAccessView*.
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 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
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 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 6d2f540a40 vkd3d: Transition from UNDEFINED if a copy command writes everything.
An optimization and a requirement in D3D12. Clearing out an image
through a copy is considered enough to satisfy the requirement to acquire an
alias in the advanced usage model.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-08 14:30:50 +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 a991fddeeb build: Use `-fvisibility=hidden` and define exports manually
When building natively on Windows we use dllexport/dllimport for vkd3d/vkd3d_utils public exports.

When building natively on Linux we simply make those visibility default.

Nothing changes for standalone here.

Closes #152

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