Commit Graph

2739 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen cf06146a66 common: Fix missing include.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-22 17:41:12 +02:00
Dean Beeler 063ce7e4bd Use Windows specific environment calls for better Windows compatibility.
Signed-off-by: David McCloskey <davmcclo@gmail.com>
2022-04-22 17:40:21 +02:00
Philip Rebohle bb2e35c539 vkd3d: Use vkGetDevice{Buffer,Image}MemoryRequirementsKHR in vkd3d_memory_info_init.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-22 11:36:02 +02:00
Philip Rebohle d5ad5bb1de vkd3d: Use vkGetDeviceImageMemoryRequirementsKHR in vkd3d_get_image_allocation_info.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-22 11:36:02 +02:00
Philip Rebohle beb58f8472 vkd3d: Enable and require VK_KHR_maintenance4.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-22 11:36:02 +02:00
Hans-Kristian Arntzen 358f95aff2 vkd3d: Ignore cached SPIR-V if we're dumping SPIR-V.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-22 11:29:27 +02:00
Philip Rebohle 119e00ed45 vkd3d: Do not add uint format to image format list.
Fixes #1069.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-21 13:51:58 +02:00
Philip Rebohle beaedbd857 vkd3d: Use UAV clear fallback based on format compatibility.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-21 13:51:58 +02:00
Philip Rebohle 81927c5895 vkd3d: Fix handling of non-zero base layer in ClearUAV fallback path.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-21 13:51:58 +02:00
Philip Rebohle e7a6af4971 vkd3d: Use texel buffer views for UAV clears with buffer to image copy.
Allows this to more easily work with more formats.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-21 13:51:58 +02:00
Philip Rebohle a1d5e6f39a vkd3d: Re-add R11G11B10 format compatibility info.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-21 13:51:58 +02:00
Hans-Kristian Arntzen 5044975152 vkd3d: Drop redundant validate of PSO state blob from disk cache.
If we get an entry, it's implicitly validated.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-06 16:36:26 +02:00
Hans-Kristian Arntzen 8dc8b72807 cache: Add some performance information for shader cache operations.
They can take a long time and it's useful to have some reports here.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-06 16:36:26 +02:00
Hans-Kristian Arntzen ae0dafa3a1 cache: Attempt to use disk cache instead when appropriate.
When the disk cache is used, the cache we give back to applications is a
dummy. Therefore, try to use the disk cache blob if we detect a useless
application blob.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-06 16:36:26 +02:00
Hans-Kristian Arntzen 6c8542f7d6 vkd3d: Make use of internal pipeline library if we're asked to.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-06 16:36:26 +02:00
Hans-Kristian Arntzen 2dcb1e2efc cache: Implement an on-disk pipeline library.
With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline
blobs to disk, even for games which do not make any use of GetCachedBlob
of ID3D12PipelineLibrary interfaces. Most applications expect drivers to
have some kind of internal caching.

This is implemented as a system where a disk
thread will manage a private ID3D12PipelineLibrary, and new PSOs are
automatically committed to this library. PSO creation will also consult
this internal pipeline library if applications do not provide their own
blob.

The strategy for updating the cache is based on a read-only cache which
is mmaped from disk, with an exclusive write-only portion for new blobs,
which ensures some degree of safety if there are multiple
concurrent processes using the same cache.

The memory layout of the disk cache is optimized to be very efficient
for appending new blobs, just simple fwrites + fflush.
The format is also robust against sliced files, which solves the problem
where applications tear down without destroying the D3D12 device
properly.

This structure is very similar to Fossilize, and in fact the idea is to
move towards actually using the Fossilize format directly later.
This implementation prepares us for this scenario where e.g. Steam could
potentially manage the vkd3d-proton cache.

The main complication in this implementation is that we have to merge
the read-only and write caches.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-06 16:36:26 +02:00
Hans-Kristian Arntzen 3095ed84d3 cache: Add concept of internal pipeline libraries.
For internal pipeline libraries, we want a somewhat different strategy.

- PSOs are keyed by hash instead of user key.
- We want the option to conditionally store SPIR-V and PSO blobs.
  For internal caches, there isn't much of a reason to store PSO blobs
  since the disk cache is going to be primed anyways.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-05 14:12:20 +02:00
Hans-Kristian Arntzen db9b9a13de cache: Fix misleading comment about chunk alignment.
It's 8. Used to be 4 before some other fixes ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-05 14:12:20 +02:00
Hans-Kristian Arntzen 637834dc75 vkd3d: Make private_root_signatures actually private.
Makes sure that we drop private root signature device references when
public pipeline state refcount hits 0.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-05 14:12:20 +02:00
Hans-Kristian Arntzen ca0a186a4b common: Add some file utils.
Supports more advanced file operations than we'd normally need.
Intended to be used by magic disk cache.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-05 14:12:20 +02:00
Philip Rebohle 829c02bf90 vkd3d: Remove format compatibility info for R11G11B10.
Not allowing R32 views may give us compression back in some scenarios.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-05 11:52:23 +02:00
Philip Rebohle e4184830c5 vkd3d: Add ClearUAV path that uses buffer-to-image copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-05 11:52:23 +02:00
Philip Rebohle d1425ee4d1 vkd3d: Use VK_ACCESS_MEMORY_{READ,WRITE}_BIT where appropriate
Buggy RADV versions no longer work due to missing extension support.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-05 11:52:23 +02:00
Denis Barkar 8dda6df729 vkd3d: Force non-invariant position for Serious Sam 4.
Signed-off-by: Denis Barkar <dbarkar@nvidia.com>
2022-04-01 15:34:52 +02:00
Joshua Ashton 2ed513b99a vkd3d: Remove VKD3D_MAX_DYNAMIC_STATE_COUNT
This was off by one, at some point, which could cause a stack buffer overrun which is naughty.

Replace this with just an ARRAY_SIZE on the dynamic_state_list for the array size.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2022-04-01 15:19:18 +02:00
Hans-Kristian Arntzen 241078d7e8 vkd3d: Add scalar UBO layout requirement for SM 6.0.
Needed to support SM 6.0 CBufferLoad.
This path is mostly unused since it's opt-in in DXC and horribly broken
...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-30 20:13:32 +02:00
Hans-Kristian Arntzen 6f43f450c8 vkd3d: Disable primitive restart when using non-compatible topologies.
Primitive restart is only used for strip primitive types, and must be
ignored for lists. Use and require extended_dynamic_state2 for this
purpose.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-30 16:12:16 +02:00
Hans-Kristian Arntzen cfeaa18b09 vkd3d: Enable MUTABLE_SINGLE_SET for Intel GPUs.
There are strict limits on number of descriptors which can be used,
and we have to use MUTABLE + single set to make this work.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-30 12:25:20 +02:00
Hans-Kristian Arntzen da63f0beac vkd3d: Compute range_end after sparse checks in copy tracking.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-30 12:13:25 +02:00
Philip Rebohle 6378f1b880 vkd3d: Optimize WriteBufferImmediate for consecutive writes.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-30 11:51:10 +02:00
Hans-Kristian Arntzen 2e8fb27182 vkd3d: Correctly handle dynamic depth/stencil attachment infos.
{depth,stencil}AttachmentFormat and p{Depth,Stencil}Attachment are only
allowed if the format contains that aspect. Check this explicitly.

Fixes some validation errors.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-24 17:55:32 +01:00
Hans-Kristian Arntzen 1b5f7e8fc3 vkd3d: Use VkImageViewCreateInfo correctly.
For EXTENDED_USAGE, we still need to restrict image usage when creating
concrete views.
Use VkImageViewUsageCreateInfo to restrict usage flags to the kind of
view we're creating.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-24 17:55:32 +01:00
Hans-Kristian Arntzen cf65a78570 vkd3d: Rename DSV UNKNOWN workaround query.
Make it more obvious what it's really trying to check.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-23 22:36:00 +01:00
Philip Rebohle 1d3957fe6d vkd3d: Do not create pipeline variants for NULL DSV.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-23 22:22:09 +01:00
Philip Rebohle c9abcfa656 vkd3d: Use d3d12_graphics_pipeline_state_has_unknown_dsv_format more consistently.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-23 22:22:09 +01:00
Hans-Kristian Arntzen 03427c6ee6 vkd3d: Explicitly use NULL RTV mask for dual source blending.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-23 14:29:51 +01:00
Hans-Kristian Arntzen 6273780e50 vkd3d: Accurately validate dual source blend state.
We need to check RTVFormats and IO signature.
If both RTVFormat uses non-null format and IO signature has an active
entry, we must fail compilation.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-23 14:29:51 +01:00
Hans-Kristian Arntzen 6e915dd2c0 vkd3d: Use rt_count as basis for binding RTVs.
Found some validation errors where rt_count != rtv_active_mask,
and blending used rt_count instead of rtv_active_mask. If shader renders
to a NULL attachment, we must make sure that it's part of the PSO
interface.

Also, use rt_count rather than active mask when beginning render pass.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-23 14:29:51 +01:00
Philip Rebohle 34f5fc6a31 vkd3d: Do not create pipeline variants for NULL RTVs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-22 13:06:00 +01:00
Hans-Kristian Arntzen 63530501a5 vkd3d: Require VK_EXT_extended_dynamic_state.
This is basically required for not horrible stutter and performance and
is widely supported.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-16 17:48:21 +01:00
Hans-Kristian Arntzen dd6534f3f8 vkd3d: Report enabled debug ring size as INFO instead of WARN.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:26:27 +01:00
Hans-Kristian Arntzen 09997b4dd8 vkd3d: Fish for message clues on device lost.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:26:27 +01:00
Hans-Kristian Arntzen 6d35f98e59 vkd3d: Emit deadca7 cookie for num_words in debug ring.
Makes it somewhat feasible to fish for message begin codes in the
stream.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:26:27 +01:00
Hans-Kristian Arntzen e61cc0234a vkd3d: Allow debug ring to know about device lost scenarios.
For this case, we want to block and teardown the debug ring thread.
It's okay to fish for dead messages in the ring, since we know there
won't be more GPU work submitted.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:26:27 +01:00
Hans-Kristian Arntzen c54895b4b7 vkd3d: Fix overflow of ring_size.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:26:27 +01:00
Hans-Kristian Arntzen a6700d3d85 vkd3d: Make debug ring aware of potential crash scenarios.
If we expect device losts (breadcrumb debug), we need to use DEVICE uncached/coherent,
since we might not be able to flush GPU caches properly.

We also need to remove the idea of being able to copy out the control
block back to host. This is too brittle and we should instead just place
the control block in PCI-e BAR instead. Rethink how we pass messages
from GPU to CPU to make it more robust.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:26:27 +01:00
Hans-Kristian Arntzen 33b9166fec vkd3d: Make device coherency extension optional for breadcrumbs.
Some implementation can support marker, but not explicit coherency.
Buffer markers are often uncached either way, so should be fine ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:07:56 +01:00
Hans-Kristian Arntzen 972ce74ac6 vkd3d: When using breadcrumbs, consider that WaitSemaphore can be buggy.
Spec says that in device lost, driver must return DEVICE_LOST in finite
time, but this does not happen on NV drivers. Use a long timeout instead
in this scenario.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:07:56 +01:00
Robin Kertels 5f97d1eb70 vkd3d: Implement NV_checkpoint path for breadcrumbs.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:07:56 +01:00
Robin Kertels a6ea442819 vkd3d: Enable VK_NV_device_diagnostic_checkpoints.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2022-03-11 13:07:56 +01:00