Commit Graph

622 Commits

Author SHA1 Message Date
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
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 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 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
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 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
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 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
Hans-Kristian Arntzen 5c971f216e vkd3d: Invalidate binding state on query resolve.
Fixes random broken AO in Necromunda on RADV.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-17 15:59:05 +02:00
Hans-Kristian Arntzen b922292852 vkd3d: Fix view object leak when creating fallback UAV clear view.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-10 13:50:54 +02:00
Hans-Kristian Arntzen 969776c1f8 vkd3d: Ignore NULL descriptor ClearUAV.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-07 13:21:31 +02:00
Hans-Kristian Arntzen fa471962dc vkd3d: Mask clear color in ClearUAVUint.
Fixes test TODOs. Apparently Vulkan drivers can saturate here, which
caused the TODO to appear, at least on AMD Windows.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-27 15:34:53 +02:00
Hans-Kristian Arntzen 3c7f188863 vkd3d: Nuke code paths for !nullDescriptor.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-27 10:39:22 +02:00
Hans-Kristian Arntzen a256a9266e vkd3d: Rewrite descriptor QA.
Adds support for GPU-assisted validation of descriptor usage in the
CBV_SRV_UAV heap.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-26 17:26:01 +02:00
Hans-Kristian Arntzen ef5ad082a0 vkd3d: More precise logging for fallback copy fixmes.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-05 00:11:10 +02:00
Hans-Kristian Arntzen 0e93af9700 vkd3d: Handle multiple planes in subresource conversion for copies.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-05 00:11:10 +02:00
Hans-Kristian Arntzen be1b941e06 vkd3d: Workaround buggy NV driver in sparse update.
test_update_tile_mappings fails if we don't do this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-04-21 16:29:05 +02:00
Philip Rebohle 62cbf3d78a vkd3d: Remove unused unsafe_impl_from_ID3D12CommandAllocator.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00
Philip Rebohle 1bbbabcb94 vkd3d: Implement ExecuteBundle.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00
Philip Rebohle 728ce6c370 vkd3d: Validate command list type in ExecuteCommandLists.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00
Philip Rebohle 1990270bbb vkd3d: Implement CreateCommandList on top of CreateCommandList1.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00
Joshua Ashton 9fb624a429 vkd3d: Implement RSSetShadingRateImage
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-12 13:22:01 +02:00
Joshua Ashton 135c7332e4 vkd3d: Implement D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-12 13:22:01 +02:00
Joshua Ashton 601357c7c5 vkd3d: Implement a static pipeline variant system
Needed so we can switch between having a VRS and non-VRS attachment on the fly.
Extensible enough for this to work for other things down the line also.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-12 13:22:01 +02:00
Joshua Ashton 65b13f6cd6 vkd3d: Use VK_KHR_create_renderpass2
We need this before implementing TIER_2 variable rate shading.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-24 15:20:10 +01:00
Hans-Kristian Arntzen 52a9c85bf2 vkd3d: Implement ClearState.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-18 10:50:21 +01:00
Joshua Ashton 5b5293ec93 vkd3d: Fix out of range in UpdateTileMappings
Previously this incremented and indexed before the loop checked this.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-16 21:45:13 +01:00
Philip Rebohle dadace33b1 vkd3d: Fix potential hang in d3d12_command_queue_Release.
This can happen if the fence thread starts with a delay and
the queue gets destroyed shortly after being created.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-16 21:42:39 +01:00
Hans-Kristian Arntzen 95fe4b61a6 vkd3d: Do not drop pending signals when signaling fence on CPU.
There isn't much of a reason why we should have to do this. The original
implementation was more of a hack if anything.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-16 21:41:37 +01:00
Hans-Kristian Arntzen e7672c3233 vkd3d: Refactor where max pending timeline value is computed.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-16 21:41:37 +01:00
Hans-Kristian Arntzen dbdbf94083 vkd3d: Ensure that virtual timeline values are updated in-order.
Increment physical value one by one, find the exact timeline value we're
supposed to signal and perform the update.

Select lowest physical timeline value correctly.
Array can be reordered now, so lowest value isn't necessarily first.

Fixes some super weird hangs in Control DXR.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-16 21:41:37 +01:00
Philip Rebohle eab288bb4e vkd3d: Simplify fence worker implementation.
Avoids potential busy-waiting on the driver with WAIT_ANY_BIT.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-16 12:43:24 +01:00
Philip Rebohle 93a80d5eaa vkd3d: Create one fence worker per command queue.
Rather than one per device. This solves issues with D3D12 fences
being signalled too late because the fence worker is waiting on
a different set of semaphores while the fence is being enqueued.

Greatly increases performance in Horizon Zero Dawn and Death
Stranding with multi-queue mode enabled.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-16 12:43:24 +01:00
Philip Rebohle 34bca90a9c vkd3d: Implement internal reference counting for d3d12_fence.
This will be necessary once we introduce fence workers per
command queue, since we cannot reliably store pointers to
queues.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-16 12:43:24 +01:00
Hans-Kristian Arntzen 102ea2211b vkd3d: Ignore IASetVertexBuffers for NULL pViews.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-15 14:55:53 +00:00
Hans-Kristian Arntzen c425343f41 vkd3d: Remove FIXME spam for pResourceAfter = NULL cases. 2021-03-15 14:10:27 +01:00
Philip Rebohle 7185e9776d vkd3d: Introduce vkd3d_queue_add_wait.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 1e3c91579e vkd3d: Create one vkd3d queue per Vulkan device queue.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 6967b1e92b vkd3d: Wait for queue idle before destroying vkd3d queue.
Fixes a potential issue where we may destroy objects that
are still in use by the GPU.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle b0309f6f90 vkd3d: Introduce d3d12_device_allocate_vkd3d_queue.
Replaces d3d12_device_get_vkd3d_queue when mapping D3D12
command queues to Vulkan device queues.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 7359686609 vkd3d: Introduce d3d12_device_get_vkd3d_queue_family.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 4c0a0b0467 vkd3d: Introduce vkd3d_queue_family_info.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 85f15916c4 vkd3d: Optimize unmapping adjacent resource regions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-11 13:57:45 +01:00
Philip Rebohle 2ef8106136 vkd3d: Optimize sparse binding for buffers and full subresources.
Compacts ranges and only issues one bind for buffer ranges and
full subresource updates, rather than one bind per tile.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-10 13:18:44 +01:00
Hans-Kristian Arntzen 13d132f1c4 vkd3d: Add support for hoisting CBV descriptors to push descriptors.
Bindless CBV is *pretty* bad on NVIDIA, so add a code path which can
promote descriptor table CBVs into push descriptors.

We can safely do this with Root Signature 1.1 STATIC or
the somewhat obscure STATIC_KEEPING_BUFFER_BOUNDS_CHECKS.

With VOLATILE, which basically all titles are using,
we can still force this behavior through a config flag,
but this is an incorrect speed hack. It works in most
titles however, since bindless CBV is exceptionally rare.

We only hoist descriptors when the root signature range has 1 descriptor
anyway, so we should avoid any reasonable bindless scenario.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-10 11:46:05 +01:00