Commit Graph

688 Commits

Author SHA1 Message Date
Philip Rebohle c4f88951fc vkd3d: Use dynamic rendering for regular draw calls.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle 024ef02f9b vkd3d: Implement meta image copies using dynamic rendering.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle 549d4ee63f vkd3d: Remove render pass list from d3d12_command_allocator.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle 6186cc1f0e vkd3d: Implement clears using dynamic rendering.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Hans-Kristian Arntzen 9a63df07b8 vkd3d: Add punchthrough path for descriptor copies.
Proves out the viability of this style of implementation. Ideally we'd
have a more officially sanctioned way of doing similar things later :)

Unfortunately, the overhead removal is too great to ignore on target
platform. Makes use of a private (reserved) extension for now ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-04 13:34:18 +01:00
Hans-Kristian Arntzen c19eaac376 vkd3d: Add VKD3D_CONFIG option for command pool recycling.
Normal behaving apps should not benefit from any of this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:59:08 +01:00
Hans-Kristian Arntzen 54fbadcc94 vkd3d: Recycle command pools.
Elden Ring in particular spam frees and allocates command pools despite
this being a very bad idea.

Add a simple 8-entry cache which seems to take care of it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:59:08 +01:00
Hans-Kristian Arntzen 84d632f194 vkd3d: Rewrite memory layout for resource descriptors.
Tune memory layout so that we can deduce various information without
making a single pointer dereference:

- d3d12_descriptor_heap*
- heap offset
- Pointer to various side data structures we need to keep around.

Instead of having one big 64 byte data structure with tons of padding,
tune it down to 32 + 8 bytes per descriptor of extra dummy data.

To make all of this work, use a somewhat clever encoding scheme for CPU
VA where lower bits store number of active bits used to encode
descriptor offset. From there, we can mask away bits to recover
d3d12_descriptor_heap. Metadata is stored inline in one big allocation,
and we can just offset from there based on extracted log2i_ceil(descriptor count).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:04:43 +01:00
Hans-Kristian Arntzen 4bea653504 vkd3d: Fix CopyTiles for suballocated linear resources.
Forgot to offset buffer offset. Fun!
Found when bumping VA allocation limit to 2 MiB instead of 1 MiB.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-24 12:14:22 +01:00
Hans-Kristian Arntzen 5d345f47cc vkd3d: Rewrite the pipeline library implementation.
This became basically a rewrite in the end, and it got too awkward to
split these commits in any meaningful way.

The goals here were primarily to:

- Support serializing SPIR-V and load SPIR-V.
  To do this robustly requires a lot more validation and checks to make
  sure end up compiling the same SPIR-V that we load from cache.
  This is critical for performance when games have primed their pipeline
  libraries and expect that loading a PSO should be fast. Without this,
  we will hit vkd3d-shader for every PSO, causing very long load times.
- Implement the required validation for mismatched PSO descriptions.
- Rewrite the binary layout of the pipeline library for flexibility
  concerns and performance.
  If the pipeline library is mmap-ed from disk - which appears to be
  the intended use - we only need to scan through the TOC to fully parse
  the library contents.
  From a flexibility concern, a blob needs to support inlined data,
  but a library can use referential links. We introduce separate
  hashmaps which store deduplicated SPIR-V and pipeline cache blobs,
  which significantly drop memory and storage requirements.
  For future improvements, it should be fairly easy to add information
  which lets us avoid SPIR-V or pipeline cache data altogether if
  relevant changes to Vulkan/drivers are made.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-17 11:00:03 +01:00
Hans-Kristian Arntzen 1d39c25a59 vkd3d: Properly invalidate pipeline when binding NULL DSV.
We did not test the scenario where we first render with depth enabled,
and then bind a NULL DSV with the same pipeline.
Also fix issues if we bind NULL RTVs with same pipeline bound.

Fixes crash in Guardians of the Galaxy.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-04 13:10:16 +01:00
Hans-Kristian Arntzen 5e526d506b vkd3d: Remove warning for setting NULL index buffer.
This is benign and easily gets spammed a TON.
We will warn if an indexed draw is actually made like this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-03 18:16:36 +01:00
Hans-Kristian Arntzen 81a215d0bf vkd3d: Implement COLOR -> STENCIL copy if stencil export is supported.
Fallback is a bit more involved. Cleans up the FIXME to not report
benign issues.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-03 15:43:41 +01:00
Hans-Kristian Arntzen 49d0eb37e3 vkd3d: Properly align d3d12_command_list allocations.
UBSAN found a bug here since we store RTV descriptors inline, the
compiler can assume the pointer is 64 byte aligned.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:56:36 +01:00
Hans-Kristian Arntzen e90b573896 vkd3d-shader: Use flag for vkd3d_shader_meta bools.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-25 14:07:07 +01:00
Hans-Kristian Arntzen 1409ebab1f vkd3d: Consider sparse buffers to alias any other buffer.
Technically cannot alias committed buffers, but 🤷 ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-20 15:14:27 +01:00
Hans-Kristian Arntzen 7d0743345a vkd3d: Remove useless buffer barrier tracking.
This copy is to a scratch buffer, which needs no tracking.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-20 15:14:27 +01:00
Hans-Kristian Arntzen 5c492e9e6c vkd3d: Handle overlapped transfer writes.
D3D12 expects drivers to implicitly synchronize transfer operations,
since there is no TRANSFER barrier ala UAV barriers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-19 14:44:33 +01:00
Hans-Kristian Arntzen 6cba8b9945 vkd3d: Workaround broken barriers in DEATHLOOP.
In DEATHLOOP, there is a render pass which renders out a simple image,
which is then directly followed by a compute dispatch, reading that
image. The image is still in RENDER_TARGET state, and color buffers are
*not* flushed properly on at least RADV, manifesting as a very
distracting glitch pattern. This is a game bug, but for the time being,
we have to workaround it, *sigh*.

For a simple workaround, we can detect patterns where we see these
events in succession:

- Color RT is started
- StateBefore == RENDER_TARGET is not observed
- Dispatch()

In particular, when entering the options menu, highly distracting
glitches are observed in the background.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-12 12:20:03 +01:00
Robin Kertels 35be1329ed vkd3d: Don't do layout transition in aliasing barrier.
HZD issues an aliasing barrier for an alias of a resource that it
still needs.
Because D3D12 requires you to call DiscardResource or a full resource
clear/copy, we can just rely on those to do the actual image layout
transition and treat the aliasing barrier as a pure sync + flush.

This behavior is also observed in a test case where D3D12 drivers
do not seem to discard / fast-clear anything in an aliasing barrier.

Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Co-authored-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-12 12:16:52 +01:00
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
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
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 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 9185edb42a vkd3d: Implement ID3D12GraphicsCommandList6.
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
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 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
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
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 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 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
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 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
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
David McCloskey a19619ccbf vkd3d: Fixing compile errors on Windows. 2021-09-18 21:40:30 +01:00
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 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