Commit Graph

2661 Commits

Author SHA1 Message Date
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
Joshua Ashton 7a66669e92 vkd3d: Add empty element to shader quirks
If we ever remove these, we need this for MSVC.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-07 10:18:47 +01:00
Joshua Ashton d91d47d827 vkd3d: Use vkd3d_string_compare for shader quirks
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-07 10:18:47 +01:00
Joshua Ashton 70ee02bce0 vkd3d: Use vkd3d_string_compare for application overrides
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-07 10:18:47 +01:00
Hans-Kristian Arntzen 0f802b151e vkd3d-shader: Avoid undefined result for Ibfe/Ubfe/Bfi.
Width + offset must not overflow in SPIR-V. SM 5+ is well-defined here.
It's enough to just clamp the width against 32 - offset in all cases.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-05 15:45:02 +02:00
Hans-Kristian Arntzen cd3d759b95 vkd3d: Enable VK_KHR_shader_integer_dot_product.
Accelerates SM 6.4 packed ops if present.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-05 15:38:59 +02:00
Hans-Kristian Arntzen d9cd18b1ca vkd3d-shader: Handle vectorized FIRSTBIT_HI.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-10-01 16:23:52 +02:00
Hans-Kristian Arntzen af822939fb vkd3d: Implement support for rendering to NULL/unbound RTV.
Need to use fallback pipeline system here.
Keep track of active masks for PSO and current render target.
The intersection of those sets are the attachments which should be
active in the render pass.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-30 16:50:02 +02:00
Hans-Kristian Arntzen 173b565ccf vkd3d: Optimize DiscardResource when all subresources are discarded.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-29 14:17:31 +02:00
Hans-Kristian Arntzen 0b11fad67c vkd3d: Allow discarding UAV resources.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-29 14:17:31 +02:00
Hans-Kristian Arntzen 6f0677eb2e vkd3d: Refactor out queue flags -> stages conversion.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-29 14:17:31 +02:00
Hans-Kristian Arntzen 0c2ddb89cd vkd3d: Add CONFIG for forced CACHED memory.
Very useful for capturing. Speeds up a ton.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-27 14:48:26 +02:00
Hans-Kristian Arntzen 6863f1c6a8 vkd3d: Fix test suite regression on NV.
Fix failure in test_create_heap where a TIER_2 host visible heap was
attempted, but failed due to recent DEATHLOOP fixes.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-24 16:48:34 +02:00
Joshua Ashton bde3ad8e01 vkd3d: Move ID3D12StateObject impl_froms to header
Basic casts should not be function calls.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton cabc31fc4c vkd3d: Move ID3D12Device impl_froms to header
Basic casts should not be function calls.
2021-09-23 12:12:13 +02:00
Joshua Ashton bfaf72386f vkd3d: Move ID3D12CommandSignature impl_froms to header
Basic casts should not be function calls.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton b84c3ff163 vkd3d: Move ID3D12PipelineState impl_froms to header
Basic casts should not be function calls.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton 7c993ae1a6 vkd3d: Move ID3D12RootSignature impl_froms to header
Basic casts should not be function calls.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton 875fbe5f50 vkd3d: Move ID3D12QueryHeap impl_froms to header
Basic casts should not be function calls.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton 2334c136e3 vkd3d: Move ID3D12DescriptorHeap impl_froms to header
Basic casts should not be function calls.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton 8d5308c9a1 vkd3d: Move ID3D12Resource impl_froms to header
Basic casts should not be function calls.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton 27e66b5c4a vkd3d: Move ID3D12Heap impl_froms to header
Basic casts should not be function calls.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton 26d8011b06 vkd3d: Move ID3D12Fence impl_froms to header
Basic casts should not be function calls.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton e597adb83a vkd3d: Move d3d12_query_heap_type_get_data_size to header
This should be inlined.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Joshua Ashton 3b3bd37f93 vkd3d: Avoid tracking + ending render passes when calling ResolveQueryData with 0 queries
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-23 12:12:13 +02:00
Conor McCarthy 446c7423ce vkd3d: Return E_INVALIDARG for texture creation if SampleDesc.Count == 0.
Windows returns E_INVALIDARG at least on AMD and Intel.
Psychonaughts 2 seems to use this as a de facto "do not create"
value, and reasonable vram usage depends on the call failing.

Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
2021-09-23 11:00:04 +01:00
Conor McCarthy d366ba47ac Revert "vkd3d: Support SAMPLE_DESC.Count of 0"
Windows returns E_INVALIDARG in this case.

Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
2021-09-23 11:00:04 +01:00
Georg Lehmann cf4fb44629 vkd3d: Remove almost unused variable.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-09-21 11:22:34 +01:00
Georg Lehmann edeb0658b7 vkd3d: Fix memory leak on failure.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-09-21 11:22:34 +01:00
Georg Lehmann 0afa6732ad vkd3d: Cleanup weird assignment.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-09-21 11:22:34 +01:00
Georg Lehmann 1946e42367 vkd3d-shader: Fix use-after-free on failure.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-09-21 11:22:34 +01:00
David McCloskey a19619ccbf vkd3d: Fixing compile errors on Windows. 2021-09-18 21:40:30 +01:00
Hans-Kristian Arntzen 173b8ecef0 vkd3d: Add workaround for DEATHLOOP.
Game attempts to create a host visible resource with
ALLOW_RENDER_TARGET flag. We cannot make this work on NVIDIA, but the
game never seems to actually create an RTV, so as a workaround, nop out
the flag, which does make it work after all :3

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-17 14:21:09 +02:00
Hans-Kristian Arntzen fa4d2182b1 vkd3d: Copy all aspects in CopyResource.
Just like we're promoting layer count, also promote aspect mask.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-17 14:21:09 +02:00
Hans-Kristian Arntzen e687d489ab vkd3d: Validate blend state against output signature.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:57:28 +02:00
Hans-Kristian Arntzen a4b082a828 vkd3d-shader: Add helper to parse output signature.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:57:28 +02:00
Hans-Kristian Arntzen 1d51818d8f vkd3d: Fix compile error introduced by bad rebase.
Somehow the rebase got really screwed up :\

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:42:30 +02:00
Hans-Kristian Arntzen a8f623e60d vkd3d: Negate upload_hvv config.
Enable resizable BAR style allocations by default, and add option to
disable it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:10:57 +02:00
Hans-Kristian Arntzen 12066a2b67 vkd3d: Add debug config to log resizable BAR allocations.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:10:57 +02:00
Hans-Kristian Arntzen 710fa98918 vkd3d: Setup resizable bar budget.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:10:57 +02:00
Hans-Kristian Arntzen cec741706d vkd3d: Refactor out memory topology queries.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:10:57 +02:00
Hans-Kristian Arntzen abdaeb136d vkd3d: Add a memory budget per memory type.
For resizable BAR, we don't want to endlessly promote UPLOAD heaps to
BAR since VRAM is precious. The aim is to set a fixed budget where we
can keep allocating until full, at which point we fall back to plain HOST.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:10:57 +02:00
Hans-Kristian Arntzen e0451bb541 vkd3d: Handle fallbacks properly in suballocator.
With BAR budgets, what will happen is that
- Small allocation is requested
- A new chunk is requested
- try_suballocate_memory will end up calling allocate_memory, which
  allocates a fallback memory type
- Subsequent small allocators will always end up allocating a new
  fallback memory block, never reusing existing blocks.
- System memory is rapidly exhausted once apps start hitting against
  budget.

The fix is to add flags which explicitly do not attempt to fallback
allocate. This makes it possible to handle fallbacks at the appropriate
level in try_suballocate_memory instead.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:10:57 +02:00
Hans-Kristian Arntzen cb94cfd10c vkd3d: Fix silly typo in global mask.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:10:57 +02:00
Hans-Kristian Arntzen 426cdc9218 vkd3d: Destroy GLOBAL_BUFFER for some early error out paths.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:10:57 +02:00
Hans-Kristian Arntzen 69d4f55219 vkd3d: Refactor VkDeviceMemory allocation to keep track of type/size.
We will need to consider some form of budgeting, so make sure that all
allocation and freeing is done in a central place.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 16:10:57 +02:00
Hans-Kristian Arntzen 8d49d3e9ae vkd3d: Add extra validation for mapping textures.
D3D12 validation layers complain if you try to map mipmapped 3D volumes
for ... some reason. The error is very explicit, so I assume it's
intentional :)

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 15:35:57 +02:00
Hans-Kristian Arntzen 9fd422a0fd vkd3d: Fix default layout check when using LINEAR tiled images.
Match behavior of d3d12_resource_pick_layout.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 15:35:57 +02:00
Hans-Kristian Arntzen 41295eff6c vkd3d: Consider CPU availibility when selecting memory types.
Need to consider that based on host visibility requirements, we need to
select either LINEAR or OPTIMAL image types, and those tiling modes can
have different memory requirements.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 15:35:57 +02:00
Hans-Kristian Arntzen 132638be67 vkd3d: Add more logging when linear image allocation fails.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 15:35:57 +02:00
Hans-Kristian Arntzen 50f2c35b44 vkd3d: Add stricter ROW_MAJOR texture validation.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 15:35:57 +02:00
Hans-Kristian Arntzen 961fef84de vkd3d: Allow map of texture as long as ppData is NULL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-16 15:35:57 +02:00
Joshua Ashton 9c0fa91ca5 vkd3d: Add shader quirks for Psychonauts 2
Works around a game bug. It uses texture() inside divergent control flow.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-09-15 11:52:39 +02:00
Hans-Kristian Arntzen 3081887757 vkd3d: Add 12_2 to list of valid feature levels.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-14 21:18:29 +02:00
Hans-Kristian Arntzen 0e216b2b10 vkd3d: Narrow workaround for global pipeline cache.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-08 18:37:55 +02:00
Hans-Kristian Arntzen 11086a94e0 vkd3d: Add macros to parse/build NV driver versions.
The bit offsets are a bit different from Vulkan API.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-08 18:37:55 +02:00
Hans-Kristian Arntzen fcaeca8d27 vkd3d: Allow typeless depth-stencil formats without ALLOW_DEPTH_STENCIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-07 13:31:28 +02:00
Hans-Kristian Arntzen 403d1f9743 vkd3d: Workaround huge memory overhead for individual VkPipelineCaches.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-07 13:21:54 +02:00
Hans-Kristian Arntzen a3267ba8e5 vkd3d: Fix copies between footprint and DS aspects.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-06 17:00:51 +02:00
Hans-Kristian Arntzen fa1d82e141 vkd3d: Fix regressions when introducing null-copy elision.
Need to initialize the set mask so that copies happen properly
on default-initialized descriptors. Also, move the current_null_type to
metadata so that it's properly copied on descriptor copy.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-03 12:24:26 +02:00
Rodrigo Locatti b4cb5a37f8 vkd3d: Optimize repeated null descriptor updates
There are titles clearing the same descriptors constantly.
This leads to unnecessary updates that can become costly.

This commit introduces a new flag to track when D3D12 descriptors are
not null, and skips clearing them if they are already null.
Descriptors are assumed to be null by default.

This fixes a performance regression introduced by
9983a1720f

Signed-off-by: Rodrigo Locatti <rlocatti@nvidia.com>
2021-09-02 21:21:34 +02:00
Philip Rebohle 7fea3527ed vkd3d: Remove deferred clears.
Emitting render pass clears while we're in the process of starting
a render pass overrides dsv layout tracking info.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-09-02 17:11:35 +02:00
Hans-Kristian Arntzen ff74ad0ec5 vkd3d: Skip draw call if doing depth test on null DSV.
D3D12 validation layer errors out, so unless we can prove that specific
behavior is relied upon, we should be okay to just ignore.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-02 17:10:47 +02:00
Hans-Kristian Arntzen b54a1a6c2b vkd3d: Fix MSVC build.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-02 16:56:39 +02:00
Hans-Kristian Arntzen 00e4397467 vkd3d: Ignore depth/stencil test if DSVFormat does not have that aspect.
Fix some validation errors in F1 2021.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-02 16:25:27 +02:00
Hans-Kristian Arntzen bc9bd9c482 vkd3d: Fix member types in vkd3d_format.
No need to use size_t.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-02 12:21:22 +02:00
Hans-Kristian Arntzen 7b67de7d0e vkd3d: Generalize get_plane_footprints.
Get information directly from vkd3d_format and allow for subsampled
formats in the future.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-02 12:21:22 +02:00
Hans-Kristian Arntzen 3d5010555e vkd3d: Add d3d12_resource_desc_get_sub_resource_count.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-02 12:21:22 +02:00
Hans-Kristian Arntzen 5c2376faf5 vkd3d: Handle multiplanar formats in GetCopyableFootprints.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-02 12:21:22 +02:00
Hans-Kristian Arntzen b8881ff693 vkd3d-common: Log TID in Wine's format.
Allows us to stay sane when correlating logs.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-09-01 15:41:59 +02:00
Hans-Kristian Arntzen c1f848ed3b vkd3d: Only look at SourceRTAS when updating.
Be more robust against garbage inputs.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-08-28 12:16:42 +02:00
rochaudhari 0828aec4f6 vkd3d: Implement new interfaces required for DX12 DLSS support.
Adds ID3D12GraphicsCommandListExt and ID3D12DeviceExt interfaces.

Signed-off-by: Roshan Chaudhari <rochaudhari@nvidia.com>
2021-08-27 11:37:15 +02:00
Joshua Ashton e9f04e8e0e vkd3d: Support SAMPLE_DESC.Count of 0
Psychonauts 2 uses a SAMPLE_DESC.Count of 0 for some things, which
previously was forcing it down the MSAA alignment placement path.

Found from playing a native D3D12 apitrace back and seeing
the log spam.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-26 14:23:37 +02:00
Philip Rebohle 715eca1b95 vkd3d: Reimplement frame latency event as a semaphore.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-08-26 14:21:38 +02:00
Philip Rebohle fef30f5037 vkd3d: Support releasing semaphores from a D3D12 fence.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-08-26 14:21:38 +02:00
Joshua Ashton 68a035c605 vkd3d-shader: Fix vkd3d-compiler crash
Since we added validation here for FH4, this crashes now as vkd3d-compiler passes a NULL shader_interface_info.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-26 14:06:47 +02:00
Joshua Ashton 56e12d88ce vkd3d-shader: Fix multiple constant buffers with RAW_VA
Consider we have declarations of CB0 of size 36 and CB1 of size 153.
Previously we'd just return the struct of CB0 when accessing CB1 because it came first as we didn't consider the size.

Psychonauts 2 indexes into CB1 by constant values above 36.
There is no reason a compiler could not eliminate these reads as it is technically out of bounds for the underlying array type.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-26 14:05:52 +02:00
Hans-Kristian Arntzen f3fd2bf70b vkd3d: Use BAR memory type for descriptor heap helpers.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-08-23 13:24:43 +02:00
Hans-Kristian Arntzen 7e165238e6 vkd3d: Allow all memory types if UPLOAD_HVV is used.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-08-23 13:24:43 +02:00
Joshua Ashton 1b957a1f74 vkd3d: Add config to use host-visible vram for UPLOAD heap
Adds the "upload_hvv" config flag, which will make D3D12_HEAP_TYPE_UPLOAD attempt to use host-visible VRAM for allocations.

This takes advantage of large or resizable BAR if available.

I see a perf delta of 83-84 -> 92-94 (~12%) when using this in Horizon Zero Dawn.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-23 13:24:43 +02:00
Hans-Kristian Arntzen 05e31bfba9 vkd3d: Ensure we do not fallback device allocations to BAR.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-08-23 13:24:43 +02:00
Robin Kertels 76f37c3cbf vkd3d: Only disable raster based on SO stream if SO is used.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2021-08-23 13:10:14 +02:00
Hans-Kristian Arntzen b2c99b035a vkd3d: Allow SM 6.2 on NV.
FloatControlProperties struct appears to be broken, and it does seem to
work just fine.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-30 15:19:35 +00:00
Hans-Kristian Arntzen 093a8c49f3 vkd3d: Expose shader model 6.5.
WaveMatch and WaveMultiPrefix are implemented and pass test.
Other features are gated behind feature bits.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-29 20:42:32 +02:00
David McCloskey a2a7d78c27 vkd3d: Fixing CopyTextureRegion going out of bounds when src_box is null.
Signed-off-by: David McCloskey <davmcclo@gmail.com>
2021-07-29 17:28:52 +02:00
Hans-Kristian Arntzen e1bb5f3b77 vkd3d: Handle NULL event handles in ID3D12Fence::SetEvent*().
We need to block here for whatever reason.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-29 17:21:20 +02:00
Hans-Kristian Arntzen 455f00fe26 vkd3d: Log failures when signaling external events.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-29 17:21:20 +02:00
Hans-Kristian Arntzen 435a087047 vkd3d: Rework how shader model versions are exposed.
From native testing, we can expose higher shader models if
cap bits features are not supported. E.g. Polaris exposes SM 6.5, even
when 16-bit and barycentrics are not supported.

With latest dxil-spirv updates we can support the required SM 6.4
features.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-28 15:28:19 +02:00
Hans-Kristian Arntzen 5b013d0b02 vkd3d: Validate shader meta against features.
We're supposed to validate and fail compilation if certain features are
not supported.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-28 15:28:19 +02:00
Hans-Kristian Arntzen 5df4a5c083 vkd3d-shader: Add 16-bit feature usage to meta.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-28 15:28:19 +02:00
Hans-Kristian Arntzen ab9e99cbfa vkd3d: Check for Int16 capability as well as extended subgroup types when exposing 16-bit ops.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-28 15:28:19 +02:00
Joshua Ashton 1d23bdbab7 vkd3d: Don't store pointer to QA info when not building with QA
This is entirely unnecessary and a waste of space as it will never be used.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-07-08 16:52:58 +02:00
Joshua Ashton a53a7f8d7c vkd3d-shader: Restrict descriptor-qa extras and logic to VKD3D_ENABLE_DESCRIPTOR_QA
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-07-08 16:52:58 +02:00
Joshua Ashton 309fc817e8 vkd3d: Fix RT local root signature interface flags
This was passing through flags of the root signature not the shader interface flags of it.

Need to get the shader interface flags of the root signature instead.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-07-08 16:52:58 +02:00
Hans-Kristian Arntzen 29a9ccd356 vkd3d: Basic implementation of ResolveSubresourceRegion.
Used by DIRT5.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-08 13:54:05 +02:00
Hans-Kristian Arntzen f3c3e53f7a vkd3d: Add resolve mode argument to resolve helper.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-08 13:54:05 +02:00
Hans-Kristian Arntzen 591d47a6c5 vkd3d: Refactor out ResolveSubresource.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-08 13:54:05 +02:00
Hans-Kristian Arntzen 732d1dd234 vkd3d-shader: Reflect patch vertex count for DXIL HS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:58:45 +02:00
Hans-Kristian Arntzen 37e8f42f4a vkd3d: Move patch vertex count to meta struct.
Will make it easier to implement for DXIL.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:58:45 +02:00
Hans-Kristian Arntzen 3915090c12 vkd3d: Track depth-stencil image layouts over a command buffer.
Goal here is to avoid unnecessary image layout transitions when render
passes toggle depth-stencil PSO states. Since we cannot know which
states a resource is in, we have to be conservative, and assume that
shader reads *could* happen.

The best effort we can do is to detect when writes happen to a DSV
resource. In this scenario, we can deduce that the aspect cannot be
read, since DEPTH_WRITE | RESOURCE state is not allowed.

To make the tracking somewhat sane, we only promote to OPTIMAL if an
entire image's worth of subresources for a given aspect is transitioned.
The common case for depth-stencil images is 1 mip / 1 layer anyways.

Some other changes are required here:
- Instead of common_layout for the depth image, we need to consult the
  command list, which might promote the layout to optimal.
- We make use of render pass compatibility rules which state that we can
  change attachment reference layouts as well as initial/finalLayout.
  To make this change, a pipeline will fill in a
  vkd3d_render_pass_compat struct.
- A command list has a dsv_plane_optimal_mask which keeps track
  of the plane aspects we have promoted to OPTIMAL, and we know cannot
  be read by shaders.
  The desired optimal mask is (existing optimal | PSO write).
  The initial existing optimal is inherited from the command list's
  tracker.
- RTV/DSV/views no longer keep track of VkImageLayout. This is
  unnecessary since we always deduce image layout based on context.

Overall, this shows a massive gain in HZD benchmark (RADV, 1440p ultimate, ~16% FPS on RX 6800).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:45:46 +02:00
Hans-Kristian Arntzen 515ed7fbd1 vkd3d: Make sure memory is available before change image layout.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:45:46 +02:00