This is especially a problem when e.g. it introduces a whitespace
before a #pragma directive, breaking shader compilation.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Ensures the new fence implementation using timeline semaphores handles
this correctly.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
D3D12 supports signalling a fence to a lower value, while Vulkan timeline
semaphores do not. On the GPU side this is handled by simply submitting
the signal anyway, if a test for this passes on device creation, because
working around this is impractical. For CPU signals the Vulkan semaphore
is replaced with a new one at the lower value only if no waits and/or
signals are pending on the GPU. Otherwise, a fixme is emitted.
Partly based on a vkd3d-proton patch by Hans-Kristian Arntzen (not
including the handling of lower fence values).
The old implementation is used if KHR_timeline_semaphore is not
available or GPU signals do not work for a lower value.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Binding a shader with the wrong null descriptor type works in Windows. The
introduction of Vulkan-backed heaps may cause a regression in clients which
do this, because the written index will remain unpopulated in all other sets,
but a shader may access it in one of them.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This implements all remaining unsupported image view dimensions and saves
a small amount of resources because null buffers and images are no longer
needed. It matches the D3D12 requirement that all reads return zero,
which is not strictly true of the existing implementation using resources
of small but non-zero size. Warnings on null view creation are silenced
because there should no longer be a difference from D3D12 behaviour.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The pointer is never NULL.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Use it to hold any type of resource, regardless of type and binding.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This is a bit clearer, and avoids colliding with other things named "context",
e.g. struct test_context, or d3d11 device contexts.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Improves performance in Control, which copies large numbers of descriptors
per frame where often only ~10% are not identical.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Source descriptors are copied to separate arrays to facilitate use of
pre-initialised Vulkan structures, and allow arrayed writes where
possible.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The existing implementation using virtual descriptor heaps, where Vk
descriptor sets are created for the bindings in the root descriptor tables,
is inefficient when multiple command lists are used with large descriptor
heaps. It also cannot support updating a descriptor set after it is bound.
This patch creates Vk sets for each D3D12 heap. Because D3D12 heaps
can contain CBV, SRV and UAV descriptors in the same heap, multiple Vk sets
are needed for each heap, however the total number of populated descriptors
is never more than (heap size + UAV counter count).
A new 'virtual_heaps' config option is introduced to make the old
implementation available when needed. It's not always possible to determine
if this is necessary when the device is created.
Up to nine Vk descriptor sets may be used. It's theoretically possible to
reduce this to eight by placing immutable samplers in the push descriptor
set layout, but contradictions in earlier versions of the Vulkan spec made
driver support inconsistent. The documentation was corrected in version
1.2.203.
This patch also adds support for UAV counter descriptor arrays. It's not
practical to add this in a separate patch due to complications with
combining the old UAV counter implementation with the new descriptor heap
implementation.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=47713
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=47154
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
They seem to work with mesa 21.3.7. Since some developers are
using older releases where the bug is not yet fixed, I am leaving
it marked as a bug.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>