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vkd3d: Do not synchronize with the geometry shader stage if it's not enabled.
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parent
a1a07de8ca
commit
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Notes:
Henri Verbeet
2024-06-14 00:05:12 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/850
@ -2025,7 +2025,8 @@ static void d3d12_command_list_invalidate_root_parameters(struct d3d12_command_l
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static bool vk_barrier_parameters_from_d3d12_resource_state(unsigned int state, unsigned int stencil_state,
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static bool vk_barrier_parameters_from_d3d12_resource_state(unsigned int state, unsigned int stencil_state,
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const struct d3d12_resource *resource, VkQueueFlags vk_queue_flags, const struct vkd3d_vulkan_info *vk_info,
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const struct d3d12_resource *resource, VkQueueFlags vk_queue_flags, const struct vkd3d_vulkan_info *vk_info,
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VkAccessFlags *access_mask, VkPipelineStageFlags *stage_flags, VkImageLayout *image_layout)
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VkAccessFlags *access_mask, VkPipelineStageFlags *stage_flags, VkImageLayout *image_layout,
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struct d3d12_device *device)
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{
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{
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bool is_swapchain_image = resource && (resource->flags & VKD3D_RESOURCE_PRESENT_STATE_TRANSITION);
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bool is_swapchain_image = resource && (resource->flags & VKD3D_RESOURCE_PRESENT_STATE_TRANSITION);
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VkPipelineStageFlags queue_shader_stages = 0;
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VkPipelineStageFlags queue_shader_stages = 0;
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@ -2035,8 +2036,9 @@ static bool vk_barrier_parameters_from_d3d12_resource_state(unsigned int state,
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queue_shader_stages |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
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queue_shader_stages |= 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_CONTROL_SHADER_BIT
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| VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_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_FRAGMENT_SHADER_BIT;
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if (device->vk_info.geometry_shaders)
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queue_shader_stages |= VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT;
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}
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}
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if (vk_queue_flags & VK_QUEUE_COMPUTE_BIT)
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if (vk_queue_flags & VK_QUEUE_COMPUTE_BIT)
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queue_shader_stages |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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queue_shader_stages |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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@ -2054,7 +2056,7 @@ static bool vk_barrier_parameters_from_d3d12_resource_state(unsigned int state,
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{
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{
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if (resource->present_state != D3D12_RESOURCE_STATE_PRESENT)
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if (resource->present_state != D3D12_RESOURCE_STATE_PRESENT)
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return vk_barrier_parameters_from_d3d12_resource_state(resource->present_state, 0,
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return vk_barrier_parameters_from_d3d12_resource_state(resource->present_state, 0,
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resource, vk_queue_flags, vk_info, access_mask, stage_flags, image_layout);
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resource, vk_queue_flags, vk_info, access_mask, stage_flags, image_layout, device);
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*access_mask = VK_ACCESS_MEMORY_READ_BIT;
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*access_mask = VK_ACCESS_MEMORY_READ_BIT;
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*stage_flags = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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*stage_flags = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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@ -2251,7 +2253,8 @@ static void d3d12_command_list_transition_resource_to_initial_state(struct d3d12
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VK_IMAGE_LAYOUT_PREINITIALIZED : VK_IMAGE_LAYOUT_UNDEFINED;
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VK_IMAGE_LAYOUT_PREINITIALIZED : VK_IMAGE_LAYOUT_UNDEFINED;
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if (!vk_barrier_parameters_from_d3d12_resource_state(resource->initial_state, 0,
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if (!vk_barrier_parameters_from_d3d12_resource_state(resource->initial_state, 0,
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resource, list->vk_queue_flags, vk_info, &barrier.dstAccessMask, &dst_stage_mask, &barrier.newLayout))
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resource, list->vk_queue_flags, vk_info, &barrier.dstAccessMask,
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&dst_stage_mask, &barrier.newLayout, list->device))
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{
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{
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FIXME("Unhandled state %#x.\n", resource->initial_state);
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FIXME("Unhandled state %#x.\n", resource->initial_state);
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return;
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return;
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@ -4277,13 +4280,15 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsC
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}
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}
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if (!vk_barrier_parameters_from_d3d12_resource_state(state_before, stencil_state_before,
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if (!vk_barrier_parameters_from_d3d12_resource_state(state_before, stencil_state_before,
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resource, list->vk_queue_flags, vk_info, &src_access_mask, &src_stage_mask, &layout_before))
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resource, list->vk_queue_flags, vk_info, &src_access_mask,
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&src_stage_mask, &layout_before, list->device))
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{
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{
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FIXME("Unhandled state %#x.\n", state_before);
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FIXME("Unhandled state %#x.\n", state_before);
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continue;
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continue;
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}
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}
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if (!vk_barrier_parameters_from_d3d12_resource_state(state_after, stencil_state_after,
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if (!vk_barrier_parameters_from_d3d12_resource_state(state_after, stencil_state_after,
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resource, list->vk_queue_flags, vk_info, &dst_access_mask, &dst_stage_mask, &layout_after))
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resource, list->vk_queue_flags, vk_info, &dst_access_mask,
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&dst_stage_mask, &layout_after, list->device))
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{
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{
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FIXME("Unhandled state %#x.\n", state_after);
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FIXME("Unhandled state %#x.\n", state_after);
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continue;
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continue;
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@ -4303,7 +4308,8 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsC
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resource = unsafe_impl_from_ID3D12Resource(uav->pResource);
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resource = unsafe_impl_from_ID3D12Resource(uav->pResource);
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vk_barrier_parameters_from_d3d12_resource_state(D3D12_RESOURCE_STATE_UNORDERED_ACCESS, 0,
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vk_barrier_parameters_from_d3d12_resource_state(D3D12_RESOURCE_STATE_UNORDERED_ACCESS, 0,
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resource, list->vk_queue_flags, vk_info, &access_mask, &stage_mask, &image_layout);
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resource, list->vk_queue_flags, vk_info, &access_mask,
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&stage_mask, &image_layout, list->device);
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src_access_mask = dst_access_mask = access_mask;
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src_access_mask = dst_access_mask = access_mask;
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src_stage_mask = dst_stage_mask = stage_mask;
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src_stage_mask = dst_stage_mask = stage_mask;
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layout_before = layout_after = image_layout;
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layout_before = layout_after = image_layout;
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@ -1643,6 +1643,7 @@ static HRESULT vkd3d_init_device_caps(struct d3d12_device *device,
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vulkan_info->device_limits = physical_device_info->properties2.properties.limits;
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vulkan_info->device_limits = physical_device_info->properties2.properties.limits;
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vulkan_info->sparse_properties = physical_device_info->properties2.properties.sparseProperties;
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vulkan_info->sparse_properties = physical_device_info->properties2.properties.sparseProperties;
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vulkan_info->geometry_shaders = physical_device_info->features2.features.geometryShader;
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vulkan_info->sparse_binding = features->sparseBinding;
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vulkan_info->sparse_binding = features->sparseBinding;
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vulkan_info->sparse_residency_3d = features->sparseResidencyImage3D;
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vulkan_info->sparse_residency_3d = features->sparseResidencyImage3D;
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vulkan_info->rasterization_stream = physical_device_info->xfb_properties.transformFeedbackRasterizationStreamSelect;
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vulkan_info->rasterization_stream = physical_device_info->xfb_properties.transformFeedbackRasterizationStreamSelect;
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@ -146,6 +146,7 @@ struct vkd3d_vulkan_info
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bool rasterization_stream;
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bool rasterization_stream;
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bool transform_feedback_queries;
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bool transform_feedback_queries;
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bool geometry_shaders;
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bool uav_read_without_format;
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bool uav_read_without_format;
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