This became basically a rewrite in the end, and it got too awkward to
split these commits in any meaningful way.
The goals here were primarily to:
- Support serializing SPIR-V and load SPIR-V.
To do this robustly requires a lot more validation and checks to make
sure end up compiling the same SPIR-V that we load from cache.
This is critical for performance when games have primed their pipeline
libraries and expect that loading a PSO should be fast. Without this,
we will hit vkd3d-shader for every PSO, causing very long load times.
- Implement the required validation for mismatched PSO descriptions.
- Rewrite the binary layout of the pipeline library for flexibility
concerns and performance.
If the pipeline library is mmap-ed from disk - which appears to be
the intended use - we only need to scan through the TOC to fully parse
the library contents.
From a flexibility concern, a blob needs to support inlined data,
but a library can use referential links. We introduce separate
hashmaps which store deduplicated SPIR-V and pipeline cache blobs,
which significantly drop memory and storage requirements.
For future improvements, it should be fairly easy to add information
which lets us avoid SPIR-V or pipeline cache data altogether if
relevant changes to Vulkan/drivers are made.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
If we're going to create different SPIR-V files from what the
VkPipelineCache represents, it's meaningless to load it.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Wraps the D3D12 struct with a pipeline library handle.
This is needed if the blob contains references to external data,
which then needs to be resolved.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
As per MSDN, SetName is just a wrapper around SetPrivateData and a specific GUID.
Some apps and tools will use this to retrieve their name back.
So instead, just forward the name to Vulkan in the SetPrivateData call.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Version string is used in logging for information purposes, but pipelines blobs and libraries use uint64_t–based commit hash. Using fixed–size integer silences warnings about string length and makes storing build info a little more efficient.
The hash is obtained separately from version string and is shifted to the left by 4 bits if the working tree is dirty.
Signed-off-by: Krzysztof Bogacki <krzysztof.bogacki@leancode.pl>
On systems without extended dynamic state, or for certain pipelines,
it is possible for vk_pso_cache to be VK_NULL_HANDLE, so we need to
check for this during serialization.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
This is used extensively by Horizon Zero Dawn, and allows us
to skip the compile screen after the initial first run.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>