Commit Graph

2661 Commits

Author SHA1 Message Date
Samuel Pitoiset f6a4e0fb71 vkd3d: Use VK_KHR_copy_commands2
Mesa RADV translates these legacy entrypoints to the 2 variants. Using
them directly will cost a bit less CPU cycles.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2022-01-12 12:06:06 +01:00
Samuel Pitoiset f6fe3e0183 vkd3d: Require VK_KHR_copy_commands2
This extension is trivial to implement for vendors and should be
widely supported.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2022-01-12 12:06:06 +01:00
Samuel Pitoiset 870dda927d vkd3d: Use VK_KHR_bind_memory2
Mesa RADV translates these legacy entrypoints to the 2 variants. Using
them directly will cost a bit less CPU cycles.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2022-01-12 12:06:06 +01:00
Samuel Pitoiset b42a7193fc vkd3d: Require VK_KHR_bind_memory2
This extension is trivial to implement for vendors and should be
widely supported.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2022-01-12 12:06:06 +01:00
Philip Rebohle 5923c53111 vkd3d: Only use VK_IMAGE_CREATE_EXTENDED_USAGE_BIT if necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-01-11 15:14:30 +01:00
Philip Rebohle 1354ecabb4 vkd3d: Consider query pool when merging query ranges.
Otherwise, we accidentally merge ranges from different pools if
the indices happen to align.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-01-06 14:27:36 +01:00
Hans-Kristian Arntzen c0a3fa8adc vkd3d: Attempt to create linear image without EXTENDED_USAGE.
NVIDIA drivers apparently cannot support EXTENDED_USAGE linear
images for whatever reason, so attempt to create these images without
the creation flag.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-12-03 12:47:09 +01:00
Hans-Kristian Arntzen 459cae5673 vkd3d: Fix redundant return from void.
Fix MSVC warning.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-12-02 22:48:48 +01:00
Hans-Kristian Arntzen 7502b4c4c8 vkd3d: Fix MSVC build.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-12-02 22:48:48 +01:00
Hans-Kristian Arntzen fffd6e935c vkd3d: Add R64_UINT to format compatibility list when needed.
For 64-bit image atomics, we should at the very least add 64-bit format
to compatibility list to avoid potential problems.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-12-02 22:40:32 +01:00
Hans-Kristian Arntzen 72f26c5699 vkd3d: Remove misleading FIXME.
We can bind texel buffers at scalar alignment now.
The warning is misleading for placed resources, since 64k never aligns
with a float3.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-12-02 22:40:21 +01:00
Arkadiusz Hiler 93d105adae vkd3d: Retry to create Vk device without NVX extensions.
The creation with those extensions may fail in few cases:
 * older 32 bit drivers
 * missing or inaccessible /dev/nvidia-uvm

There's also a mysterious crash that some Debian users experience with
64bit titles and a correct /dev/nvidia-uvm.

Signed-off-by: Arkadiusz Hiler <ahiler@codeweavers.com>
2021-12-02 12:44:37 +01:00
Hans-Kristian Arntzen d2fd3de7c1 vkd3d: Handle somewhat common VkResult.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-26 20:02:14 +01:00
Hans-Kristian Arntzen d9636d5c67 vkd3d: Fix check for vkBindImageMemory.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-26 20:02:14 +01:00
Hans-Kristian Arntzen 9a59ded1c4 vkd3d: Simplify MinLod setup.
Only bother if we actually need to clamp LOD.
Simplifies some clamping logic as well.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-26 16:51:18 +01:00
Philip Rebohle a99914b6ea vkd3d: Fix clear color swizzle for various UAV formats.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-26 16:51:01 +01:00
Philip Rebohle 4000397570 vkd3d: Remove legacy format compatibility info.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-26 16:51:01 +01:00
Philip Rebohle 0de25ac3cd vkd3d: Do not use vkd3d_find_uint_format in ClearUAV.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-26 16:51:01 +01:00
Philip Rebohle ab111dcdbe vkd3d: Don't use vkd3d_get_typeless_format to determine shader copy usage.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-26 16:51:01 +01:00
Philip Rebohle 99d949f5fb vkd3d: Fix enablement of MUTABLE_FORMAT_BIT and EXTENDED_USAGE_BIT.
We previously did not take into account the new relaxed format compatibility
rules that we allow with CastingFullyTypedFormatSupported being supported.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-26 16:51:01 +01:00
Philip Rebohle 9624102dcb vkd3d: Rework format compatibility lists.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-26 16:51:01 +01:00
Philip Rebohle 42b8fc3338 vkd3d: Introduce new format compatibility table.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-26 16:51:01 +01:00
Georg Lehmann 4240ab7559 vkd3d: Allow B8G8R8A8 UAVs.
This is now allowed according to
https://microsoft.github.io/DirectX-Specs/d3d/RelaxedCasting.html

Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-11-24 15:15:14 +01:00
Hans-Kristian Arntzen 7391e38602 vkd3d: Fix some type errors after idl update.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-22 16:25:13 +01:00
Philip Rebohle 9185edb42a vkd3d: Implement ID3D12GraphicsCommandList6.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-19 14:57:51 +01:00
Philip Rebohle b03c1fcb5f vkd3d: Implement ID3D12Device9.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-19 14:57:51 +01:00
Philip Rebohle 3b6a4ab988 vkd3d: Implement ID3D12Device8 and ID3D12Resource2.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-19 14:57:51 +01:00
Philip Rebohle d61f562a3e vkd3d: Implement ID3D12Device7.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-11-19 14:57:51 +01:00
Joshua Ashton 046524f2a1 vkd3d: Implement MinLODClamp using VK_EXT_image_view_min_lod
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-11-17 20:51:20 +01:00
Robin Kertels 19a1dce393 vkd3d: Set GetCopyableFootprints total_bytes late.
Halo Infinite uses &desc->Width for total_bytes.
We can't set total_bytes early because code after this relies on desc->Width.

Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2021-11-16 11:53:18 +01:00
Hans-Kristian Arntzen 3fefc540c8 vkd3d: Handle 64KB_UNDEFINED_SWIZZLE.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-12 10:32:13 +01:00
Hans-Kristian Arntzen 3937e1a298 vkd3d: Handle illegal rendering to NULL DSV.
Guardians of the Galaxy hits this case. Fallback is to disable depth
attachment entirely in a fallback pipeline.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 15:56:45 +01:00
Hans-Kristian Arntzen 45ae742526 vkd3d: Pretend that SSBO alignment on NV is 4 bytes.
The 16-byte requirement is kind of a lie. The real requirement is tied
to how vectorized load-store instructions are emitted in the shader
itself since I guess it allows compiler to assume something about
alignment of the base pointer.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen b53a4a98a6 vkd3d: Enable per component robustness on AMD.
Tested and verified to work as expected, not so much on NV.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen 3210832ad9 vkd3d: Enable VK_EXT_scalar_block_layout.
dxil-spirv can take advantage of this now.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen 58aab78a5b vkd3d-shader: Add PER_COMPONENT_ROBUSTNESS shader extension.
Signals that we can use vectorized vec3 byte address buffers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen e605d19ef7 vkd3d-shader: Add shader extension for scalar block layout.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-09 14:47:10 +01:00
Hans-Kristian Arntzen 35d2f1e87f vkd3d: Correctly check for SM 6.6 required features.
Remove the experimental flag and unconditionally enable SM 6.6 if
available.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 2b11c70129 vkd3d: Hook up WaveSize implementation.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 6966cd2f33 vkd3d-shader: Reflect CS WaveSize.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 7cc435c0bc vkd3d: Enable feature bits for 64-bit atomics.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen de64ebd1d1 vkd3d: Expose Int64 feature.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 23ad0247e3 vkd3d: Enable 64-bit atomics extensions.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
Hans-Kristian Arntzen 6255eaec32 vkd3d: Stub out the more recent FEATURE_DATA structs.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-11-01 14:20:38 +01:00
David Gow 2a8b5471ca vkd3d: Handle D3D12_APPEND_ALIGNED_ELEMENT for <4 byte wide elements
In d3d12, input element alignment needs to be the _minimum_ of 4 and the size of
the type. See the D3D11 spec, section 4.4.6, which behaves similarly:
https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#4.4.6%20Element%20Alignment

This is correctly taken into account when generating, e.g., the
vertex_buffer_stride_align_mask used for validation, but is not taken
into account when D3D12_APPEND_ALIGNED_ELEMENT is used to automatically
place input elements. Currently, vkd3d always assumes the alignment is
4.

This means that, for example, bytes or shorts should be packed tightly
together when D3D12_APPEND_ALIGNED_ELEMENT is used, but are instead
padded to 4 bytes.

Fixing this makes units appear in Age of Empires IV (see vkd3d-proton
issue #880 for examples.)

Signed-off-by: David Gow <david@ingeniumdigital.com>
2021-11-01 13:30:04 +01:00
Robin Kertels 430c77d3b3 vkd3d: Don't add xfb struct to rasterization state when NumEntries is 0.
Wine VKD3D version of my original commit.

Co-authored-by: Conor McCarthy <cmccarthy@codeweavers.com>

Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2021-10-29 18:06:31 +02:00
Hans-Kristian Arntzen 85c75a042f vkd3d: Enable VK_NV_compute_shader_derivatives.
Supported on more implementations too :)

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-27 17:00:33 +02:00
Georg Lehmann eb48213bfa vkd3d: Follow the new shaderStorageImage{Read, Write}WithoutFormat rules.
The Vulkan spec update 1.2.195 restricted these features to a very limited
format subset, and somehow this is supposed to not be an API break?
Anyway, let's follow the new rules.

Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Georg Lehmann fd690e3831 vkd3d: Enable typed uav loads based on KHR_format_feature_flags2.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Georg Lehmann 07d53a82cc vkd3d: Init shader extensions later.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Georg Lehmann 4c37b4c341 vkd3d: Use vkGetPhysicalDeviceFormatProperties2.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Georg Lehmann c8d633cb51 vkd3d: Enable VK_KHR_format_feature_flags2.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-10-27 17:00:21 +02:00
Hans-Kristian Arntzen 8ff91b23d6 vkd3d-shader: Hook up global descriptor heap for DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen aadccb66cf vkd3d: Add more root signature flags to the list of flags we recognize.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen 8977eaef88 vkd3d: Initialize global heap bindings for SM 6.6.
Refactor code which emits SRV/UAV bindings to common code.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen cbef48f90a vkd3d: Refactor out how binding counts are parsed.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen 6548e4fd00 vkd3d: Add VKD3D_CONFIG for experimentally enabling SM 6.6.
To be used for bringup and removed when we complete the support.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-26 15:32:36 +02:00
Hans-Kristian Arntzen a0a29bae43 vkd3d: Use correct formats for image -> buffer copies.
Need to use placed format explicitly if we're copying planar resources.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-20 15:48:12 +02:00
ifedorov 0abe8a21dd Fixed row length calculation in CopyTextureRegion()
Signed-off-by: Ivan Fedorov <ifedorov@nvidia.com>
2021-10-20 14:28:35 +02:00
Philip Rebohle 890ba87a7c vkd3d-shader: Merge i/o variables using the same location.
Fixes a number of issues observed in tessellation shaders,
and potentially geometry shaders, when inputs and/or outputs
are array variables.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-10-18 17:25:18 +02:00
Hans-Kristian Arntzen 740e23ea8a vkd3d: Add VKD3D_CONFIG to force non-invariant position.
It's common enough that new games break on RDNA2 because of this that we
should enable this by default. This matches DXVK behavior.

SOTTR gets a special weird exception, just like DXVK. The shaders are
broken enough that the proper fix is actually precise, not invariant.
This will be addressed at some later point.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen be8d6ec7ad vkd3d: Make global quirks info struct a value.
Allows us to fiddle with it after the fact.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen 26bd08bbde vkd3d-shader: Add global quirks for vkd3d_shader_quirk_info.
Will be used for VKD3D_CONFIG overrides.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen 32c5abf496 vkd3d-shader: Add INVARIANT_POSITION quirk.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen 2152500014 vkd3d-shader: Refactor out quirk selection.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 15:51:20 +02:00
Hans-Kristian Arntzen 3b415dbc89 vkd3d: Don't spam error if ReleaseSemaphore fails.
This function fails if the counter overflows.
CP77 hits this case a lot and we should just warn the specific failure
instead of a random error.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 14:58:49 +02:00
Hans-Kristian Arntzen dda02faf89 vkd3d: Pad reserved resources to 64k alignment.
Fix GPU crashes when attempting to bind non-aligned reserved resource.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-18 14:58:34 +02:00
Hans-Kristian Arntzen 8beb7dde89 vkd3d: Handle NULL pointers in GetResourceTiling in more places.
DEATHLOOP uses all NULL at some point ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-15 15:12:41 +02:00
Philip Rebohle dd23492348 vkd3d: Reduce memset overhead for query map.
Potentially reduces the size of the query map, and makes each entry
versioned so that we no longer have to clear the entire map for multiple
dispatches even if it is sparsely populated.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-10-14 17:48:13 +02:00
Hans-Kristian Arntzen 0c60791bb1 vkd3d: Pass down PrimitiveCulling extension to vkd3d-shader.
DXR 1.1 only feature.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00
Hans-Kristian Arntzen f98702603d vkd3d-shader: Add SPIR-V extension for PrimitiveCulling.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00
Hans-Kristian Arntzen 6866b45637 vkd3d: Add CONFIG flag for enabling DXR 1.1.
We cannot support ExecuteIndirect with TraceRays() for time being.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00
Hans-Kristian Arntzen e6836c6255 vkd3d: Support RTPSO CONFIG1 flags.
DXR 1.1 and requires PrimitiveCullingFlags feature.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00
Hans-Kristian Arntzen 105882466b vkd3d: Validate that we cannot mix and match geom types in BLAS.
Runtime will error out and return 0 size.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00
Hans-Kristian Arntzen a3202444c8 vkd3d: Fix stack deduction for anyhit shaders.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 16:04:30 +02:00
Hans-Kristian Arntzen a36b987bf1 vkd3d: Add static pipeline variant flag to pipeline key.
If we need to fallback in both VRS and non-VRS scenarios, we need to key
on it. Fixes segfault in DIRT5 when toggling VRS.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 12:35:58 +02:00
Hans-Kristian Arntzen 3182882e21 d3d12: Do not export ordinals for most symbols.
The ordinals except for D3D12CreateDevice and GetDebugInterface are not
part of the ABI apparently.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-12 11:09:16 +01:00
Hans-Kristian Arntzen 99365bcaec vkd3d: Enable VK_NV_fragment_shader_barycentric.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-11 13:53:19 +01:00
Hans-Kristian Arntzen 08a7d7a165 vkd3d: Bind local root signature static set.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen d83ce4392b vkd3d: Check root signature associations in hit groups as well.
If we don't find a clear association to an entry point,
we can also find it in the hit group.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen c672429c70 vkd3d: Fix demangling of RT entry points.
Digits are of course also valid identifiers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen 235541ace5 vkd3d: Build local static sampler set/pipeline layouts and allocate set.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen f605b88e90 vkd3d: Make some RS related functions non-static.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen 90d52abe94 vkd3d: Parse local RS static samplers.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen 74f62784e4 vkd3d: Cleanup redundant parameter_count assignment.
parameter_count == NumParameters for local RS since
hoisting is explicitly ignored for those.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen 393ef6261b vkd3d: Add local root signature objects to RTPSO.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen 6802d9e5a3 vkd3d: Add helper to create augmented pipeline layout.
For local root signature static samplers, this is handy.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen 67be905421 vkd3d: Bump max number of descriptor sets.
Need one potentially for local root signature static samplers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen b661c9b8ba vkd3d: Store set layout array in root signature.
With RTPSOs we might have to create static sampler sets for local root
signatures. In this case we will have to create a compatible pipeline
layout which is equal to global pipeline layout, except for an extra
set.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 11:51:47 +02:00
Hans-Kristian Arntzen 1e42acf492 vkd3d: Allow BUILD_MODE_UPDATE in PrebuildInfo check.
Metro Exodus Enhanced Edition hits this a lot.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-08 07:21:47 +01:00
Hans-Kristian Arntzen 0f2e448659 vkd3d: Handle CreatePipelineLibrary with NULL ppData.
Supposed to return S_FALSE.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-07 17:55:57 +02:00
Hans-Kristian Arntzen ab4e847e74 renderdoc: Add global capture support.
Useful for test suite since a test can be comprised of several smaller
submissions, and it's easier to debug if we have one trace.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-07 15:33:06 +02:00
Hans-Kristian Arntzen 385c3dc012 vkd3d: Add bug reference for split fallback types.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-07 15:32:54 +02:00
Hans-Kristian Arntzen 26dc9e7da5 vkd3d: Allow CreateHeap to fail in certain fallback situations.
If we deduce that fallback heap allocation is impossible, we will accept
this, and defer allocation to CreatePlacedResource() instead where we make a committed resource.
This breaks aliasing, but in practice, this situation will only arise for render
targets, and it's not like we have a choice in the matter here on NV :\

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-07 15:32:54 +02:00
Hans-Kristian Arntzen 7ee8eac818 vkd3d: Add allocation flag for DEDICATED.
When allocating dedicated memory, ignore heap_flag requirements we
deduce from memory info. Any memory type is allowed. This is important
on NV when allocating fallback render targets.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-07 15:32:54 +02:00
Hans-Kristian Arntzen cddb98acc6 vkd3d: Consider that we might attempt to free NULL memory.
For deferred heaps, we will accept NULL allocations.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-07 15:32:54 +02:00
Hans-Kristian Arntzen 4075809a91 vkd3d: Make error message more precise when failing to allocate memory.
There are situations where we cannot fallback to system memory, so don't
log that we're going to do so.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-07 15:32:54 +02:00
Hans-Kristian Arntzen 9065f312d5 vkd3d: Refactor out validation of CUSTOM heap types.
Don't attempt to enter memory allocation when we can invalidate a heap
allocation up front. Avoids some dumb edge cases later.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-07 15:32:54 +02:00
Hans-Kristian Arntzen 9415191111 vkd3d: Add LOG_MEMORY_BUDGET logging for non-budget as well.
Useful to be able to debug which allocations happen.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-07 15:32:54 +02:00
Joshua Ashton c9ff20d4ac vkd3d: Make a generic UE4 shader quirk collection
Many UE4 games have this broken bloom shader that samples a texture with implicit lod in divergent control flow.

Fixes Bus Simulator 21

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-07 10:18:47 +01:00