304 Commits

Author SHA1 Message Date
Conor McCarthy
5ccadd07f1 vkd3d: Validate plane count for tiled textures. 2023-06-27 22:33:58 +02:00
Conor McCarthy
0b67481496 vkd3d: Validate tiled resources tier for 3D textures. 2023-06-27 22:33:58 +02:00
Conor McCarthy
1a0d85b8d6 vkd3d: Validate tiled resources support during reserved resource creation.
Check directly for Vulkan support because the D3D12 tiled resources
tier may in future be modified by a config option.
2023-06-27 22:33:57 +02:00
Conor McCarthy
e93f2e7746 vkd3d: Always pass null heap properties to vkd3d_create_image() for sparse images. 2023-06-27 22:33:57 +02:00
Conor McCarthy
9532ac5f84 vkd3d: Check sparse image format is supported.
Based on code by Jan Sikorski.
2023-06-27 22:33:55 +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
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
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
0526f232cd vkd3d: Support null address for SRV/UAV 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
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
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
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
Conor McCarthy
e3045090a8 vkd3d: Write a resource null descriptor to all applicable sets when one set is written.
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>
2022-03-24 19:46:20 +01:00
Conor McCarthy
0627462192 vkd3d: Use Vulkan null descriptors if EXT_robustness2 is available.
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>
2022-03-24 19:46:13 +01:00
Conor McCarthy
2b0fd2a055 vkd3d: Do not copy descriptors having identical views.
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>
2022-03-18 12:40:02 +01:00
Conor McCarthy
5e4f1e1ead vkd3d: Optimise descriptor copying for Vulkan-backed heaps.
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>
2022-03-18 12:40:02 +01:00
Conor McCarthy
2b71ea406f vkd3d: Back descriptor heaps with Vulkan descriptor sets if descriptor indexing is available.
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>
2022-03-18 12:38:53 +01:00
Conor McCarthy
c9aea8993f vkd3d: Lock the heap mutex while binding heap memory.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-14 21:01:06 +01:00
Alexandre Julliard
129b0be7ac vkd3d: Add inline wrappers for the pthread synchronization functions.
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
2022-02-04 16:46:03 +01:00