Commit Graph

589 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen ad15a7eb01 vkd3d: MEGAHACK: Experiment with deferred descriptor copies.
Attempts to move overhead from render threads to submission threads
which are twiddling thumbs most of the time.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-07-07 14:59:51 +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 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 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 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
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 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 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 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 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
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 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
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
Philip Rebohle beb58f8472 vkd3d: Enable and require VK_KHR_maintenance4.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-04-22 11:36:02 +02:00
Hans-Kristian Arntzen 358f95aff2 vkd3d: Ignore cached SPIR-V if we're dumping SPIR-V.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-22 11:29:27 +02:00
Hans-Kristian Arntzen 6c8542f7d6 vkd3d: Make use of internal pipeline library if we're asked to.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-06 16:36:26 +02:00
Hans-Kristian Arntzen 2dcb1e2efc cache: Implement an on-disk pipeline library.
With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline
blobs to disk, even for games which do not make any use of GetCachedBlob
of ID3D12PipelineLibrary interfaces. Most applications expect drivers to
have some kind of internal caching.

This is implemented as a system where a disk
thread will manage a private ID3D12PipelineLibrary, and new PSOs are
automatically committed to this library. PSO creation will also consult
this internal pipeline library if applications do not provide their own
blob.

The strategy for updating the cache is based on a read-only cache which
is mmaped from disk, with an exclusive write-only portion for new blobs,
which ensures some degree of safety if there are multiple
concurrent processes using the same cache.

The memory layout of the disk cache is optimized to be very efficient
for appending new blobs, just simple fwrites + fflush.
The format is also robust against sliced files, which solves the problem
where applications tear down without destroying the D3D12 device
properly.

This structure is very similar to Fossilize, and in fact the idea is to
move towards actually using the Fossilize format directly later.
This implementation prepares us for this scenario where e.g. Steam could
potentially manage the vkd3d-proton cache.

The main complication in this implementation is that we have to merge
the read-only and write caches.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-06 16:36:26 +02:00
Hans-Kristian Arntzen 3095ed84d3 cache: Add concept of internal pipeline libraries.
For internal pipeline libraries, we want a somewhat different strategy.

- PSOs are keyed by hash instead of user key.
- We want the option to conditionally store SPIR-V and PSO blobs.
  For internal caches, there isn't much of a reason to store PSO blobs
  since the disk cache is going to be primed anyways.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-04-05 14:12:20 +02:00
Denis Barkar 8dda6df729 vkd3d: Force non-invariant position for Serious Sam 4.
Signed-off-by: Denis Barkar <dbarkar@nvidia.com>
2022-04-01 15:34:52 +02:00
Hans-Kristian Arntzen 241078d7e8 vkd3d: Add scalar UBO layout requirement for SM 6.0.
Needed to support SM 6.0 CBufferLoad.
This path is mostly unused since it's opt-in in DXC and horribly broken
...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-30 20:13:32 +02:00
Hans-Kristian Arntzen 6f43f450c8 vkd3d: Disable primitive restart when using non-compatible topologies.
Primitive restart is only used for strip primitive types, and must be
ignored for lists. Use and require extended_dynamic_state2 for this
purpose.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-30 16:12:16 +02:00
Hans-Kristian Arntzen 63530501a5 vkd3d: Require VK_EXT_extended_dynamic_state.
This is basically required for not horrible stutter and performance and
is widely supported.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-16 17:48:21 +01:00
Robin Kertels a6ea442819 vkd3d: Enable VK_NV_device_diagnostic_checkpoints.
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
2022-03-11 13:07:56 +01:00
Hans-Kristian Arntzen 365dd05557 vkd3d: Add breadcrumbs support.
AMD path for this commit.
Idea is that we can automatically instrument markers with command list
information we can make some sense of in vkd3d-proton.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:07:56 +01:00
Hans-Kristian Arntzen 5017b3723c vkd3d: Enable VK_AMD_device_coherent_memory.
For breadcrumbs support, along with buffer marker.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-11 13:07:56 +01:00
Hans-Kristian Arntzen f9da3bf564 vkd3d: Add VK_KHR_driver_properties.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-10 15:14:55 +01:00
Hans-Kristian Arntzen 422f6804fb vkd3d: Enable VK_KHR_create_renderpass2.
Required extension by VK_KHR_fragment_shading_rate and
VK_KHR_separate_depth_stencil_layouts, but we don't care about enabling
any features or use it directly.

Needed to silence validation errors.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-09 16:35:05 +01:00
Georg Lehmann 14a06680d9 vkd3d: Remove unused renderpass remains.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2022-03-08 18:34:18 +01:00
Philip Rebohle 9a408367dc vkd3d: Remove render pass cache.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Philip Rebohle 2c92ab7d1e vkd3d: Enable and require VK_KHR_dynamic_rendering.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-08 17:44:47 +01:00
Hans-Kristian Arntzen ce45297695 vkd3d: Enable debug_utils if vk_debug is enabled.
Allows debug callbacks to go through in Wine.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-08 16:40:51 +01:00
Hans-Kristian Arntzen 9a63df07b8 vkd3d: Add punchthrough path for descriptor copies.
Proves out the viability of this style of implementation. Ideally we'd
have a more officially sanctioned way of doing similar things later :)

Unfortunately, the overhead removal is too great to ignore on target
platform. Makes use of a private (reserved) extension for now ...

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-03-04 13:34:18 +01:00
Hans-Kristian Arntzen dc622fc715 vkd3d: Recycle command pools in Elden Ring.
Very churny.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 18:40:52 +01:00
Hans-Kristian Arntzen 9817c52d24 vkd3d: Add workaround to ignore mismatch driver/device in PSO library.
Elden Ring does not detect the proper error code and create a new
pipeline library. Instead, create a fresh new library, which works
around the issue.

The game has a pattern of LoadPipeline -> if fail -> CreatePSO ->
StorePipeline. Sometimes, in the same process it will LoadLibrary from
its own cache (could explain some stutters),
so it's very useful to have this either way.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 14:50:57 +01:00
Hans-Kristian Arntzen f39ece9a7c vkd3d: Enable performance workarounds for Elden Ring.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:59:08 +01:00
Hans-Kristian Arntzen c19eaac376 vkd3d: Add VKD3D_CONFIG option for command pool recycling.
Normal behaving apps should not benefit from any of this.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:59:08 +01:00
Hans-Kristian Arntzen 54fbadcc94 vkd3d: Recycle command pools.
Elden Ring in particular spam frees and allocates command pools despite
this being a very bad idea.

Add a simple 8-entry cache which seems to take care of it.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:59:08 +01:00
Hans-Kristian Arntzen 84d632f194 vkd3d: Rewrite memory layout for resource descriptors.
Tune memory layout so that we can deduce various information without
making a single pointer dereference:

- d3d12_descriptor_heap*
- heap offset
- Pointer to various side data structures we need to keep around.

Instead of having one big 64 byte data structure with tons of padding,
tune it down to 32 + 8 bytes per descriptor of extra dummy data.

To make all of this work, use a somewhat clever encoding scheme for CPU
VA where lower bits store number of active bits used to encode
descriptor offset. From there, we can mask away bits to recover
d3d12_descriptor_heap. Metadata is stored inline in one big allocation,
and we can just offset from there based on extracted log2i_ceil(descriptor count).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:04:43 +01:00
Hans-Kristian Arntzen b309913b6d vkd3d: Use unsafe_impl in CopyDescriptorsSimple.
This is an ultra-hot path and seems to show up somehow on profile.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-25 13:04:43 +01:00
Hans-Kristian Arntzen c29d005ef4 vkd3d: Don't enable fast descriptor copy path for descriptor QA.
The hooks are in the generic function.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-24 16:42:00 +01:00
Hans-Kristian Arntzen 8a46c21254 vkd3d: Add VKD3D_CONFIG to skip memory allocator clears.
For cases where games spam committed allocations and don't use
NOT_ZEROED. We still rely on zerovram behavior for initial backing which
should be enough in most cases.

Strictly speaking however, we are forced to clear the allocations every
time if application does not use the flag correctly.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-24 12:52:05 +01:00
Hans-Kristian Arntzen edbf49aad4 vkd3d: Support opt-in to single MUTABLE set.
Useful for Intel since Intel hardware cannot support more than 1M
descriptors in general, and opting in to correct behavior should improve
CPU overhead as well when copying descriptors.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-21 17:08:25 +01:00