1048 Commits

Author SHA1 Message Date
Conor McCarthy
6db9ed14dc vkd3d: Support 1D UAV. 2023-04-18 22:00:17 +02:00
Philip Rebohle
c8a33431e3 vkd3d: Persistently map host-visible heaps on creation. 2023-04-10 21:00:17 +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
Conor McCarthy
88667098eb vkd3d: Do not destroy a heap until its resource count is zero.
Fixes a crash on exit in Horizon Zero Dawn (which requres added SM 6.0 support).

Placed resources should hold a reference to their heap:
https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device-createheap
2023-04-03 17:59:41 +02:00
Henri Verbeet
57d92a15cf Release 1.7. 2023-03-24 11:22:28 +01:00
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
Zebediah Figura
dea212688a vkd3d: Remove a double space in a trace message. 2023-02-23 21:46:49 +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
Zebediah Figura
898fc9e198 vkd3d: Fix checking for failure from SleepConditionVariableCS().
Fixes: 552926cfca64db45e9731f675c65a7214bfa6441
2023-02-07 22:15:06 +01:00
Matteo Bruni
2e074ebce7 vkd3d: Initialize image aspect for NULL SRVs. 2023-02-07 22:08:00 +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
Zebediah Figura
a66fe31fe5 vkd3d: Do not write the point size for SPIR-V shaders.
We disable shaderTessellationAndGeometryPointSize.
2023-02-02 20:51:19 +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
Henri Verbeet
1eaf73147c Release 1.6. 2022-12-07 16:08:16 +01:00
Brendan Shanks
963ea98a52 vkd3d-common: Add a Windows implementation of vkd3d_set_thread_name(). 2022-10-25 21:25:38 +02:00
Zebediah Figura
27a6963d6a vkd3d: Avoid an unused variable warning when building for Win32. 2022-09-27 20:14:35 +02:00
Henri Verbeet
56b2f56b86 Release 1.5. 2022-09-21 16:47:49 +02:00