1039 Commits

Author SHA1 Message Date
Henri Verbeet
771e442af1 Release 1.8. 2023-06-22 22:00:20 +02:00
Henri Verbeet
133421a38c vkd3d: Avoid redundantly initialising "descriptors" in d3d12_desc_flush_vk_heap_updates_locked().
As pointed out by Andrey Gusev.
2023-05-26 19:11:26 +02:00
Conor McCarthy
f039c86aac vkd3d: Create smaller UAV-only descriptor pools in the allocator if Vulkan-backed heaps are enabled.
In this case d3d12_command_allocator_allocate_descriptor_set() is
only called for clearing UAVs. This helps on platforms with limited
descriptor maximum counts.
2023-05-08 20:22:02 +02:00
Conor McCarthy
e2dac061e2 vkd3d: Do not reset the descriptor heap count unless full or the command list is reset.
The same heaps must be flushed again if the command list is executed again
without a reset.
2023-05-02 20:46:23 +02:00
Conor McCarthy
5366ca7001 vkd3d: Synchronise concurrent descriptor heap binding by multiple command lists.
It is possible for multiple command lists to use the same heap, and
submit it simultaneously to multiple d3d12 queues.
2023-04-28 21:04:02 +02:00
Conor McCarthy
fa63da6030 vkd3d: Track all descriptor heaps bound during command list recording and flush their writes.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54895
2023-04-28 21:04:02 +02:00
Conor McCarthy
06cc2e1aee vkd3d: Collect multiple descriptor writes in a buffer and update in one call.
Reduces the cost of calling vkUpdateDescriptorSets() via winevulkan
and its thunks. The performance gain can be as high as 20%.
2023-04-25 22:20:17 +02:00
Conor McCarthy
f50e53e7c9 vkd3d: Use atomic exchange for descriptor writes.
The descriptor component of struct d3d12_desc is replaced with a union
containing a pointer which can be swapped out using
InterlockedExchangePointer(). To make it safe to increment the refcount
of such an object it is necessary to cache freed objects. Elimination
of the descriptor mutexes on games which use multithreaded descriptor
writes nearly doubles framerate on recent hardware.
2023-04-25 22:20:15 +02:00
Conor McCarthy
e63201a7a3 vkd3d: Delay writing Vulkan descriptors until submitted to a queue.
Eliminates vk_sets_mutex. Performance on average may be lower until
the descriptor mutexes are replaced and Vulkan writes are buffered
to reduce thunk calls.
2023-04-25 22:20:09 +02:00
Conor McCarthy
505c8c5a2f vkd3d: Ensure descriptors are pointer aligned.
The descriptor structure contains pointer and size types.
2023-04-25 22:20:06 +02:00
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
0ce55e8b8e vkd3d: Support 1D SRV. 2023-04-18 22:00:17 +02:00
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
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
Conor McCarthy
4afe69d04a vkd3d: Send typed UAV unknown format read support info to vkd3d-shader.
Fixes reflections in Control appearing with only their red component.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52146
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
2022-08-09 22:14:28 +02:00
Conor McCarthy
971ab01add vkd3d: Check specific formats for typed UAV load feature support.
Vulkan's shaderStorageImageExtendedFormats includes more formats than are
required by D3D12.

Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
2022-08-09 22:14:28 +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
Henri Verbeet
9d4df5e704 Release 1.4.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-06-22 18:31:51 +02:00
Zebediah Figura
46b1266809 vkd3d: Allow writing log output via a custom callback.
When using PE vkd3d through Wine, debug output may be swallowed by writing to
Win32 stderr. Avoid this by providing a way to hook up vkd3d log output to Wine
output.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-06-07 19:38:57 +02:00