FloatControlProperties struct appears to be broken, and it does seem to
work just fine.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
- 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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>