1067 Commits

Author SHA1 Message Date
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
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