Scratch buffers are 1 MiB blocks which will end
up being suballocated. This was not intended and a fallout from the
earlier change where VA_SIZE was bumped to 2 MiB for Elden Ring.
Introduce a memory allocation flag INTERNAL_SCRATCH which disables
suballocation and VA map insert.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For internal debug shaders, it is helpful to ensure in-order logs when
sorted for later inspection.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Separate scratch pools by their intended usage. Allows e.g. preprocess buffers to be
allocated differently from normal buffers. Potentially can also allow
for separate pools for host visible scratch memory etc down the line.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
The D3D12 docs outline this as an implementation detail explicitly, so
we should do the same thing.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
The runtime is specified to validate certain things.
Also, be more robust against unsupported command signatures, since we
might need to draw/dispatch at an offset. Avoids hard GPU crashes.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For now, just keep the NV path as well. It's the exact same extension
basically as the KHR one.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
When the disk cache is used, the cache we give back to applications is a
dummy. Therefore, try to use the disk cache blob if we detect a useless
application blob.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline
blobs to disk, even for games which do not make any use of GetCachedBlob
of ID3D12PipelineLibrary interfaces. Most applications expect drivers to
have some kind of internal caching.
This is implemented as a system where a disk
thread will manage a private ID3D12PipelineLibrary, and new PSOs are
automatically committed to this library. PSO creation will also consult
this internal pipeline library if applications do not provide their own
blob.
The strategy for updating the cache is based on a read-only cache which
is mmaped from disk, with an exclusive write-only portion for new blobs,
which ensures some degree of safety if there are multiple
concurrent processes using the same cache.
The memory layout of the disk cache is optimized to be very efficient
for appending new blobs, just simple fwrites + fflush.
The format is also robust against sliced files, which solves the problem
where applications tear down without destroying the D3D12 device
properly.
This structure is very similar to Fossilize, and in fact the idea is to
move towards actually using the Fossilize format directly later.
This implementation prepares us for this scenario where e.g. Steam could
potentially manage the vkd3d-proton cache.
The main complication in this implementation is that we have to merge
the read-only and write caches.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For internal pipeline libraries, we want a somewhat different strategy.
- PSOs are keyed by hash instead of user key.
- We want the option to conditionally store SPIR-V and PSO blobs.
For internal caches, there isn't much of a reason to store PSO blobs
since the disk cache is going to be primed anyways.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Makes sure that we drop private root signature device references when
public pipeline state refcount hits 0.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This was off by one, at some point, which could cause a stack buffer overrun which is naughty.
Replace this with just an ARRAY_SIZE on the dynamic_state_list for the array size.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Needed to support SM 6.0 CBufferLoad.
This path is mostly unused since it's opt-in in DXC and horribly broken
...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Primitive restart is only used for strip primitive types, and must be
ignored for lists. Use and require extended_dynamic_state2 for this
purpose.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For EXTENDED_USAGE, we still need to restrict image usage when creating
concrete views.
Use VkImageViewUsageCreateInfo to restrict usage flags to the kind of
view we're creating.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Found some validation errors where rt_count != rtv_active_mask,
and blending used rt_count instead of rtv_active_mask. If shader renders
to a NULL attachment, we must make sure that it's part of the PSO
interface.
Also, use rt_count rather than active mask when beginning render pass.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This is basically required for not horrible stutter and performance and
is widely supported.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
For this case, we want to block and teardown the debug ring thread.
It's okay to fish for dead messages in the ring, since we know there
won't be more GPU work submitted.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
If we expect device losts (breadcrumb debug), we need to use DEVICE uncached/coherent,
since we might not be able to flush GPU caches properly.
We also need to remove the idea of being able to copy out the control
block back to host. This is too brittle and we should instead just place
the control block in PCI-e BAR instead. Rethink how we pass messages
from GPU to CPU to make it more robust.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
AMD path for this commit.
Idea is that we can automatically instrument markers with command list
information we can make some sense of in vkd3d-proton.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Rather than having to take writer lock on serialize calls from the
outside, we should just take locks when accessing the internal hashmaps
instead.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
On some implementations, it doesn't matter for performance what we use,
and we can avoid a lot of ugly barriers this way.
Opt-in to use this extensions on GPUs we know handles it well,
otherwise, keep using the tracking paths.
With VK_KHR_dynamic_rendering, this is now feasible to do since we no longer
have to deal with shenanigans related to VkRenderPass layouts and
complicated compatibility rules.
To make this work with the existing framework, just need to consider
that GENERAL can be a common layout alongside DEPTH_STENCIL_OPTIMAL,
which are both common layouts that do not need to be tracked at all.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
In pipeline libraries, the library holds on to private references of the
libraries so that they can be rapidly loaded on-demand.
This behavior is verifed by API tests.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
When we store pipeline state in libraries we have to manage lifetime a
bit differently, which requires internal refcounts of some sort.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Required extension by VK_KHR_fragment_shading_rate and
VK_KHR_separate_depth_stencil_layouts, but we don't care about enabling
any features or use it directly.
Needed to silence validation errors.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
These only existed for VRS attachment, which is no longer
necessary with VK_KHR_dynamic_rendering.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>