vkd3d/README
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

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=============================
The vkd3d 3D Graphics Library
=============================
Vkd3d is a 3D graphics library built on top of Vulkan. It has an API very
similar, but not identical, to Direct3D 12.
==============
Building vkd3d
==============
Vkd3d depends on SPIRV-Headers and Vulkan-Headers (>= 1.1.113).
Vkd3d generates some of its headers from IDL files. If you are using the
release tarballs, then these headers are pre-generated and are included. If
you are building from git, then they will be generated at build-time using
widl. By default, vkd3d will use the widl found in `PATH'. If widl is not
available or is not recent (>= 3.20), then you can build Wine with `make
tools/widl' to avoid building all of Wine. You can then point vkd3d's
configure at that widl binary with `WIDL="/path/to/widl"'.
For release builds, you may want to define NDEBUG. If you do not need debug log
messages, you may also consider VKD3D_NO_TRACE_MESSAGES and
VKD3D_NO_DEBUG_MESSAGES. For example, you can pass `CPPFLAGS="-DNDEBUG
-DVKD3D_NO_TRACE_MESSAGES"' to configure.
===========
Using vkd3d
===========
Vkd3d can be used by projects that target Direct3D 12 as a drop-in replacement
at build-time with some modest source modifications.
If vkd3d is available when building Wine, then Wine will use it to support
Direct3D 12 applications.
=====================
Environment variables
=====================
Most of the environment variables used by vkd3d are for debugging purposes. The
environment variables are not considered a part of API and might be changed or
removed in the future versions of vkd3d.
Some of debug variables are lists of elements. Elements must be separated by
commas or semicolons.
* NO_COLOR - this is an alias of NO_COLOUR.
* NO_COLOUR - when set, vkd3d-compiler will default to monochrome output,
even when the output supports colour.
* VKD3D_CONFIG - a list of options that change the behavior of libvkd3d.
* virtual_heaps - Create descriptors for each D3D12 root signature
descriptor range instead of entire descriptor heaps. Useful when push
constant or bound descriptor limits are exceeded.
* vk_debug - enables Vulkan debug extensions.
* VKD3D_DEBUG - controls the debug level for log messages produced by
libvkd3d. Accepts the following values: none, err, fixme, warn, trace.
* VKD3D_VULKAN_DEVICE - a zero-based device index. Use to force the selected
Vulkan device.
* VKD3D_DISABLE_EXTENSIONS - a list of Vulkan extensions that libvkd3d should
not use even if available.
* VKD3D_SHADER_DEBUG - controls the debug level for log messages produced by
libvkd3d-shader. See VKD3D_DEBUG for accepted values.
* VKD3D_SHADER_DUMP_PATH - path where shader bytecode is dumped.
* VKD3D_TEST_DEBUG - enables additional debug messages in tests. Set to 0, 1
or 2.
* VKD3D_TEST_FILTER - a filter string. Only the tests whose names matches the
filter string will be run, e.g. VKD3D_TEST_FILTER=clear_render_target.
Useful for debugging or developing new tests.
* VKD3D_TEST_PLATFORM - can be set to "wine", "windows" or "other". The test
platform controls the behavior of todo(), todo_if(), bug_if() and broken()
conditions in tests.
* VKD3D_TEST_BUG - set to 0 to disable bug_if() conditions in tests.