Commit Graph

407 Commits

Author SHA1 Message Date
Henri Verbeet
cb4b5641ea vkd3d: Handle multiple fence NULL event waits in d3d12_device_SetEventOnMultipleFenceCompletion(). 2025-05-06 18:29:06 +02:00
Henri Verbeet
3fabac3f70 vkd3d: Handle multiple fence ANY waits in d3d12_device_SetEventOnMultipleFenceCompletion(). 2025-05-06 18:29:06 +02:00
Henri Verbeet
9222f5e5b1 vkd3d: Handle multiple fence ALL waits in d3d12_device_SetEventOnMultipleFenceCompletion(). 2025-05-06 18:29:06 +02:00
Henri Verbeet
52b947a005 vkd3d: Handle single fence waits in d3d12_device_SetEventOnMultipleFenceCompletion().
By forwarding to ID3D12Fence_SetEventOnCompletion().
2025-05-06 18:29:06 +02:00
Henri Verbeet
3ea84156c7 vkd3d: Validate the fence count in d3d12_device_SetEventOnMultipleFenceCompletion(). 2025-05-06 18:29:06 +02:00
Giovanni Mascellani
aa032f31bb vkd3d: Split Vulkan debug messages.
So that they do not get truncated if they're too long.
2025-03-03 17:53:17 +01:00
Giovanni Mascellani
8297ea9aa6 vkd3d/device: Require VK_KHR_zero_initialize_workgroup_memory when appropriate.
That extension (and the corresponding feature) must be enabled when
the Initializer operand is used for workgroup variables.
2025-02-26 16:11:50 +01:00
Henri Verbeet
1fd89abcc3 vkd3d-shader: Enable DXIL support in the default configuration. 2025-02-24 15:10:08 +01:00
Giovanni Mascellani
a7337bc999 vkd3d: Require extension VK_KHR_maintenance2.
We're already implicitly using it for image layouts in which
either depth or stencil is writeable and the other is not.
Correspondingly, add the _KHR suffix in those cases, so the
extension usage is more evident.

According to the Vulkan Hardware Database, only four reports
without this extension were filed since 2023, and all of them
for configurations we likely don't target.
2025-02-19 17:41:30 +01:00
Conor McCarthy
10edcec030 vkd3d: Do not require the ALLOW_DEPTH_STENCIL flag for depth/stencil formats in GetCopyableFootprints(). 2025-01-20 14:37:13 +01:00
Conor McCarthy
e99906f05d vkd3d: Return correctly aligned depth/stencil sizes from GetCopyableFootprints(). 2025-01-20 13:59:46 +01:00
Conor McCarthy
1a4dedbc8d vkd3d: Return the correct depth/stencil plane format from GetCopyableFootprints(). 2025-01-20 13:45:16 +01:00
Giovanni Mascellani
17adde7f73 vkd3d: Describe DXGI_UNKNOWN as having one plane.
We're explicitly replacing zero with one in the only place where the
plane count being zero or one makes a difference. It also make sense:
UNKNOWN is used for buffers, which for all intents and purposes have one
plane.
2025-01-20 13:43:36 +01:00
Giovanni Mascellani
c7e173a1ff vkd3d: Log the requested feature levels for D3D12_FEATURE_FEATURE_LEVELS. 2025-01-13 16:41:53 +01:00
Giovanni Mascellani
239c88e8d3 vkd3d: Do not use more than a few million descriptors in Vulkan heap set layouts.
Currently, when using Vulkan heaps, we create descriptor set
layouts with as many descriptors as allowed by the Vulkan
implementation limits. For some implementations this can mean
hundreds of millions of descriptors or more, which is wasteful,
given that even on the best resource binding tier Direct3D 12
applications should not expect to have more than a million usable
descriptors.

Recently this began being a problem, because since Mesa 24.2.7
the Intel driver advertises more than 200 million descriptors,
but pipeline compilation takes linear RAM in the number of
descriptors declared in the pipeline layout. This means that
compiling even a simple shader requires 10-20 GB of RAM.

In order to avoid using too much memory, with this commit we clamp
the number of descriptors declared in the set layouts to how many
we actually need to guarantee tier 3 resource binding support.
2024-12-05 21:00:03 +01:00
Conor McCarthy
a43f6a6600 vkd3d: Create descriptor pools of geometrically increasing size.
Creating a pool of 16k descriptors is wasteful if an allocator only uses
a fraction of them, so start at 1k and double for each subsequent
allocation until 16k is reached.
2024-12-05 20:54:45 +01:00
Conor McCarthy
e729ceeb1a vkd3d: Create separate descriptor pools for each vkd3d descriptor type.
Now that our Vulkan descriptor sets contain only a single vkd3d
descriptor type, we're able to create descriptor pools containing only a
single vkd3d descriptor type as well. This avoids wasting unallocated
descriptors of one type when we run out of descriptors of another type.
2024-12-05 20:54:45 +01:00
Giovanni Mascellani
72394d9ae3 vkd3d: Use WARN rather than ERR in vkd3d_instance_init().
ERR is used to indicate internal inconsistencies in vkd3d. Here that's
not the case, we simply have to forward the error condition to the
caller.

This fixes failures on the CI with llvmpipe, because the build we use is
compiled without support for VK_KHR_surface and related extensions.
2024-11-14 14:09:04 +01:00
Elizabeth Figura
a595b96f62 vkd3d: Initialize vk_extensions in vk_init_device_caps().
Without LTO, gcc doesn't know that hresult_from_vk_result() will always return a
failure HRESULT for a failure VkResult, and so thinks that we might exit from
vkd3d_check_device_extensions() with a success HRESULT but without initializing
vk_extensions.
2024-10-28 18:01:06 +01:00
Giovanni Mascellani
a1f712d100 vkd3d: Incorporate mutable descriptors in the push descriptor disabling logic.
The computation is also written in the code now instead of in
the comments.
2024-10-23 16:12:50 +02:00
Giovanni Mascellani
8d030718ae vkd3d: Introduce an enumerant for the mutable descriptor set.
So we avoid hardcoding that it is number zero. There are two
goals here: first making the code easier to understand and
second allow reshuffling the descriptor set allocation in a
later commit.
2024-10-23 16:07:36 +02:00
Giovanni Mascellani
ae772d40cf vkd3d: Disable push descriptors when that's helpful to stay within 8 descriptor sets. 2024-10-21 18:22:15 +02:00
Giovanni Mascellani
3bf114f3c3 vkd3d/device: Trace which descriptor heap implementation is being used.
The descriptor heap implementation is a rather central behavior element
in vkd3d, so it's useful to have all the relevant information logged
in a single place.
2024-10-21 18:22:15 +02:00
Giovanni Mascellani
a3b8aaf679 vkd3d: Allow overriding the device capabilities. 2024-10-21 18:06:06 +02:00
Anna (navi) Figueiredo Gomes
127ae6cf12 vkd3d: Implement d3d12_command_list_OMSetDepthBounds().
Based on the design document, "The runtime will not clamp or validate
the input, but implementations may clamp to the range [0,1] if necessary.",
so we test for the EXT_depth_range_unrestricted extension, and only clamp if
it's not available (thus, necessary to do so).

NaNs are converted to zero as per "NaNs must be treated as 0, but the runtime
will convert NaNs to 0 on behalf of the implementation.", and a default bounds
are set to 0.0 and 1.0.
2024-09-11 14:53:33 +02:00