Commit Graph

638 Commits

Author SHA1 Message Date
Joshua Ashton 4c6f5375a6 vkd3d: Refactor config_flags to be global rather than instance state
Makes it so we can access it in code where we have no concept of a device/instance.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-02 11:09:29 +01:00
Hans-Kristian Arntzen 89fbe334df vkd3d: Redirect push constants to their bind point stages.
Gives a massive boost on NVIDIA for some reason.
RADV defers push constant update, so ALL_STAGES doesn't have
that much of a perf hit.

~20% uplift in RE2, ~5% uplift in CP77 from some quick and dirty testing.
Seems to be heavily content dependent either way.

Also a bug fix, since we would clobber graphics push constants from
compute and vice versa if both graphics and compute used the same root
signature.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-26 17:06:18 +01:00
Joshua Ashton 8c9527cdf7 vkd3d: Refactor SetName implementation
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>
2021-02-25 21:51:43 +01:00
Hans-Kristian Arntzen be9c376fde vkd3d: Implement postbuild info queries.
Can only support a subset in Vulkan without extra heroics. The DXR API
lets you query things that you technically should know apriori in the
application. We might need to allocate some side-channel buffers on
demand, but let's defer that until actually needed ... :\

DXR is also very awkward in that we have a query which is resolved in
UNORDERED_ACCESS state instead of COPY_DEST state, so we'll have to
ping-pong through some barriers redundantly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen 4365f9962f vkd3d: Allocate query pools based on type index instead of D3D12 type.
Postbuild info is a query in Vulkan, but not so in D3D12.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen 3353ed14de vkd3d: Implement RTAS object creation.
When building acceleration structures, we need to have an
VkAccelerationStructureKHR object, but the D3D12 API just uses a plain
VA = ID3D12Resource::GetGPUVA() + offset.

For this to work, we need to resolve the VA back to VkBuffer + offset.
The only VkBuffer we can lookup is the original backing memory
allocation in the VA map, and that allocation itself must own a view
map, since we cannot tie the VA to any specific ID3D12Resource.

Since creating an RTAS is not the common path, we allocate the view map
on-demand with CAS.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen 221a658884 vkd3d: Mark resources as being RTAS depending on initial resource state.
RTAS must stay in this resource state forever. The only way to
synchronize them is UAV barriers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen 2afe25c0c8 vkd3d: Implement GetRaytracingAccelerationStructurePrebuildInfo.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen d773e67fff vkd3d: Add helper query to check if RT should be used.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-25 16:14:16 +01:00
Hans-Kristian Arntzen 15e36a0430 vkd3d: Use virtual VAs for descriptor heap GPU VAs.
Allows local root signatures to work correctly and is also a good
optimization since we no longer need to dereference memory (potentially
cold cache lines) to figure out heap offset in command buffer.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-23 12:28:19 +01:00
Hans-Kristian Arntzen 1586a75ada vkd3d: Align d3d12_desc to 64 bytes.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-23 12:28:19 +01:00
Hans-Kristian Arntzen 0c94e07ab2 vkd3d: Elide timeline semaphore waits which can be satisfied implicitly.
If we're signalling and waiting on same physical queue (always true for
current SINGLE_QUEUE define), we can rely on submission boundary
synchronization which doesn't require any extra submissions to resolve.

Avoids awkward GPU driver bubbles with back to back signal -> wait pairs
with timeline.

Observed 2% GPU uplift on RE2 on AMD.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-22 13:00:22 +01:00
Philip Rebohle f6c6a76735 vkd3d: Store original heap flags in d3d12_resource again.
Otherwise, when suballocating memory, GetHeapProperties may
not return the exact same set of flags if we ignore flags
when looking up suitable chunks.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-19 20:18:24 +01:00
Philip Rebohle be080edc7f vkd3d: Remove vkd3d_allocate_resource_memory.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-19 19:51:44 +01:00
Philip Rebohle a1e5b78bc4 vkd3d: Suballocate committed images if possible and if supported by the driver.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-19 19:51:44 +01:00
Philip Rebohle d6a4826099 vkd3d: Remove heap_offset member from d3d12_resource.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 56ff4622b6 vkd3d: Remove cookie member from d3d12_resource.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 6e81621b82 vkd3d: Remove gpu_address member from d3d12_resource.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 833d7e207c vkd3d: Remove vk_buffer/vk_image union from d3d12_resource.
Use the unique_resource struct instead.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 5a0a5ef44b vkd3d: Remove unused resource flags and rename SPARSE -> RESERVED.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 6a34d3d204 vkd3d: Remove _2 suffix from memory allocation functions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 53f6a9c78a vkd3d: Rename _2 suffix from resource creation functions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle a2e14d7d1d vkd3d: Remove _2 suffix from d3d12_heap_2 and related functions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 6f8bb2a4c0 vkd3d: Use vkd3d_allocate_device_memory_2 for sparse metadata.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 12f0c11c7f vkd3d: Simplify vkd3d_allocate_image_memory helper.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle ab2c190da5 vkd3d: Simplify vkd3d_allocate_buffer_memory helper.
This is still useful as a low-level memory allocation function when
we don't want to bother with buffer offsets or D3D12 validation.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle db2e0c7587 vkd3d: Remove vkd3d_gpu_va_allocator.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 8826f3c5bc vkd3d: Remove d3d12_heap and old resource creation functions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle 9792b02b26 vkd3d: Use vkd3d_memory_allocation for scratch buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-18 14:17:22 +01:00
Philip Rebohle e12afd31d9 vkd3d: Actually use VKD3D_VA_BLOCK_COUNT.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-17 16:38:47 +01:00
Hans-Kristian Arntzen 7051bf76f7 vkd3d: Fix validation errors with KHR_fragment_shading_rate.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-16 16:07:55 +00:00
Philip Rebohle 4d68130be7 vkd3d: Add functionality to clear newly allocated memory.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-16 16:06:26 +01:00
Philip Rebohle 78713062fe vkd3d: Introduce unique_queue_mask.
Has one bit set for each vkd3d_queue_family that points to a
unique queue. This can be used to iterate over device queues
without having to check for duplicates manually.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-16 16:06:26 +01:00
Philip Rebohle 812c82f8ac vkd3d: Introduce VKD3D_QUEUE_FAMILY_INTERNAL_COMPUTE.
This needs a rework when we re-enable multi-queue support.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-16 16:06:26 +01:00
Philip Rebohle ba632148d7 vkd3d: Add new functions to create and destroy resources.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 17:04:52 +01:00
Philip Rebohle 22f61611d1 vkd3d: Add d3d12_heap_2.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 17:04:52 +01:00
Philip Rebohle 229273fb3b vkd3d: Add memory allocator instance to device.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 17:04:52 +01:00
Philip Rebohle 8f6e94dc30 vkd3d: Suballocate small allocations from larger chunks.
This is necessary to keep the amount of allocated memory manageable
in games that allocate a lot of small heaps or committed resources.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 16:38:16 +01:00
Philip Rebohle d65363b6b6 vkd3d: Add VA map to memory allocator.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 15:19:11 +01:00
Philip Rebohle 7c017c1dba vkd3d: Add VA->resource map and new VA allocator.
This is designed to work with actual device addresses if supported by
the Vulkan implementation.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 15:19:11 +01:00
Philip Rebohle f536daaacb vkd3d: Introduce new memory allocation functions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 15:19:11 +01:00
Philip Rebohle 417b3b746e vkd3d: Introduce vkd3d_allocate_cookie.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-02-15 14:04:16 +01:00
Joshua Ashton c0d4ead8ca vkd3d: Implement TIER_1 variable rate shading
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-12 13:39:05 +01:00
Joshua Ashton fccbd3b5e2 vkd3d: Eliminate wchar_size, use UTF-16 string literals
Achieves this with C standard stuff alone, and no compiler hacks.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-09 11:26:28 +01:00
Hans-Kristian Arntzen c558c8f423 vkd3d: Implement Get*StackSize().
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen 13b737214b vkd3d: Remove owned root signatures.
Apparently the docs are lying and RTPSO does not hold references to the
root signatures after all.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen bfe9a39c3b vkd3d: Implement the basics of RTPSO.
Implement enough that the test case compiles correctly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen 1784351dcf vkd3d-shader: Move root parameter structs to vkd3d-shader.
Need it here since local root signatures need to know
the physical layout of the record buffer up front.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen fdcf583cbc vkd3d: Rename COUNTER buffer to AUX_BUFFER.
We will use the same pointer buffer to handle acceleration structures,
so unify this buffer under a new name. Simplifies some of the binding
code since SRV path and UAV path looks more similar now.

Only difference is that UAV path uses BDA -> uint32_t,
and SRV uses BDA -> RTAccelerationStructure.

RT requires BDA, so the fallback descriptor set (storage texel buffer) is never used for RT.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Joshua Ashton 51bf939743 vkd3d: Implement DXGI_FORMAT_B4G4R4A4_UNORM
Uses VK_EXT_4444_formats.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-04 12:04:10 +01:00