diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index d0d532cb..a24e4e83 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -936,6 +936,173 @@ static void d3d12_command_list_invalidate_current_pipeline(struct d3d12_command_ list->current_pipeline = VK_NULL_HANDLE; } +static bool vk_barrier_parameters_from_d3d12_resource_state(unsigned int state, + VkAccessFlags *access_mask, VkPipelineStageFlags *stage_flags, + VkImageLayout *image_layout) +{ + switch (state) + { + case D3D12_RESOURCE_STATE_COMMON: /* D3D12_RESOURCE_STATE_PRESENT */ + /* The COMMON state is used for ownership transfer between + * DIRECT/COMPUTE and COPY queues. Additionally, a texture has to + * be in the COMMON state to be accessed by CPU. Moreover, + * resources can be implicitly promoted to other states out of the + * COMMON state, and the resource state can decay to the COMMON + * state when GPU finishes execution of a command list. */ + *access_mask = VK_ACCESS_HOST_READ_BIT | VK_ACCESS_HOST_WRITE_BIT; + *stage_flags = VK_PIPELINE_STAGE_HOST_BIT; + if (image_layout) + *image_layout = VK_IMAGE_LAYOUT_GENERAL; + return true; + + /* Handle write states. */ + case D3D12_RESOURCE_STATE_RENDER_TARGET: + *access_mask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT + | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + *stage_flags = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + if (image_layout) + *image_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + return true; + + case D3D12_RESOURCE_STATE_UNORDERED_ACCESS: + *access_mask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT; + /* FIXME: We can limit shader bits based on command list type, + * fragmentStoresAndAtomics and vertexPipelineStoresAndAtomics. */ + *stage_flags = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT + | VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT + | VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT + | VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT + | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT + | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; + if (image_layout) + *image_layout = VK_IMAGE_LAYOUT_GENERAL; + return true; + + case D3D12_RESOURCE_STATE_DEPTH_WRITE: + *access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT + | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; + *stage_flags = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT + | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; + if (image_layout) + *image_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + return true; + + case D3D12_RESOURCE_STATE_COPY_DEST: + *access_mask = VK_ACCESS_TRANSFER_WRITE_BIT; + *stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT; + if (image_layout) + *image_layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + return true; + + case D3D12_RESOURCE_STATE_STREAM_OUT: + case D3D12_RESOURCE_STATE_RESOLVE_DEST: + FIXME("Unhandled resource state %#x.\n", state); + return false; + + /* Set the Vulkan image layout for read-only states. */ + case D3D12_RESOURCE_STATE_DEPTH_READ: + case D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE: + case D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE: + case D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE + | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE: + *access_mask = 0; + *stage_flags = 0; + if (image_layout) + *image_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL; + break; + + case D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE: + case D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE: + case D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE: + *access_mask = 0; + *stage_flags = 0; + if (image_layout) + *image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + break; + + case D3D12_RESOURCE_STATE_COPY_SOURCE: + *access_mask = 0; + *stage_flags = 0; + if (image_layout) + *image_layout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL; + break; + + default: + *access_mask = 0; + *stage_flags = 0; + if (image_layout) + *image_layout = VK_IMAGE_LAYOUT_GENERAL; + break; + } + + /* Handle read-only states. */ + assert(!is_write_resource_state(state)); + + if (state & D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER) + { + *access_mask |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT + | VK_ACCESS_UNIFORM_READ_BIT; + *stage_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT + | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT + | VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT + | VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT + | VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT + | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT + | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; + state &= ~D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER; + } + + if (state & D3D12_RESOURCE_STATE_INDEX_BUFFER) + { + *access_mask |= VK_ACCESS_INDEX_READ_BIT; + *stage_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT; + state &= ~D3D12_RESOURCE_STATE_INDEX_BUFFER; + } + + if (state & D3D12_RESOURCE_STATE_DEPTH_READ) + { + *access_mask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT; + *stage_flags |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT + | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; + state &= ~D3D12_RESOURCE_STATE_DEPTH_READ; + } + + if (state & D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE) + { + *access_mask |= VK_ACCESS_SHADER_READ_BIT; + *stage_flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT + | VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT + | VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT + | VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT + | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; + state &= ~D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; + } + if (state & D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) + { + *access_mask |= VK_ACCESS_SHADER_READ_BIT; + *stage_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; + state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + } + + if (state & D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT) /* D3D12_RESOURCE_STATE_PREDICATION */ + { + *access_mask |= VK_ACCESS_INDIRECT_COMMAND_READ_BIT; + *stage_flags |= VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT; + state &= ~D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT; + } + + if (state & D3D12_RESOURCE_STATE_COPY_SOURCE) + { + *access_mask |= VK_ACCESS_TRANSFER_READ_BIT; + *stage_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT; + state &= ~D3D12_RESOURCE_STATE_COPY_SOURCE; + } + + if (state) + FIXME("Unhandled resource state %#x.\n", state); + return true; +} + static HRESULT STDMETHODCALLTYPE d3d12_command_list_QueryInterface(ID3D12GraphicsCommandList *iface, REFIID riid, void **object) { @@ -1559,13 +1726,21 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsC { struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface); bool have_aliasing_barriers = false, have_split_barriers = false; + const struct vkd3d_vk_device_procs *vk_procs; unsigned int i; TRACE("iface %p, barrier_count %u, barriers %p.\n", iface, barrier_count, barriers); + vk_procs = &list->device->vk_procs; + for (i = 0; i < barrier_count; ++i) { + unsigned int sub_resource_idx = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + VkPipelineStageFlags src_stage_mask = 0, dst_stage_mask = 0; + VkAccessFlags src_access_mask = 0, dst_access_mask = 0; const D3D12_RESOURCE_BARRIER *current = &barriers[i]; + VkImageLayout layout_before, layout_after; + struct d3d12_resource *resource; have_split_barriers = have_split_barriers || (current->Flags & D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY) @@ -1593,14 +1768,32 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsC continue; } - FIXME("Transition barriers not implemented yet.\n"); + if (!vk_barrier_parameters_from_d3d12_resource_state(transition->StateBefore, + &src_access_mask, &src_stage_mask, &layout_before)) + { + FIXME("Unhandled state %#x.\n", transition->StateBefore); + continue; + } + if (!vk_barrier_parameters_from_d3d12_resource_state(transition->StateAfter, + &dst_access_mask, &dst_stage_mask, &layout_after)) + { + FIXME("Unhandled state %#x.\n", transition->StateAfter); + continue; + } + + resource = unsafe_impl_from_ID3D12Resource(transition->pResource); + assert(resource); + sub_resource_idx = transition->Subresource; + + TRACE("Transition barrier (resource %p, subresource %#x, before %#x, after %#x).\n", + resource, transition->Subresource, transition->StateBefore, transition->StateAfter); break; } case D3D12_RESOURCE_BARRIER_TYPE_UAV: { FIXME("UAV barriers not implemented yet.\n"); - break; + continue; } case D3D12_RESOURCE_BARRIER_TYPE_ALIASING: @@ -1610,6 +1803,64 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsC WARN("Invalid barrier type %#x.\n", current->Type); continue; } + + if (resource->desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER) + { + VkBufferMemoryBarrier vk_barrier; + + vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER; + vk_barrier.pNext = NULL; + vk_barrier.srcAccessMask = src_access_mask; + vk_barrier.dstAccessMask = dst_access_mask; + vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + vk_barrier.buffer = resource->u.vk_buffer; + vk_barrier.offset = 0; + vk_barrier.size = VK_WHOLE_SIZE; + + VK_CALL(vkCmdPipelineBarrier(list->vk_command_buffer, src_stage_mask, dst_stage_mask, 0, + 0, NULL, 1, &vk_barrier, 0, NULL)); + } + else + { + const struct vkd3d_format *format; + VkImageMemoryBarrier vk_barrier; + + if (!(format = vkd3d_get_format(resource->desc.Format))) + { + ERR("Resource %p has invalid format %#x.\n", resource, resource->desc.Format); + continue; + } + + vk_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + vk_barrier.pNext = NULL; + vk_barrier.srcAccessMask = src_access_mask; + vk_barrier.dstAccessMask = dst_access_mask; + vk_barrier.oldLayout = layout_before; + vk_barrier.newLayout = layout_after; + vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + vk_barrier.image = resource->u.vk_image; + + vk_barrier.subresourceRange.aspectMask = format->vk_aspect_mask; + if (sub_resource_idx == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES) + { + vk_barrier.subresourceRange.baseMipLevel = 0; + vk_barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS; + vk_barrier.subresourceRange.baseArrayLayer = 0; + vk_barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS; + } + else + { + vk_barrier.subresourceRange.baseMipLevel = sub_resource_idx % resource->desc.MipLevels; + vk_barrier.subresourceRange.levelCount = 1; + vk_barrier.subresourceRange.baseArrayLayer = sub_resource_idx / resource->desc.MipLevels; + vk_barrier.subresourceRange.layerCount = 1; + } + + VK_CALL(vkCmdPipelineBarrier(list->vk_command_buffer, src_stage_mask, dst_stage_mask, 0, + 0, NULL, 0, NULL, 1, &vk_barrier)); + } } if (have_aliasing_barriers) diff --git a/libs/vkd3d/utils.c b/libs/vkd3d/utils.c index 1dccfc09..d32dc396 100644 --- a/libs/vkd3d/utils.c +++ b/libs/vkd3d/utils.c @@ -105,7 +105,7 @@ bool check_feature_level_support(D3D_FEATURE_LEVEL feature_level) return feature_level <= D3D_FEATURE_LEVEL_11_0; } -static bool is_write_resource_state(D3D12_RESOURCE_STATES state) +bool is_write_resource_state(D3D12_RESOURCE_STATES state) { return state & (D3D12_RESOURCE_STATE_RENDER_TARGET | D3D12_RESOURCE_STATE_UNORDERED_ACCESS diff --git a/libs/vkd3d/vkd3d_private.h b/libs/vkd3d/vkd3d_private.h index 0029e195..26093ed6 100644 --- a/libs/vkd3d/vkd3d_private.h +++ b/libs/vkd3d/vkd3d_private.h @@ -362,6 +362,7 @@ bool is_valid_feature_level(D3D_FEATURE_LEVEL feature_level) DECLSPEC_HIDDEN; bool check_feature_level_support(D3D_FEATURE_LEVEL feature_level) DECLSPEC_HIDDEN; bool is_valid_resource_state(D3D12_RESOURCE_STATES state) DECLSPEC_HIDDEN; +bool is_write_resource_state(D3D12_RESOURCE_STATES state) DECLSPEC_HIDDEN; HRESULT return_interface(IUnknown *iface, REFIID iface_riid, REFIID requested_riid, void **object) DECLSPEC_HIDDEN;