Commit Graph

1784 Commits

Author SHA1 Message Date
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 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 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 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
Hans-Kristian Arntzen 8f05ac298c vkd3d: Add implementation for plane optimal tracker.
Idea is to keep track of scenarios where we know a resource's aspect is
known to be in a OPTIMAL state. Based on this, we can override the image
layout from the common_layout in order to avoid unnecessary full
barriers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:45:46 +02:00
Hans-Kristian Arntzen 1288d0f9b1 vkd3d: Remove obsolete all_aspect parameter.
For copies, we can always use the intended aspects, since we have
separate DS layouts now.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:31:52 +02:00
Hans-Kristian Arntzen 68ce7bd324 vkd3d: Handle separate DS layout for destination copies.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:31:52 +02:00
Hans-Kristian Arntzen 81d472242b vkd3d: Clear single depth-stencil aspect correctly.
When clearing a DSV, we must get aliasing guarantees, so we must
transition away from UNDEFINED. This is only possible when using
separate_ds_layouts and for render pass clears we need to use
renderpass2 mechanisms to do this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 15:31:52 +02:00
Hans-Kristian Arntzen 35c555c479 vkd3d: Use more correct fallback path for minLODClamp.
The clamp is absolute, not relative to baseMip. Also avoids validation
error and potential crash when LODClamp > numLevels.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-07 12:50:23 +02:00
Joshua Ashton 61ccdb9037 vkd3d: Make invalid RTV for attachment FIXME_ONCE
This spams constantly in Dirt 5.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-07-07 11:49:18 +02:00
Hans-Kristian Arntzen cf632186fd vkd3d: Add workaround for MinLODClamp.
Not correct, will need spec additions to handle it properly.
Fixes ground rendering in DIRT 5.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-06 16:45:19 +02:00
Hans-Kristian Arntzen 3090ae01c1 vkd3d: Support discarding single aspects as required.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 15:18:16 +02:00
Hans-Kristian Arntzen 398724cd6e vkd3d: Require VK_KHR_separate_depth_stencil_layouts.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 15:18:16 +02:00
Hans-Kristian Arntzen 419790ac77 vkd3d: Add wave size workaround for GravityMark.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 15:15:42 +02:00
Hans-Kristian Arntzen 7a00e56792 vkd3d: Handle multiple planes in d3d12_resource_get_subresource_count.
Separate out an explicit per_plane query for the cases where we need it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-02 14:16:18 +02:00
rochaudhari be2362268c vkd3d: Return format2 information for d3d12_device_CheckFeatureSupport
Currently only format1 information is being returned for D3D12_FORMAT_SUPPORT.

Signed-off-by: Roshan Chaudhari <rochaudhari@nvidia.com>
2021-07-02 14:07:39 +02:00
Hans-Kristian Arntzen 3ea20a91ad vkd3d: Handle zero viewports.
This can be used for rasterizer discard, just bind dummy viewport and
scissor.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-07-01 13:53:19 +02:00
Hans-Kristian Arntzen cb5283b6fb vkd3d: Allow dynamic vertex stride == 0 to go through.
Eliminates all late pipeline compiles in Scarlet Nexus DX12 (and several
other games).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-29 16:00:33 +02:00
Hans-Kristian Arntzen c1860a1ead vkd3d: Add VKD3D_CONFIG flags for forcing EXCLUSIVE queue modes.
Helps in some cases, but we cannot do this by default :(

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-29 12:24:24 +02:00
Joshua Ashton 5e3ec4337b vkd3d: Fix top-most handling when restoring from fullscreen
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-06-25 17:28:35 +02:00
Hans-Kristian Arntzen ba7c2b7c5f swapchain: Log window rects for leaving and entering fullscreen.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 08:01:26 -07:00
Paul Gofman ca2ae195fb swapchain: Update original_window_rect in d3d12_swapchain_SetFullscreenState().
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 08:01:26 -07:00
Hans-Kristian Arntzen 84f4b893ee swapchain: Use VK_CALL macro.
There's a mix and match of vk_procs-> and CALL conventions. Harmonize
this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 15:18:27 +02:00
Hans-Kristian Arntzen b5023bab32 swapchain: Synchronize before resetting blit command buffer.
Randomly appears in GravityMark, odd that validation didn't find this in
other cases.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 15:18:27 +02:00
Hans-Kristian Arntzen 7c80c92304 vkd3d: Use ALLOW_VARYING_SUBGROUP_SIZE flag as appropriate.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-25 15:08:53 +02:00
Hans-Kristian Arntzen 27fdc39e67 vkd3d: Be more robust with out of bounds clear/discard rects.
GravityBench ends up using ClearView with too large dimensions.
This is a validation error in Vulkan, so just clamp the extents.

To make full rect detection a bit more robust, do a range check instead
of memcmp().

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-24 16:18:38 +02:00
Georg Lehmann a7922a7c85 vkd3d: Introduce vkd3d_internal_get_vk_format.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-06-24 12:55:17 +02:00
Georg Lehmann 0d9c7bc3ad vkd3d: Index formats by format.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-06-24 12:55:17 +02:00
Georg Lehmann c915f237e3 vkd3d: Index depth stencil formats by format.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-06-24 12:55:17 +02:00
Georg Lehmann 1af017c284 include: Add some new dxgi formats.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-06-24 12:55:17 +02:00
Hans-Kristian Arntzen c108bec58f vkd3d: Fix trivial indentation nit.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:41:09 +02:00
Hans-Kristian Arntzen 9900301886 vkd3d: Use read-write lock for fallback pipeline cache.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:41:09 +02:00
Hans-Kristian Arntzen bb723e859b vkd3d: Use read-write locks for render pass cache.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:41:09 +02:00
Hans-Kristian Arntzen 5fe135f3fb vkd3d: Ensure shader visibility happens for DEPTH_READ | RESOURCE scenarios.
If we're doing a layout transition of depth-stencil aspects, we need to ensure all potential
accesses are made visible.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:32:48 +02:00
Hans-Kristian Arntzen 8225edc726 vkd3d: Rewrite resource state implementation.
- Honor resource barriers for resource states which cannot automatically
  decay or promote. This includes COLOR_ATTACHMENT, UNORDERED_ACCESS and
  VRS image. If SIMULTANEOUS_ACCESS is used, we can still promote, and
  we handle that by setting common layout to GENERAL for these resources.

- Avoid redundant barriers in render passes since normal resource
  barriers will always make sure we are already in
  COLOR_ATTACHMENT_OPTIMAL.

- Do not force GENERAL layout if resource has UNORDERED_ACCESS flag set.
  As this is not a promotable state, we have to explicitly transition
  into it. I tested this on validation layers, where even COMMON state
  refuses to promote to UAV state. The exception here of course is
  SIMULTANOUS_ACCESS, but we handle that properly now.

- Verify that UAV or SIMULTANEOUS access is not used together with DSV
  state. This is explicitly banned in the API docs.

- Actually emit image barriers. Batch the image transitions as that's
  what D3D12 docs encourage app developers to do, and it also expects
  that drivers can optimize this. Ensure that we respect the in-order
  resource barrier rules by splitting batches if there are overlaps in
  the transitions.

- Ensure that correct image layout is used when clearing a suspended
  render pass attachment.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:32:48 +02:00
Hans-Kristian Arntzen 177679a766 vkd3d: Add VKD3D_RESOURCE_SIMULTANEOUS_ACCESS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:32:48 +02:00
Hans-Kristian Arntzen 02398c4eef vkd3d: Normalize depth-stencil layouts if only one aspect is used.
Avoid using the separate layouts if we're only using formats with one
aspects. This makes it more likely to match layouts with common layout,
and we can avoid awkward transition barriers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-22 14:32:48 +02:00
Philip Rebohle 014a3c0b94 vkd3d: Handle plane slice index in descriptor creation.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-06-21 21:23:03 +02:00
Samuel Pitoiset 72d9b322b8 vkd3d: reject creating a resource that is placed if the heap is too small
The spec is pretty clear that it's invalid usage. Return E_INVALIDARG
like native drivers.

This is a workaround for the inventory GPU hang with Cyberpunk 2077
which is actually a game bug. Luckily the game handles this error
properly.

The problem is that the game always assume that an image with 2 mips
is smaller than the same image but with 6 mips. This is not always
true if the swizzle mode is different and a recent Mesa update changed
that. Then the game creates a D3D12 heap that is too small and this
triggered a memory violation and then a GPU hang with RADV.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2021-06-17 16:42:23 +02:00
Hans-Kristian Arntzen 1ea31701c5 vkd3d: Move F1 2020 workaround over to quirks system.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-17 16:42:14 +02:00
Hans-Kristian Arntzen 28c8a595fa vkd3d: Pass down shader quirks for Necromunda.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-17 16:42:14 +02:00
Hans-Kristian Arntzen 9207d4f019 vkd3d: Ignore BlendEnable if write mask is 0.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-17 16:42:14 +02:00
Hans-Kristian Arntzen 5c971f216e vkd3d: Invalidate binding state on query resolve.
Fixes random broken AO in Necromunda on RADV.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-17 15:59:05 +02:00
Philip Rebohle b97a012787 vkd3d: Enable tiled resources tier 3.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-06-14 15:53:33 +02:00
Hans-Kristian Arntzen 42fb018d85 vkd3d: Fix leak of command pools on device destruction.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-11 15:17:45 +02:00
Hans-Kristian Arntzen d7843fa012 vkd3d: Fix potential deadlock in debug ring.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-11 11:04:38 +02:00
Hans-Kristian Arntzen 58854b0a9c vkd3d: Fix potential deadlock in descriptor QA checks.
If we destroy device right after creating it, we risk a deadlock.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-11 11:04:38 +02:00
Hans-Kristian Arntzen 76a8914d6b vkd3d: Add validation error workaround.
Our internal copy shaders are fine, but we get benign errors about
sample count being wrong since we alias descriptors.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-10 14:19:04 +02:00
Hans-Kristian Arntzen abe0995e88 vkd3d: Use correct allocation size for memory block.
We cannot use the memory requirement output, since we will zero-clear
memory with a size that might be larger than the VkBuffer size.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-10 14:16:01 +02:00
Hans-Kristian Arntzen b922292852 vkd3d: Fix view object leak when creating fallback UAV clear view.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-10 13:50:54 +02:00
rochaudhari 1699743c37 vkd3d: Enable binary import and image view handle extensions
Signed-off-by: Roshan Chaudhari <rochaudhari@nvidia.com>

Reviewed-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
2021-06-10 11:26:34 +02:00
Hans-Kristian Arntzen 9983a1720f vkd3d: Splat null descriptors to all sets.
Some games end up writing the wrong descriptor type when using null
descriptors, and to be robust against that, we have to clear out
all descriptors when creating null descriptors.

If we copy a null descriptor, we will also have to copy from all sets.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-07 13:21:31 +02:00
Hans-Kristian Arntzen 969776c1f8 vkd3d: Ignore NULL descriptor ClearUAV.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-07 13:21:31 +02:00
Hans-Kristian Arntzen c7c17d05ed vkd3d: Fix descriptor QA checks for CBV_AS_SSBO.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-07 13:21:06 +02:00
Hans-Kristian Arntzen ec5b4ccecf vkd3d: Ensure that swapchain is eventually recreated.
Latch SUBOPTIMAL state.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-02 19:46:05 +02:00
Joshua Ashton efa0eccc59 vkd3d: Low latency presentation and acquire semaphores
In cases where acquire image is blocking, we should call that after
presentation to avoid latency when the app calls present.

This avoids weird inverse frame cadences with Mesa WSI right now,
as acquiring an image is always a blocking call until it is complete.

In cases when we aren't blocking, this kicks off the acquisition so
it can be waited upon by the next present blit pass.

Use another set of semaphores to wait for the image acquisition on the
GPU.

In the non-blocking vkAcquireNextImageKHR case, this means that a
potential bubble of time between waiting on the fence and submitting
the blit + presentation is eliminated.

Runaway presentation in this setup is avoided by frame latency objects
and normal frame latency which is always 3 according to documentation.

Be careful about handling SUBOPTIMAL. Semaphores will be signaled, but
we might want to tear down the swapchain. In these cases, we need to
wait for the semaphore to be signaled first, which can only be done by
submitting a wait, since QueueWaitIdle or DeviceWaitIdle don't cover
WSI.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Co-authored-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-02 19:46:05 +02:00
Joshua Ashton 92ed98ccea vkd3d: Handle frame latency without WAITABLE_OBJECT
Documentation says that this should always be 3 without WAITABLE_OBJECT
unlike in D3D11 where it will use the DXGI device's frame latency.

This stops runaway presentations in the non-blocking acquire image case
with the new semaphore setup.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-06-02 19:46:05 +02:00
Hans-Kristian Arntzen 6f5f55c84a vkd3d: Avoid oldSwapchain.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-06-02 19:46:05 +02:00
Hans-Kristian Arntzen fa471962dc vkd3d: Mask clear color in ClearUAVUint.
Fixes test TODOs. Apparently Vulkan drivers can saturate here, which
caused the TODO to appear, at least on AMD Windows.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-27 15:34:53 +02:00
Hans-Kristian Arntzen 3c7f188863 vkd3d: Nuke code paths for !nullDescriptor.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-27 10:39:22 +02:00
Hans-Kristian Arntzen 7bf93b844d vkd3d: Require VK_EXT_robustness2.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-27 10:39:22 +02:00
Hans-Kristian Arntzen a256a9266e vkd3d: Rewrite descriptor QA.
Adds support for GPU-assisted validation of descriptor usage in the
CBV_SRV_UAV heap.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-26 17:26:01 +02:00
Hans-Kristian Arntzen 5e67d30883 vkd3d: Add config option for descriptor QA.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-26 17:26:01 +02:00
Hans-Kristian Arntzen 96a84e2633 vkd3d: Fix build with DESCRIPTOR_QA.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-26 17:26:01 +02:00
Joshua Ashton 925a930d1e vkd3d: Fix missing trace arg in SetPipelineStackSize
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-05-20 11:36:21 +02:00
Hans-Kristian Arntzen 9d405f0366 vkd3d: Don't try to use fallback SRV aux heap.
DXR requires buffer_device_address, so it's meaningless to attempt a
fallback.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-13 08:25:10 +01:00
David McCloskey 1744896142 vkd3d: Fix for freeing memory created with aligned_malloc
Signed-off-by: David McCloskey <davmcclo@gmail.com>
2021-05-07 06:42:12 +01:00
David McCloskey 217ffc27d2 vkd3d: Type error fix for d3d12_device_get_query_pool.
Signed-off-by: David McCloskey <davmcclo@gmail.com>
2021-05-07 06:41:59 +01:00
Hans-Kristian Arntzen 43bf0ed8c1 vkd3d: Ensure SAMPLED | COLOR_ATTACHMENT for R8_TYPELESS.
Needed for stencil -> color copies potentially.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-05 00:11:10 +02:00
Hans-Kristian Arntzen 4f0872152a meta: Add fs_copy_uint path.
For stencil -> color copies.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-05 00:11:10 +02:00
Hans-Kristian Arntzen ef5ad082a0 vkd3d: More precise logging for fallback copy fixmes.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-05 00:11:10 +02:00
Hans-Kristian Arntzen 0e93af9700 vkd3d: Handle multiple planes in subresource conversion for copies.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-05-05 00:11:10 +02:00
Georg Lehmann a411256c7f vkd3d: Enable and require shaderDrawParameters.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-04-29 06:48:37 +01:00
Georg Lehmann b858f8a478 vkd3d: Don't error out if vkGetPhysicalDeviceFragmentShadingRatesKHR isn't found.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2021-04-24 18:23:46 +01:00
Hans-Kristian Arntzen be1b941e06 vkd3d: Workaround buggy NV driver in sparse update.
test_update_tile_mappings fails if we don't do this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-04-21 16:29:05 +02:00
Joshua Ashton 911a202bd1 vkd3d: Bump SONAME version to 3.0.0
We made breaking ABI changes.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-20 18:25:41 +02:00
Joshua Ashton a3ad7cae90 vkd3d-shader: Remove type/next from interface structures
This was never really used for anything useful.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-20 18:25:41 +02:00
Joshua Ashton 220e1146ee vkd3d-shader: Make vkd3d_shader_transform_feedback_info a member
Moves it into vkd3d_shader_interface_info, this doesn't need to be
a pNext.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-20 18:25:41 +02:00
Joshua Ashton 3e4a8b1504 vkd3d: Remove type/next from vkd3d device/instance structures
There's really no reason to overcomplicate adding optional extensions this way.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-20 18:25:41 +02:00
Joshua Ashton bd988f2b74 vkd3d: Remove vkd3d_optional_device_extensions_info
Roll this into vkd3d_device_create_info, no need for this to be a pNext thing.

Additionally, fix some memory leaks on device creation failure.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-20 18:25:41 +02:00
Joshua Ashton 59148c1932 vkd3d: Remove vkd3d_optional_instance_extensions_info
Roll this into vkd3d_instance_create_info, no need for this to be a pNext thing.

Additionally, fix some memory leaks on instance creation failure.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-04-20 18:25:41 +02:00
Philip Rebohle f06f94bfb4 vkd3d: Enable multi_queue by default.
And replace option with a single_queue flag to do the opposite.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-19 16:40:49 +02:00
Hans-Kristian Arntzen c7eb6fdf61 vkd3d: Add some tracing to help narrow down compiler crashes.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-04-15 16:24:05 +02:00
Hans-Kristian Arntzen 744497274c vkd3d-shader: Verify that we compile expected shader stage.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-04-15 16:24:05 +02:00
Hans-Kristian Arntzen 8f17fdd1fa vkd3d: Don't leak pipeline cache if we fail compile.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-04-15 16:24:05 +02:00
Philip Rebohle 62cbf3d78a vkd3d: Remove unused unsafe_impl_from_ID3D12CommandAllocator.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-04-14 16:24:55 +02:00