This reverts commit 0384362065.
It is not allowed to use RS 1.1 serialization for the non-versioned
entry point. RS 1.1 serialization must use the versioned entry point.
Reverting this fixes the relevant test case in d3d12.c:12522.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Saves a few CPU cycles. We expect things to explode anyway when
the app uses a non-UAV descriptor as a UAV in the shader.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Fixes a signedness comparison warning -- shouldn't be a problem as we aren't going to get images with 2m+ tiles.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
We shouldn't potentially override stuff in the std library and this allows us to map directly to __ATOMIC_* memory orders which is more correct.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Creates linking problems if we want to build vkd3d-shader statically given this links back to something in vkd3d-common.
We don't need this distinction anyways...
Signed-off-by: Joshua Ashton <joshua@froggi.es>
This commit moves the module handling code which was previously dumped in device.c and the code to retrieve the current executable path to its own file.
This also eliminates HAVE_DECL_PROGRAM_INVOCATION_NAME from config.h
Signed-off-by: Joshua Ashton <joshua@froggi.es>
This isn't going to change. Drivers use this to do special things,
so changing it would probably cause a bunch of random problems anyway.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
There is no stdatomic available on MSVC so let's clean things up.
This moves all the atomic helpers to vkd3d_atomic.h and implements all platform's spinlocks in entirely the same way.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
There is no reason to not load Vulkan dynamically, otherwise, we must
have loader dev packages installed, which is not ideal.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Only support ANSI/UNICODE version for now. The PIX3BLOB format is
extremely weird, complicated and undocumented.
We can refer to RenderDoc if we need it later ...
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
debug_marker/debug_report are both deprecated in favor of debug_utils and vkd3d was using marker in a
buggy way anways, as debug_marker requires debug_report to work, but it was
only conditionally enabled.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Gets rid of the full barrier on command buffer end.
Instead, do what D3D12 wants, which is to serialize all
ExecuteCommandLists. Simplify the existing timeline sempahore setup for
sparse queues and use it for all submissions.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Otherwise, we may end up failing to allocate memory on Tier 1
hardware, and also fail to use dedicated allocations in some
cases.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
We'll need this to more accurately select the memory type for D3D12
heaps based on which resources are allowed to be placed in it.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>