Commit Graph

29 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen b4ab6c3f08 cache: Unmap files before attempting to delete.
Native Win32 does not like it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-28 12:13:03 +02:00
Hans-Kristian Arntzen 97201b8e93 vkd3d: Clean up straggling getenv() calls.
Replace with the new vkd3d_get_env wrapper.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-25 16:42:41 +02:00
Hans-Kristian Arntzen 55a6847c61 vkd3d: Fix MSVC warning about redundant snprintf argument.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-25 14:41:44 +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 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 6a4f2842cb cache: Move d3d12_pipeline_library to internal references.
Allow us to hold internal magic pipeline libraries without creating
cycles.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 12:29:32 +01:00
Hans-Kristian Arntzen 18a5315db4 cache: Refactor lock strategy of internal hashmaps.
Rather than having to take writer lock on serialize calls from the
outside, we should just take locks when accessing the internal hashmaps
instead.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 12:29:32 +01:00
Hans-Kristian Arntzen 7c228139c3 cache: Refactor out pipeline library serialization.
If outer code has taken a reader lock, we don't need to lock again.
Also allows a reader lock to go GetSerializedSize + Serialize with one
reader lock.

This will be relevant for magic cache implementation.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 12:29:32 +01:00
Hans-Kristian Arntzen c6149b47cd cache: Handle ref-count rules for multiple LoadPipeline/StorePipeline.
In pipeline libraries, the library holds on to private references of the
libraries so that they can be rapidly loaded on-demand.

This behavior is verifed by API tests.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-09 18:35:09 +01:00
Hans-Kristian Arntzen 9817c52d24 vkd3d: Add workaround to ignore mismatch driver/device in PSO library.
Elden Ring does not detect the proper error code and create a new
pipeline library. Instead, create a fresh new library, which works
around the issue.

The game has a pattern of LoadPipeline -> if fail -> CreatePSO ->
StorePipeline. Sometimes, in the same process it will LoadLibrary from
its own cache (could explain some stutters),
so it's very useful to have this either way.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 14:50:57 +01:00
Hans-Kristian Arntzen a8229390f9 vkd3d: Add more pipeline_library_log snippets.
Hook GetCachedBlob and various attempts to use LoadPipeline.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 14:50:57 +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 833f56154c cache: Store shader interface key in pipeline library as well.
If we're going to create different SPIR-V files from what the
VkPipelineCache represents, it's meaningless to load it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-25 14:07:07 +01:00
Hans-Kristian Arntzen 6e697a54b6 vkd3d: Add d3d12_cached_pipeline_state.
Wraps the D3D12 struct with a pipeline library handle.
This is needed if the blob contains references to external data,
which then needs to be resolved.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-25 14:07:07 +01:00
Hans-Kristian Arntzen 41c977d616 cache: Move cache implementation over to read-writer locks.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-01-25 14:07:07 +01:00
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
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
Joshua Ashton 8c9527cdf7 vkd3d: Refactor SetName implementation
As per MSDN, SetName is just a wrapper around SetPrivateData and a specific GUID.

Some apps and tools will use this to retrieve their name back.

So instead, just forward the name to Vulkan in the SetPrivateData call.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-25 21:51:43 +01:00
Joshua Ashton fccbd3b5e2 vkd3d: Eliminate wchar_size, use UTF-16 string literals
Achieves this with C standard stuff alone, and no compiler hacks.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-09 11:26:28 +01:00
Hans-Kristian Arntzen 1ce5ea8073 vkd3d: Fix segfault when freeing pipeline library.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-25 10:26:36 +01:00
Krzysztof Bogacki 61b13cc278 build: Use separate version string and build hash
Version string is used in logging for information purposes, but pipelines blobs and libraries use uint64_t–based commit hash. Using fixed–size integer silences warnings about string length and makes storing build info a little more efficient.

The hash is obtained separately from version string and is shifted to the left by 4 bits if the working tree is dirty.

Signed-off-by: Krzysztof Bogacki <krzysztof.bogacki@leancode.pl>
2020-10-28 10:40:28 +01:00
Hans-Kristian Arntzen e823715ac8 vkd3d: Clean up warnings.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-11 15:20:52 +02:00
Philip Rebohle cea17b2440 vkd3d: Don't call vkGetPipelineCacheData on a null handle.
On systems without extended dynamic state, or for certain pipelines,
it is possible for vk_pso_cache to be VK_NULL_HANDLE, so we need to
check for this during serialization.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 18:11:41 +02:00
Philip Rebohle dcb03257f9 vkd3d: Implement pipeline library functionality based on VkPipelineCache.
This is used extensively by Horizon Zero Dawn, and allows us
to skip the compile screen after the initial first run.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00
Philip Rebohle 0396ee544c vkd3d: Implement support for cached PSO pipeline state.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00
Philip Rebohle 2b885c4981 vkd3d: Move ID3D12PipelineLibrary imlpementation to separate file.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-09-08 12:31:32 +02:00