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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-09-13 09:16:14 -07:00
libs/vkd3d: Implement transition barriers.
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f2c980af56
commit
0944475c6a
@ -936,6 +936,173 @@ static void d3d12_command_list_invalidate_current_pipeline(struct d3d12_command_
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list->current_pipeline = VK_NULL_HANDLE;
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}
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static bool vk_barrier_parameters_from_d3d12_resource_state(unsigned int state,
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VkAccessFlags *access_mask, VkPipelineStageFlags *stage_flags,
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VkImageLayout *image_layout)
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{
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switch (state)
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{
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case D3D12_RESOURCE_STATE_COMMON: /* D3D12_RESOURCE_STATE_PRESENT */
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/* The COMMON state is used for ownership transfer between
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* DIRECT/COMPUTE and COPY queues. Additionally, a texture has to
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* be in the COMMON state to be accessed by CPU. Moreover,
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* resources can be implicitly promoted to other states out of the
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* COMMON state, and the resource state can decay to the COMMON
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* state when GPU finishes execution of a command list. */
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*access_mask = VK_ACCESS_HOST_READ_BIT | VK_ACCESS_HOST_WRITE_BIT;
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*stage_flags = VK_PIPELINE_STAGE_HOST_BIT;
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if (image_layout)
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*image_layout = VK_IMAGE_LAYOUT_GENERAL;
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return true;
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/* Handle write states. */
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case D3D12_RESOURCE_STATE_RENDER_TARGET:
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*access_mask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT
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| VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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*stage_flags = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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if (image_layout)
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*image_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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return true;
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case D3D12_RESOURCE_STATE_UNORDERED_ACCESS:
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*access_mask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
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/* FIXME: We can limit shader bits based on command list type,
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* fragmentStoresAndAtomics and vertexPipelineStoresAndAtomics. */
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*stage_flags = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
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| VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
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| VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
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| VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
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| VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
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| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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if (image_layout)
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*image_layout = VK_IMAGE_LAYOUT_GENERAL;
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return true;
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case D3D12_RESOURCE_STATE_DEPTH_WRITE:
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*access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT
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| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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*stage_flags = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
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| VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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if (image_layout)
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*image_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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return true;
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case D3D12_RESOURCE_STATE_COPY_DEST:
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*access_mask = VK_ACCESS_TRANSFER_WRITE_BIT;
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*stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT;
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if (image_layout)
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*image_layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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return true;
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case D3D12_RESOURCE_STATE_STREAM_OUT:
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case D3D12_RESOURCE_STATE_RESOLVE_DEST:
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FIXME("Unhandled resource state %#x.\n", state);
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return false;
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/* Set the Vulkan image layout for read-only states. */
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case D3D12_RESOURCE_STATE_DEPTH_READ:
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case D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE:
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case D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE:
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case D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
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| D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE:
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*access_mask = 0;
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*stage_flags = 0;
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if (image_layout)
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*image_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
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break;
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case D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE:
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case D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE:
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case D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE:
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*access_mask = 0;
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*stage_flags = 0;
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if (image_layout)
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*image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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break;
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case D3D12_RESOURCE_STATE_COPY_SOURCE:
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*access_mask = 0;
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*stage_flags = 0;
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if (image_layout)
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*image_layout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
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break;
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default:
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*access_mask = 0;
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*stage_flags = 0;
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if (image_layout)
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*image_layout = VK_IMAGE_LAYOUT_GENERAL;
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break;
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}
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/* Handle read-only states. */
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assert(!is_write_resource_state(state));
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if (state & D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)
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{
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*access_mask |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT
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| VK_ACCESS_UNIFORM_READ_BIT;
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*stage_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
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| VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
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| VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
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| VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
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| VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
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| VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
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| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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state &= ~D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
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}
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if (state & D3D12_RESOURCE_STATE_INDEX_BUFFER)
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{
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*access_mask |= VK_ACCESS_INDEX_READ_BIT;
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*stage_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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state &= ~D3D12_RESOURCE_STATE_INDEX_BUFFER;
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}
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if (state & D3D12_RESOURCE_STATE_DEPTH_READ)
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{
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*access_mask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
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*stage_flags |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
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| VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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state &= ~D3D12_RESOURCE_STATE_DEPTH_READ;
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}
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if (state & D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
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{
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*access_mask |= VK_ACCESS_SHADER_READ_BIT;
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*stage_flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
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| VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
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| VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
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| VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
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| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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state &= ~D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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}
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if (state & D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
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{
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*access_mask |= VK_ACCESS_SHADER_READ_BIT;
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*stage_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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}
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if (state & D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT) /* D3D12_RESOURCE_STATE_PREDICATION */
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{
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*access_mask |= VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
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*stage_flags |= VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
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state &= ~D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
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}
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if (state & D3D12_RESOURCE_STATE_COPY_SOURCE)
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{
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*access_mask |= VK_ACCESS_TRANSFER_READ_BIT;
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*stage_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
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state &= ~D3D12_RESOURCE_STATE_COPY_SOURCE;
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}
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if (state)
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FIXME("Unhandled resource state %#x.\n", state);
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return true;
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}
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static HRESULT STDMETHODCALLTYPE d3d12_command_list_QueryInterface(ID3D12GraphicsCommandList *iface,
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REFIID riid, void **object)
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{
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@ -1559,13 +1726,21 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsC
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{
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struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
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bool have_aliasing_barriers = false, have_split_barriers = false;
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const struct vkd3d_vk_device_procs *vk_procs;
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unsigned int i;
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TRACE("iface %p, barrier_count %u, barriers %p.\n", iface, barrier_count, barriers);
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vk_procs = &list->device->vk_procs;
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for (i = 0; i < barrier_count; ++i)
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{
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unsigned int sub_resource_idx = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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VkPipelineStageFlags src_stage_mask = 0, dst_stage_mask = 0;
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VkAccessFlags src_access_mask = 0, dst_access_mask = 0;
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const D3D12_RESOURCE_BARRIER *current = &barriers[i];
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VkImageLayout layout_before, layout_after;
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struct d3d12_resource *resource;
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have_split_barriers = have_split_barriers
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|| (current->Flags & D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY)
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@ -1593,14 +1768,32 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsC
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continue;
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}
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FIXME("Transition barriers not implemented yet.\n");
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if (!vk_barrier_parameters_from_d3d12_resource_state(transition->StateBefore,
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&src_access_mask, &src_stage_mask, &layout_before))
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{
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FIXME("Unhandled state %#x.\n", transition->StateBefore);
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continue;
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}
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if (!vk_barrier_parameters_from_d3d12_resource_state(transition->StateAfter,
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&dst_access_mask, &dst_stage_mask, &layout_after))
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{
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FIXME("Unhandled state %#x.\n", transition->StateAfter);
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continue;
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}
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resource = unsafe_impl_from_ID3D12Resource(transition->pResource);
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assert(resource);
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sub_resource_idx = transition->Subresource;
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TRACE("Transition barrier (resource %p, subresource %#x, before %#x, after %#x).\n",
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resource, transition->Subresource, transition->StateBefore, transition->StateAfter);
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break;
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}
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case D3D12_RESOURCE_BARRIER_TYPE_UAV:
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{
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FIXME("UAV barriers not implemented yet.\n");
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break;
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continue;
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}
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case D3D12_RESOURCE_BARRIER_TYPE_ALIASING:
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@ -1610,6 +1803,64 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsC
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WARN("Invalid barrier type %#x.\n", current->Type);
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continue;
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}
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if (resource->desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
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{
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VkBufferMemoryBarrier vk_barrier;
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vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
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vk_barrier.pNext = NULL;
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vk_barrier.srcAccessMask = src_access_mask;
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vk_barrier.dstAccessMask = dst_access_mask;
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vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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vk_barrier.buffer = resource->u.vk_buffer;
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vk_barrier.offset = 0;
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vk_barrier.size = VK_WHOLE_SIZE;
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VK_CALL(vkCmdPipelineBarrier(list->vk_command_buffer, src_stage_mask, dst_stage_mask, 0,
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0, NULL, 1, &vk_barrier, 0, NULL));
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}
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else
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{
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const struct vkd3d_format *format;
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VkImageMemoryBarrier vk_barrier;
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if (!(format = vkd3d_get_format(resource->desc.Format)))
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{
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ERR("Resource %p has invalid format %#x.\n", resource, resource->desc.Format);
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continue;
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}
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vk_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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vk_barrier.pNext = NULL;
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vk_barrier.srcAccessMask = src_access_mask;
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vk_barrier.dstAccessMask = dst_access_mask;
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vk_barrier.oldLayout = layout_before;
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vk_barrier.newLayout = layout_after;
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vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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vk_barrier.image = resource->u.vk_image;
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vk_barrier.subresourceRange.aspectMask = format->vk_aspect_mask;
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if (sub_resource_idx == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
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{
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vk_barrier.subresourceRange.baseMipLevel = 0;
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vk_barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
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vk_barrier.subresourceRange.baseArrayLayer = 0;
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vk_barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
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}
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else
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{
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vk_barrier.subresourceRange.baseMipLevel = sub_resource_idx % resource->desc.MipLevels;
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vk_barrier.subresourceRange.levelCount = 1;
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vk_barrier.subresourceRange.baseArrayLayer = sub_resource_idx / resource->desc.MipLevels;
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vk_barrier.subresourceRange.layerCount = 1;
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}
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VK_CALL(vkCmdPipelineBarrier(list->vk_command_buffer, src_stage_mask, dst_stage_mask, 0,
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0, NULL, 0, NULL, 1, &vk_barrier));
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}
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}
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if (have_aliasing_barriers)
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@ -105,7 +105,7 @@ bool check_feature_level_support(D3D_FEATURE_LEVEL feature_level)
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return feature_level <= D3D_FEATURE_LEVEL_11_0;
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}
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static bool is_write_resource_state(D3D12_RESOURCE_STATES state)
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bool is_write_resource_state(D3D12_RESOURCE_STATES state)
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{
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return state & (D3D12_RESOURCE_STATE_RENDER_TARGET
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| D3D12_RESOURCE_STATE_UNORDERED_ACCESS
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@ -362,6 +362,7 @@ bool is_valid_feature_level(D3D_FEATURE_LEVEL feature_level) DECLSPEC_HIDDEN;
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bool check_feature_level_support(D3D_FEATURE_LEVEL feature_level) DECLSPEC_HIDDEN;
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bool is_valid_resource_state(D3D12_RESOURCE_STATES state) DECLSPEC_HIDDEN;
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bool is_write_resource_state(D3D12_RESOURCE_STATES state) DECLSPEC_HIDDEN;
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HRESULT return_interface(IUnknown *iface, REFIID iface_riid,
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REFIID requested_riid, void **object) DECLSPEC_HIDDEN;
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