Commit Graph

720 Commits

Author SHA1 Message Date
Tatsuyuki Ishi 829ac72e3d vkd3d: Break up CopyTextureRegion into three stages.
A parameter preparation stage, a pre-execution barrier stage, then finally
the execution and post-execution barrier stage.

Signed-off-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
2022-06-13 14:40:23 +02:00
Hans-Kristian Arntzen c64916686d vkd3d: Clear SUSPENDED flag properly.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-13 13:46:49 +02:00
Hans-Kristian Arntzen 467db76f90 vkd3d: Remove obsolete COLOR -> COMPUTE workaround for Deathloop.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-31 15:59:35 +02:00
Robin Kertels cdabda7805 vkd3d: Implement indirect ray tracing.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2022-05-11 19:11:01 +02:00
Hans-Kristian Arntzen 71940797d1 vkd3d: Check for redundant dynamic state in some cases.
Some dynamic state is at risk of being spammed with same arguments many
times. For the dynamic state that is trivial to check, do so.

Ghostwire: Tokyo has been observed to spam the same OMSetStencilRef
value causing some context rolls, also RSSetShadingRate has been set
redundantly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-03 16:30:42 +02:00
Philip Rebohle beaedbd857 vkd3d: Use UAV clear fallback based on format compatibility.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-21 13:51:58 +02:00
Philip Rebohle 81927c5895 vkd3d: Fix handling of non-zero base layer in ClearUAV fallback path.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-21 13:51:58 +02:00
Philip Rebohle e7a6af4971 vkd3d: Use texel buffer views for UAV clears with buffer to image copy.
Allows this to more easily work with more formats.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-21 13:51:58 +02:00
Philip Rebohle e4184830c5 vkd3d: Add ClearUAV path that uses buffer-to-image copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-05 11:52:23 +02:00
Philip Rebohle d1425ee4d1 vkd3d: Use VK_ACCESS_MEMORY_{READ,WRITE}_BIT where appropriate
Buggy RADV versions no longer work due to missing extension support.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-05 11:52:23 +02:00
Hans-Kristian Arntzen 6f43f450c8 vkd3d: Disable primitive restart when using non-compatible topologies.
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>
2022-03-30 16:12:16 +02:00
Hans-Kristian Arntzen da63f0beac vkd3d: Compute range_end after sparse checks in copy tracking.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-30 12:13:25 +02:00
Philip Rebohle 6378f1b880 vkd3d: Optimize WriteBufferImmediate for consecutive writes.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-30 11:51:10 +02:00
Hans-Kristian Arntzen 2e8fb27182 vkd3d: Correctly handle dynamic depth/stencil attachment infos.
{depth,stencil}AttachmentFormat and p{Depth,Stencil}Attachment are only
allowed if the format contains that aspect. Check this explicitly.

Fixes some validation errors.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-24 17:55:32 +01:00
Hans-Kristian Arntzen 1b5f7e8fc3 vkd3d: Use VkImageViewCreateInfo correctly.
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>
2022-03-24 17:55:32 +01:00
Hans-Kristian Arntzen cf65a78570 vkd3d: Rename DSV UNKNOWN workaround query.
Make it more obvious what it's really trying to check.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-23 22:36:00 +01:00
Philip Rebohle 1d3957fe6d vkd3d: Do not create pipeline variants for NULL DSV.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-23 22:22:09 +01:00
Hans-Kristian Arntzen 6e915dd2c0 vkd3d: Use rt_count as basis for binding RTVs.
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>
2022-03-23 14:29:51 +01:00
Philip Rebohle 34f5fc6a31 vkd3d: Do not create pipeline variants for NULL RTVs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-22 13:06:00 +01:00
Hans-Kristian Arntzen 63530501a5 vkd3d: Require VK_EXT_extended_dynamic_state.
This is basically required for not horrible stutter and performance and
is widely supported.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-16 17:48:21 +01:00
Hans-Kristian Arntzen e61cc0234a vkd3d: Allow debug ring to know about device lost scenarios.
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>
2022-03-11 13:26:27 +01:00
Hans-Kristian Arntzen a6700d3d85 vkd3d: Make debug ring aware of potential crash scenarios.
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>
2022-03-11 13:26:27 +01:00
Hans-Kristian Arntzen 972ce74ac6 vkd3d: When using breadcrumbs, consider that WaitSemaphore can be buggy.
Spec says that in device lost, driver must return DEVICE_LOST in finite
time, but this does not happen on NV drivers. Use a long timeout instead
in this scenario.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:07:56 +01:00
Hans-Kristian Arntzen 365dd05557 vkd3d: Add breadcrumbs support.
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>
2022-03-11 13:07:56 +01:00
Hans-Kristian Arntzen 30b4abcea1 vkd3d: Do not discard images in Clear*View() unless we have to.
It's redundant to add an UNDEFINED transition here for committed
resources. We need it for sparse and placed resources to handle aliasing
rules, but that's it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-10 15:14:55 +01:00
Hans-Kristian Arntzen 17b1ffb41a vkd3d: Add path to use GENERAL depth-stencil images.
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>
2022-03-10 15:14:55 +01:00
Hans-Kristian Arntzen 409dc57645 vkd3d: Properly decay depth-stencil images.
When performing a decay of a DSV resource, make sure to transition all
subresources, not just the particular aspect being transitioned.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-08 18:11:50 +01:00
Hans-Kristian Arntzen b330900659 vkd3d: Do not transition all aspects for single subresource.
We require separate DS layouts.
Fixes validation errors where we transition from read-only, but our
neighbor aspect might have been optimal.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-08 18:11:50 +01:00
Philip Rebohle 9a408367dc vkd3d: Remove render pass cache.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle 51e6b2bbbe vkd3d: Remove render pass from command list state.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle 94f82d1085 vkd3d: Get rid of pipeline variant flags.
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>
2022-03-08 17:44:47 +01:00
Philip Rebohle 1a68267962 vkd3d: Remove framebuffer list from d3d12_command_allocator.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle c4f88951fc vkd3d: Use dynamic rendering for regular draw calls.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle 024ef02f9b vkd3d: Implement meta image copies using dynamic rendering.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle 549d4ee63f vkd3d: Remove render pass list from d3d12_command_allocator.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle 6186cc1f0e vkd3d: Implement clears using dynamic rendering.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Hans-Kristian Arntzen 9a63df07b8 vkd3d: Add punchthrough path for descriptor copies.
Proves out the viability of this style of implementation. Ideally we'd
have a more officially sanctioned way of doing similar things later :)

Unfortunately, the overhead removal is too great to ignore on target
platform. Makes use of a private (reserved) extension for now ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-04 13:34:18 +01:00
Hans-Kristian Arntzen c19eaac376 vkd3d: Add VKD3D_CONFIG option for command pool recycling.
Normal behaving apps should not benefit from any of this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:59:08 +01:00
Hans-Kristian Arntzen 54fbadcc94 vkd3d: Recycle command pools.
Elden Ring in particular spam frees and allocates command pools despite
this being a very bad idea.

Add a simple 8-entry cache which seems to take care of it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:59:08 +01:00
Hans-Kristian Arntzen 84d632f194 vkd3d: Rewrite memory layout for resource descriptors.
Tune memory layout so that we can deduce various information without
making a single pointer dereference:

- d3d12_descriptor_heap*
- heap offset
- Pointer to various side data structures we need to keep around.

Instead of having one big 64 byte data structure with tons of padding,
tune it down to 32 + 8 bytes per descriptor of extra dummy data.

To make all of this work, use a somewhat clever encoding scheme for CPU
VA where lower bits store number of active bits used to encode
descriptor offset. From there, we can mask away bits to recover
d3d12_descriptor_heap. Metadata is stored inline in one big allocation,
and we can just offset from there based on extracted log2i_ceil(descriptor count).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:04:43 +01:00
Hans-Kristian Arntzen 4bea653504 vkd3d: Fix CopyTiles for suballocated linear resources.
Forgot to offset buffer offset. Fun!
Found when bumping VA allocation limit to 2 MiB instead of 1 MiB.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-24 12:14:22 +01:00
Hans-Kristian Arntzen 5d345f47cc vkd3d: Rewrite the pipeline library implementation.
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>
2022-02-17 11:00:03 +01:00
Hans-Kristian Arntzen 1d39c25a59 vkd3d: Properly invalidate pipeline when binding NULL DSV.
We did not test the scenario where we first render with depth enabled,
and then bind a NULL DSV with the same pipeline.
Also fix issues if we bind NULL RTVs with same pipeline bound.

Fixes crash in Guardians of the Galaxy.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-04 13:10:16 +01:00
Hans-Kristian Arntzen 5e526d506b vkd3d: Remove warning for setting NULL index buffer.
This is benign and easily gets spammed a TON.
We will warn if an indexed draw is actually made like this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-03 18:16:36 +01:00
Hans-Kristian Arntzen 81a215d0bf vkd3d: Implement COLOR -> STENCIL copy if stencil export is supported.
Fallback is a bit more involved. Cleans up the FIXME to not report
benign issues.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-03 15:43:41 +01:00
Hans-Kristian Arntzen 49d0eb37e3 vkd3d: Properly align d3d12_command_list allocations.
UBSAN found a bug here since we store RTV descriptors inline, the
compiler can assume the pointer is 64 byte aligned.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:56:36 +01:00
Hans-Kristian Arntzen e90b573896 vkd3d-shader: Use flag for vkd3d_shader_meta bools.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-25 14:07:07 +01:00
Hans-Kristian Arntzen 1409ebab1f vkd3d: Consider sparse buffers to alias any other buffer.
Technically cannot alias committed buffers, but 🤷 ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-20 15:14:27 +01:00
Hans-Kristian Arntzen 7d0743345a vkd3d: Remove useless buffer barrier tracking.
This copy is to a scratch buffer, which needs no tracking.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-20 15:14:27 +01:00
Hans-Kristian Arntzen 5c492e9e6c vkd3d: Handle overlapped transfer writes.
D3D12 expects drivers to implicitly synchronize transfer operations,
since there is no TRANSFER barrier ala UAV barriers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-19 14:44:33 +01:00