Commit Graph

2787 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen e497e56aa1 vkd3d: Don't synchronize against PREPROCESS stages.
They are implied when using isPreprocessed = VK_FALSE.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-09 15:28:16 +02:00
Hans-Kristian Arntzen 6434db2c82 vkd3d: Add quirk option to range check every raw VA CBV.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-08 15:30:59 +02:00
Hans-Kristian Arntzen b77091ba6b 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>
2022-06-08 13:19:29 +02:00
Hans-Kristian Arntzen ab071fb208 vkd3d: Don't use zero alignment for preprocess buffer.
Horrible bug where we'd end up always allocating from offset 0.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-08 12:34:25 +02:00
Hans-Kristian Arntzen 6ac298929d vkd3d: Take memory requirement for preprocess buffer into account.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-08 12:34:01 +02:00
Hans-Kristian Arntzen d7567cbb97 vkd3d: Do patch barrier after ending render pass.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen eb1e3ae656 debug: Add concept of implicit instance index to debug ring.
For internal debug shaders, it is helpful to ensure in-order logs when
sorted for later inspection.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 0229889217 debug: Make Instance sorting easier.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 5b33483ce9 debug: Pretty-print execute template debug messages.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 8140b26c93 vkd3d: Encode in detail which commands we're emitting in template.
Feed this back to debug ring for less cryptic logs.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 4aeca16468 vkd3d: Refactor out patch command token enum.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen c2d516e688 vkd3d: Clamp command count in execute indirect path.
Shouldn't be required, but take no chances.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen ebbf4b5338 vkd3d: Add debug ring path for execute indirect template patches.
Somehow inspect draw parameters this way.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 1b6f7d4c68 vkd3d: Enable FORCE_RAW_VA_CBV for Halo Infinite as well.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen caa9b0ae24 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.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 458391e794 vkd3d: Trace breadcrumbs for execute indirect templates.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 186b45a61f 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. Potentially can also allow
for separate pools for host visible scratch memory etc down the line.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 124768c1d6 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>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 4a507c3a2b vkd3d: Ignore unsupported execute indirect calls.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen a8e46bbff1 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>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 59b75b5b1d vkd3d: Implement some advanced use cases of ExecuteIndirect.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen e72fd1414f vkd3d: Enable NV_device_generated_commands extension.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen e3f8889b24 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>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 4ade0d37b8 meta: Add ExecuteIndirect patch meta shader.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 1f1b6c0093 vkd3d: Add helper to invalidate all state.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen f46d175935 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>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 102e2dac3a 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>
2022-06-01 15:53:25 +02:00
Hans-Kristian Arntzen 7a002698f3 vkd3d-shader: Prefer InBounds access chains for root descriptors.
Gets better codegen, since compiler no longer has to assume
that negative indices can be generated, which means full 64-bit sign
extension and addressing math (slow).

Based on experiments, no native driver lets -1 indices work,
so it's safe to make the u32 assumption.

See test_root_descriptor_offset_sign as a justification for this change.

Also, see https://gitlab.freedesktop.org/mesa/mesa/-/issues/6562
for discussion on InBounds.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:31:38 +02:00
Hans-Kristian Arntzen 896e6fb868 vkd3d-shader: Enable native 16-bit path for min16float DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:31:22 +02:00
Hans-Kristian Arntzen f804ddc4c7 vkd3d: Allow integer dot product unconditionally.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-06-01 15:31:22 +02:00
Hans-Kristian Arntzen 0f9d7dd10d vkd3d: Force RT count to 0 when PS does not exist.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-31 16:00:11 +02:00
Hans-Kristian Arntzen 7acc33ae39 vkd3d: Always return tile shape.
Docs are lying. :\

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-31 16:00:11 +02:00
Hans-Kristian Arntzen 7916d2a6d8 vkd3d: Enable and use VK_KHR_fragment_shader_barycentric.
For now, just keep the NV path as well. It's the exact same extension
basically as the KHR one.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-31 15:59:49 +02:00
Hans-Kristian Arntzen 467db76f90 vkd3d: Remove obsolete COLOR -> COMPUTE workaround for Deathloop.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-31 15:59:35 +02:00
Hans-Kristian Arntzen f964532619 vkd3d: Implement extended DXR queries.
Requires ray_tracing_maintenance1.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-30 20:26:50 +02:00
Philip Rebohle 910f15dff8 vkd3d: Only set VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT for color attachments.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-05-23 17:17:17 +02:00
Hans-Kristian Arntzen a94e9b8b6a vkd3d: Don't create user descriptors until we have observed a pipeline.
If we don't get a swapchain on first frame for whatever reason, defer
creating the descriptors.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen 4ac0a3b455 vkd3d: Robustly fall back to user buffers if we fail to present twice.
If we fail to present after a swapchain recreation, force a SURFACE_LOST
scenario and try again later when things hopefully stabilize.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen 300058d9a7 vkd3d: Handle all errors after present, not just OUT_OF_DATE.
Can have SURFACE_LOST here as well for example.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen 2e16a777ca vkd3d: Get rid of redundant recreate swapchain call.
It just called create_vulkan_swapchain anyways.
Also, add in extra parameter to support temporary user buffer fallbacks.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen ac211d5f6a vkd3d: Remove direct calls to d3d12_swapchain_destroy_views.
Refactor destroy_buffers to destroy_resources as it's more obvious what
it's doing that way.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Hans-Kristian Arntzen 1dc4bbe5f2 utils: Report Wine segfault VkResult directly.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-23 16:58:15 +02:00
Robin Kertels cdabda7805 vkd3d: Implement indirect ray tracing.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2022-05-11 19:11:01 +02:00
Robin Kertels 8ac7aaca99 vkd3d: Enable VK_KHR_ray_tracing_maintenance1.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2022-05-11 19:11:01 +02:00
Hans-Kristian Arntzen 71940797d1 vkd3d: Check for redundant dynamic state in some cases.
Some dynamic state is at risk of being spammed with same arguments many
times. For the dynamic state that is trivial to check, do so.

Ghostwire: Tokyo has been observed to spam the same OMSetStencilRef
value causing some context rolls, also RSSetShadingRate has been set
redundantly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-05-03 16:30:42 +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 51199752dd vkd3d: Fix queue creation for queue family -1.
Fixes validation error on Intel where we are trying to create
CONCURRENT family with {0, -1}.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-25 15:54:13 +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 04c020525c common: Fix missing include.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-22 18:31:59 +02:00
Dean Beeler 063ce7e4bd Use Windows specific environment calls for better Windows compatibility.
Signed-off-by: David McCloskey <davmcclo@gmail.com>
2022-04-22 17:40:21 +02:00