456 Commits

Author SHA1 Message Date
Conor McCarthy
a4a95aa950 vkd3d: Treat negative viewport widths as invalid.
Negative widths are not supported in Vulkan.
2023-04-20 22:53:48 +02:00
Conor McCarthy
5d724abc96 vkd3d: Do not skip all viewports if one is invalid.
Fixes blank screen in Assassin's Creed: Valhalla.
2023-04-20 22:53:46 +02:00
Conor McCarthy
333fdf7c74 vkd3d: Check for index buffer location zero.
VK_EXT_robustness2 does not support null index buffers so we only
warn and return immediately.
2023-04-19 20:46:53 +02:00
Conor McCarthy
0526f232cd vkd3d: Support null address for SRV/UAV root descriptors. 2023-04-19 20:46:00 +02:00
Conor McCarthy
963e5e26dc vkd3d: Support null address for CBV root descriptors. 2023-04-19 20:46:00 +02:00
Conor McCarthy
e27ceddfb4 vkd3d: Leave the command queue op mutex locked after a partial flush.
All return paths in d3d12_command_queue_flush_ops_locked() must
leave the op mutex locked.
2023-04-05 21:38:39 +02:00
Giovanni Mascellani
bb2fa97c33 vkd3d: Do not keep the CS queue locked while processing it.
d3d12_command_queue_flush_ops() can renter itself while processing signal
events. Since we don't use recursive mutexes, we currently have to check
some of the queue variables without holding the mutex, which is not safe.

This is solved by allowing the queue to release its mutex while it is
processing entries: when flushing, the queue is briefly locked, the
is_flushing flag is set, the queue content is copied away and the
queue is unlocked again. After having processed the entries, the
queue is locked again to check is something else was added in the
meantime. This is repeated until the queue is empty (or a wait operation
is blocking it).

This should also remove some latency when a thread pushes to the queue
while another one is processing it, but I didn't try to measure any
impact. While it is expected that with this patch the queue mutex
will be locked and unlocked more frequently, it should also remain
locked for less time, hopefully creating little contention.
2023-03-08 20:14:39 +01:00
Giovanni Mascellani
09d2c8d190 vkd3d: Always enqueue wait operations, even when they can be executed right away. 2023-03-08 20:14:39 +01:00
Giovanni Mascellani
9eba44396a vkd3d: Always enqueue signal operations, even when they can be executed right away. 2023-03-08 20:14:39 +01:00
Giovanni Mascellani
0d329ba168 vkd3d: Always enqueue execute operations, even when they can be executed right away.
The goal is to simplify the CS queue handling: with this and the following
changes operations are always started by d3d12_command_queue_flush_ops(),
in order to make further refactoring easier.

Notice that while with this change executing an operation on an empty CS
queue is a bit less efficient, it doesn't require more locking. On the other
hand, this change paves the road for executing CS operations without holding
the queue lock.
2023-03-08 20:14:35 +01:00
Giovanni Mascellani
0c6df49560 vkd3d: Hold the queue mutex when adding the queue to a blocked list.
Otherwise it could be added more than once.

Note that the deleted comment is wrong: between when d3d12_command_queue_flush_ops()
returns and when the queue is added back to the blocked list, the queue
might have been pushed to and flushed an arbitrary number of times.
2023-03-08 20:14:31 +01:00
Giovanni Mascellani
ef8d272507 vkd3d: Mention the correct mutex in a comment. 2023-03-08 20:14:31 +01:00
Giovanni Mascellani
8e087b0f17 vkd3d: Use a dedicated mutex to protect the blocked queues. 2023-02-13 22:16:44 +01:00
Giovanni Mascellani
df36026633 vkd3d: Do not read max_pending_value without holding the fence's mutex. 2023-02-13 22:16:44 +01:00
Giovanni Mascellani
e076fd9c77 vkd3d: Do not read blocked_queue_count without holding the device mutex. 2023-02-13 22:16:42 +01:00
Giovanni Mascellani
552926cfca vkd3d: Do not allow synchronization primitives to fail.
In practice they never fail. If they fail, it means that there
is some underlying platform problem and there is little we can do
anyway. Under pthreads function prototypes allow returning failure,
but that's only used for "error checking" mutexes, which we
don't use.

On the other hand, error handling in vkd3d is rather inconsistent:
sometimes the errors are ignored, sometimes logged, sometimes
passed to the caller. It's hard to handle failures appropriately
if you can't even keep your state consistent, so I think it's
better to avoid trying, assume that synchronization primitives do
not fail and at least have consistent logging if something goes
wrong.
2023-02-02 20:51:27 +01:00
Philip Rebohle
f9e7cb6345 include: Fix incorrect UpdateTileMappings declaration.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2023-01-26 21:52:39 +01:00
Conor McCarthy
3db509383b vkd3d: Store a heap array index in each CBV/SRV/UAV descriptor.
A pointer to the containing descriptor heap can be derived from this
information.

PE build of vkd3d uses Windows critical sections for synchronisation,
and these slow down on the very high lock/unlock rate during multithreaded
descriptor copying in Shadow of the Tomb Raider. This patch speeds up the
demo by about 8%. By comparison, using SRW locks in the allocators and
locking them for read only where applicable is about 4% faster.
2023-01-25 22:10:01 +01:00
Giovanni Mascellani
4112c36076 vkd3d: Do not store the latch bit in an object that could be overwritten.
Once a event is signaled, the corresponding struct vkd3d_waiting_event
entry is considered dead and could be overwritten, so it's not safe to
keep a pointer to it in d3d12_fence_SetEventOnCompletion(). Instead,
keep the latch bit in d3d12_fence_SetEventOnCompletion() and put a
pointer to it in struct vkd3d_waiting_event.
2022-08-09 22:14:30 +02:00
Giovanni Mascellani
5168929edc vkd3d: Remove unused field fence_destruction_cond. 2022-08-08 18:55:22 +02:00
Giovanni Mascellani
5749ae4700 vkd3d: Unlock fence worker mutex before exiting.
Pthread mandates that a mutex must be unlocked before being destroyed.
In pratice I doubt this make a difference on any platform (certainly
it doesn't on Linux), but let's comply to standards.
2022-08-08 18:55:19 +02:00
Conor McCarthy
3b579f6fe7 vkd3d: Delay unlocking the fence until after the blocked command queue op is written.
An unblocking Signal() on the CPU must be handled after the blocked op
is written, or the op will not be flushed until the next signal.

The device is locked while the fence is already locked, so the fence must
never be locked after locking the device. Currently this never occurs.

Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-07-20 22:28:53 +02:00
Conor McCarthy
c1071fda52 vkd3d: Delay adding a command queue to the blocked list until after the op is written.
Otherwise the following sequence can occur:
1. A command queue is added to the blocked list during a Wait() call.
2. An unblocking Signal() occurs on the CPU in another thread, flushing the
   blocked ops, but as no op has been written, the queue is removed from the
   blocked list.
3. The blocked op is written.
3. Another op is queued and the queue is not re-added to the blocked
   list because this only happens for the first op.

World of Warcraft triggers this issue.

Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-07-20 22:28:49 +02:00
Conor McCarthy
8cae046803 vkd3d: Map timeline semaphore values to fence virtual values and buffer out-of-order waits.
Strictly increasing timeline values must be mapped to fence virtual values
to avoid invalid use of Vulkan timeline semaphores. In particular, non-
increasing values and value jumps of >= 4G are permitted in d3d12.

Different virtual D3D12 command queues may map to the same Vulkan queue.
If a wait of value N is submitted on one command queue, and then a signal
for >= N is submitted on another, but they are sent to the same Vk queue,
the wait will never complete. The solution is to buffer out-of-order waits
and any subsequent queue commands until an unblocking signal value is
submitted to a different D3D12 queue, or signaled on the CPU.

Buffering out-of-order waits also fixes the old fence implementation so it
is fully functional, though a bit less efficient than timeline semaphores.

Based in part on vkd3d-proton patches by Hans-Kristian Arntzen. Unlike the
vkd3d-proton implementation, this patch does not use worker threads for
submissions to the Vulkan queue.

Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-05-13 18:20:10 +02:00
Conor McCarthy
a5c63dc4b9 vkd3d: Always destroy created objects on d3d12_fence_init() failure.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-05-13 18:20:08 +02:00