Commit Graph

3329 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen b306d605f3 tests: Add basic RT collection test.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-23 18:35:35 +01:00
Joshua Ashton bc1b18dc02 vkd3d: Add some missing flags in debug_vk helpers
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-22 14:29:45 +01:00
Joshua Ashton d97683a8a4 d3d12: Rename d3d12_get_physical_device to d3d12_find_physical_device
A more accurate description of what's going on here.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-22 14:29:45 +01:00
Joshua Ashton 9f778bc871 d3d12: Use vkGetPhysicalDeviceProperties2
This is core in Vulkan 1.1.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-22 14:29:45 +01:00
Joshua Ashton 2fa97aa0fb vkd3d: Move API versions to public header
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-22 14:29:45 +01:00
Hans-Kristian Arntzen b7dfa99e57 dxil-spirv: Update submodule.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-19 13:42:47 +01:00
Hans-Kristian Arntzen cf39639f5b dxil-spirv: Update submodule.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-18 20:58:58 +01:00
Joshua Ashton b71bc5ef6b tests: Don't crash if WRITE_WATCH is broken
This can happen under Wine.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-18 16:56:36 +01:00
Joshua Ashton 4b6a1ef40d tests: Add a WRITE_WATCH test
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-18 16:10:05 +01:00
Joshua Ashton 258173a0a7 vkd3d: Fix return value when WRITE_WATCH is forbidden
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-18 16:10:05 +01:00
Joshua Ashton aa12817ccf vkd3d: Implement D3D12_HEAP_TYPE_WRITE_WATCH
Needed for D3D12 APITrace

Closes: #373
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-18 14:41:46 +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 4e31f5d54d vkd3d: Align d3d12_rtv_desc to D3D12_DESC_ALIGNMENT
Otherwise we can do an alligned_malloc with a non-aligned size as the descriptor size is 48 for a d3d12_rtv_desc otherwise.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-16 21:45:28 +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
Joshua Ashton 43e7316591 tests: Default VKD3D_TEST_DEBUG to 1
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-03-16 21:43:01 +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 34a09967d5 vkd3d: Prefer compute queues for TRANSFER.
TRANSFER + CONCURRENT is generally death for compression.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-16 21:41:37 +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 5b2cc545e8 vkd3d: Convert RTAS geometry flags.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-15 14:55:03 +00:00
Hans-Kristian Arntzen c425343f41 vkd3d: Remove FIXME spam for pResourceAfter = NULL cases. 2021-03-15 14:10:27 +01:00
Philip Rebohle 0e4ef88d18 vkd3d: Don't broadcast semaphore waits when zeroing memory.
Instead, let queues wait on demand.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +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 724257c0d8 vkd3d: Add multi_queue config flag.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-15 12:52:00 +01:00
Philip Rebohle 859aa3fd5a vkd3d: Use VK_SHARING_MODE_CONCURRENT if multi-queue is enabled.
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 3cd93781ff vkd3d: Create multiple queues per queue family if possible.
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
Hans-Kristian Arntzen b4f48bf2d6 meta: Update README with new VKD3D_CONFIG flags.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-13 06:26:27 +00:00
Hans-Kristian Arntzen b44bfa7066 vkd3d: Remove obsolete comment.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-13 06:26:27 +00:00
Hans-Kristian Arntzen 43370c6426 vkd3d: Only enable DXR if requested.
The implemnentation is not complete enough to safely enable it, since
some games will try to create RTPSOs by default, leading to crashes.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 58615cd5dc vkd3d: Allow devices with recursion of 1 to be accepted.
We can fail RTPSOs later if they for whatever reason use recursion.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen d9be9b57f2 vkd3d: Actually use RGBA16 formats for RT VBO.
It's really supposed to load 4 components and ignore. RGB16 is not
mandatory, so just use the "expected" formats after all.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 2b6658da67 vkd3d: Enable RT tier 1.0 if possible.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 3adc385167 dxil-spirv: Update submodule.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen c5c45b851f vkd3d-shader: Add missing stage conversion for RT.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 4f2776ff93 vkd3d-shader: Dump RT export SPIR-V.
Need one unique blob per export.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 3358fca922 vkd3d: Implement local root signature association.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 028b87ab61 vkd3d: Fix some trivial bugs with local root signatures.
Did not properly allocate bindings.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-12 12:20:10 +01:00
Hans-Kristian Arntzen 4f40a5a6d2 tests: Tests multiple local root signatures.
Runtime behavior here is extremely weird and contradicts spec wording in
many ways:

- Default local root signatures can override explicit ones.
- Runtime silently fails if the associated subobject is not part of the
  PSO array.
- Order of default local root signatures doesn't appear to matter at
  all.

All in all, very confusing, and there is zero help from validation
layer, so we'll have to deduce this from whatever applications want.
Hopefully they are somewhat sane, and don't try to rely on very awkward
matching rules.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-03-11 13:57:55 +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