Commit Graph

4030 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen e3c36a47dd tests: Add test for default association tiebreak rules.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 13:41:06 +02:00
Hans-Kristian Arntzen ee8b8374b4 tests: Add test for how we handle DXIL embedded subobjects.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 13:41:06 +02:00
Hans-Kristian Arntzen ce00c9322d tests: Add some basic RTPSO validation rules tests.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 13:41:06 +02:00
Hans-Kristian Arntzen b88b04e4f1 vkd3d: Rewrite how submodules are associated with exports.
Handle embedded DXIL subobjects and fix various issues exposed by the
upcoming new tests.

Associating with global root signatures, shader config and pipeline
config needs to be rewritten so that we validate uniqueness late.

The strategy here is to look at all exports we care about and find an
association.

There are many priority levels which are implied by how I understand the
DXR docs. State objects in the API win over embedded DXIL state objects.
Any DXIL state object wins over a collection.

Hit group associations can trump an entry point. It's not entirely clear
how this works, but we let it win if it has higher priority, i.e.
an explicit association directed at the hit group.

There's also cases where explicit assignment trumps explicit default
assignment, which then trumps just declaring a state object.

Collection state is inherited in some cases like AddToStateObject() even
if this seems to be undocumented behavior.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 13:41:06 +02:00
Hans-Kristian Arntzen 4a121b9aaa vkd3d-shader: Forward RDAT subobjects.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 12:37:34 +02:00
Hans-Kristian Arntzen 0ef6a8b798 vkd3d: Expose utility for creating root signature from raw blob.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 12:37:34 +02:00
Hans-Kristian Arntzen 49b6e67e7d vkd3d-shader: Expose entry point for raw root signature parsing.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 12:37:34 +02:00
Hans-Kristian Arntzen 2ef3fd469c vkd3d-common: Add strequal_mixed between WCHAR and ASCII.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 12:37:34 +02:00
Hans-Kristian Arntzen 22778b99be vkd3d: Handle default global root signature in RTPSO.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 12:37:34 +02:00
Hans-Kristian Arntzen b8b2a93aa6 tests: Add test coverage for two stages of AddToStateObject().
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 12:11:27 +02:00
Hans-Kristian Arntzen 14470d5456 tests: Add test for AddToStateObject.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 12:11:27 +02:00
Hans-Kristian Arntzen 3aad4edf6e tests: Add default NODE_MASK state object to RTPSO tests.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 12:11:27 +02:00
Hans-Kristian Arntzen 3c92b3a1bc vkd3d: Implement AddToStateObject().
This is barely implementable, and relies on implementations to do kinda
what we want.

To make this work in practice, we need to allow two pipelines per state
object. One that is created with LIBRARY and one that can be bound. When
incrementing the PSO, we use the LIBRARY one.

It seems to be allowed to create a new library from an old library.
It is more convenient for us if we're allowed to do this, so do this
until we're forced to do otherwise.

DXR 1.1 requires that shader identifiers remain invariant for child
pipelines if the parent pipeline also have them.
Vulkan has no such guarantee, but we can speculate that it works and
validate that identifiers remain invariant. This seems to work fine on
NVIDIA at least ... It probably makes sense that it works for
implementations where pipeline libraries are compiled at that time.

The basic implementation of AddToStateObject() is to consider
the parent pipeline as a COLLECTION pipeline. This composes well and
avoids a lot of extra implementation cruft.

Also adds validation to ensure that COLLECTION global state matches with
other COLLECTION objects and the parent. We will also inherit global
state like root signatures, pipeline config, shader configs etc when
using AddToStateObject().

The tests pass on NVIDIA at least.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 12:11:27 +02:00
Hans-Kristian Arntzen 8473355a98 vkd3d: Hold private ownership over global root signature.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 11:49:44 +02:00
Hans-Kristian Arntzen 1438ff5637 vkd3d: Allow different but compatible global root signature objects.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 11:49:44 +02:00
Hans-Kristian Arntzen c3ee963d2f vkd3d: Ignore NODE_MASK subobjects.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-11 11:49:44 +02:00
Hans-Kristian Arntzen 684e41fabe vkd3d: Do not perform initial layout transition for placed RTV / DSV.
Docs explicitly specify that placed RTV / DSV resource must be properly
initialized before use, either on first use or after aliasing barriers,
so there should be no need to perform initial layout transition.

Fixes spurious GPU hangs in Hitman III where application aliases
an indirect buffer and a DSV. The DSV is cleared after the indirect
buffer is consumed, but the initial_layout_transition is triggered and
HTILE init clobbered the buffer.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-30 15:06:59 +02:00
Philip Rebohle 1d869e3e21 vkd3d: Do not execute indirect commands if count buffer is unsupported.
Also be a bit more uniform with using break/return on fail conditions.

Otherwise, the indirect command will read data from the count buffer
instead, which may lead to bugs or GPU hangs.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-06-28 14:57:11 +02:00
Tatsuyuki Ishi 02c7ec404c vkd3d: Fix transfer batch clobbering state in begin_render_pass.
Transfer batch can clobber graphics pipeline for e.g. depth->color copies.
Hence, flushing the batches after applying the graphics pipeline set by the
app can cause correctness issues.

To prevent that, do the transfer batch flush first before we apply any
render-related states.

Signed-off-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
2022-06-28 13:53:03 +02:00
Hans-Kristian Arntzen 9b5f3bfc26 vkd3d-shader: Fix GRAD sample on cubes.
offset_component_count was set to 0 for cubes, but GRAD path also
uses the variable to check how many components to use for GRAD.
OFFSET is not supported for cubes, so that's likely why it was bugged.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-28 12:14:41 +02:00
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 707af8152e vkd3d: Add workaround for forced clearing of certain buffers.
If game uses NOT_ZEROED, it might still rely on buffers being properly
cleared to 0.
Enable this and FORCE_RAW_VA_CBV for Halo Infinite.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-24 15:11:19 +02:00
Hans-Kristian Arntzen bc759be2af vkd3d: Optimize ExecuteIndirect() if no INDIRECT transitions happened.
The D3D12 docs outline this as an implementation detail explicitly, so
we should do the same thing.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-24 14:55:39 +02:00
Hans-Kristian Arntzen 18f1d1c72e vkd3d: Implement ExecuteIndirect with state update.
Implements the most basic iteration where we don't try to take advantage
of index LUT, hoisting CS patching or attempting to reuse application
indirect buffer directly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-24 14:55:39 +02:00
Hans-Kristian Arntzen 1b704287e5 vkd3d: Enable NV_device_generated_commands extension.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-24 14:55:39 +02:00
Hans-Kristian Arntzen f975f09bb1 meta: Add ExecuteIndirect patch meta shader.
Currently we are translating the index type. This will be changed in a
follow up commit where we move over to index LUT.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 14:39:22 +02:00
Hans-Kristian Arntzen 619a54810d vkd3d: Pass down required memory types to scratch allocators.
Separate scratch pools by their intended usage.
Allows e.g. preprocess buffers to be
allocated differently from normal buffers, which is necessary on
implementations that use special memory types to implement preprocess
buffers.

Potentially can also allow for separate pools for
host visible scratch memory down the line.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 14:39:22 +02:00
Hans-Kristian Arntzen cecb8d6ebc vkd3d: Don't suballocate scratch buffers.
Scratch buffers are 1 MiB blocks which will end
up being suballocated. This was not intended and a fallout from the
earlier change where VA_SIZE was bumped to 2 MiB for Elden Ring.

Introduce a memory allocation flag INTERNAL_SCRATCH which disables
suballocation and VA map insert.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 14:39:22 +02:00
Hans-Kristian Arntzen 8ae391e675 vkd3d: Add more stringent validation for CreateCommandSignature.
The runtime is specified to validate certain things.
Also, be more robust against unsupported command signatures, since we
might need to draw/dispatch at an offset. Avoids hard GPU crashes.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen a30205589f common: Assert that alignment is > 0 and POT.
Found bug when allocating device generated commands.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen abdef77695 vkd3d: Add helper to invalidate all state.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen c132073df8 vkd3d: Refactor index buffer state to be flushed late.
With ExecuteIndirect state we'll need to modify or refresh index buffer
state.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen 128852200a vkd3d: Store the raw VA index in root signature for root descriptors.
Needed when building device generated commands later.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen 717026f903 vkd3d: Add VKD3D_CONFIG option to force raw VA CBV descriptors.
For certain ExecuteIndirect() uses, we're forced to use this path
since we have no way to update push descriptors indirectly yet.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-23 12:52:29 +02:00
Hans-Kristian Arntzen b849bd4256 vkd3d: Enable F1 2020 quirks on 2019 as well.
Same game bug.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-20 14:53:16 +02:00
Georg Lehmann d8905afd5d demos: Don't pretend to handle allocation failure.
This function doesn't indicate failure and the possibility of a return
causes -Wmaybe-uninitialized warnings.

Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2022-06-20 11:36:17 +02:00
Hans-Kristian Arntzen de5b751468 vkd3d: Enable VK_KHR_depth_stencil_resolve.
Required by KHR_dynamic_rendering. Caught by updated validation layers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:54:31 +02:00
Hans-Kristian Arntzen 219d9698b3 tests: Fix compiler warnings in various tests.
Mostly related to casting vec4 struct to float where array[4] is expected.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:54:07 +02:00
Hans-Kristian Arntzen acef5429c5 vkd3d-shader: Workaround trivial compiler warning.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:54:07 +02:00
Hans-Kristian Arntzen 135aff4685 vkd3d: Remove the global VkPipelineCache.
Just use VK_NULL_HANDLE. We rely on the disk cache to exist anyways
here. We never serialize the global pipeline cache, so it might just
confuse drivers into disable disk cache if anything.

Also reduce memory bloat.

Also gets rid of very old NV driver workaround where we forced global
pipeline cache.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:53:46 +02:00
Hans-Kristian Arntzen 2f6a9e0d55 vkd3d: Do not attempt to clear dedicated memory allocations.
We rely on zerovram behavior in drivers. Opt-in to this path where we
know implementation does what we want (backed up by testing).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:53:28 +02:00
Hans-Kristian Arntzen 3a19dea7c7 tests: Ensure we try to allocate some larger buffers as well.
The suballocation test should also try to allocate >= 2 MiB buffers so
we can verify VRAM clear behavior for dedicated allocations as well.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-17 11:53:28 +02:00
Tatsuyuki Ishi 39d07dea2c vkd3d: Check for alias and batch barriers in CopyTextureRegion batches.
Signed-off-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
2022-06-16 11:54:26 +02:00
Tatsuyuki Ishi 3577ca3144 vkd3d: Introduce transfer batches.
Transfer batches buffers CopyTextureRegion calls for batching.

The flushes needs to happen in a few places:
1. ResourceBarrier: This is where the transition from COPY_DEST to other
   might happen, at which point the writes must be visible. This might
   also transition away from COPY_SRC which invalidates the
   precondition.
2. Copy operations. Copies to the same resource are implicitly ordered.
3. Draws and dispatches. These are not strictly necessary, but we don't
   want too much command reordering so flushing here seems good.
4. Close. So that we don't throw commands into the void.

Signed-off-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
2022-06-16 11:54:26 +02:00
Tatsuyuki Ishi 829ac72e3d vkd3d: Break up CopyTextureRegion into three stages.
A parameter preparation stage, a pre-execution barrier stage, then finally
the execution and post-execution barrier stage.

Signed-off-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
2022-06-13 14:40:23 +02:00
Hans-Kristian Arntzen c64916686d vkd3d: Clear SUSPENDED flag properly.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-13 13:46:49 +02:00
Hans-Kristian Arntzen c4b00bbe1e tests: Avoid tripping out of spec UAV casts.
5.3.9.5 in D3D11 spec explicit outlines when we can
cast to R32{U,I,F}. The D3D12 validation layers
seem to have missed this.

Fixes assertions in RADV when running test under debug.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-08 17:09:40 +02:00
Hans-Kristian Arntzen fd05839eb9 vkd3d: Only enable native FP16 codegen for RADV.
Regression in Deathloop on NV with native FP16 FSR.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-03 16:15:54 +02:00
Hans-Kristian Arntzen 46470017a3 dxil-spirv: Update submodule.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-03 16:15:54 +02:00
Georg Lehmann cbca29dd90 tests: Fix -Wstringop-overread warnings.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2022-06-01 20:41:36 +02:00