vkd3d/libs/vkd3d/vkd3d_private.h
Giovanni Mascellani bc2b137df9 vkd3d: Only put the mutable descriptor set once in the pipeline layout.
Currently the mutable descriptor set is repeated many times in the
pipeline layout in order to cover the indices for all the
descriptor types that would be present if mutable descriptors were
not used. This is useless and wasteful, but was necessary before
the descriptor sets backing the SRV-UAV-CBV heap were moved at the
end of the allocation table because descriptor set indices are
currently a compile-time constant in many places.

Now this is not needed any more and we can just avoid putting
many copies of the mutable descriptor set in the pipeline layout,
making it easier to meet Vulkan implementation limits.
2024-10-23 16:12:06 +02:00

1793 lines
54 KiB
C

/*
* Copyright 2016 Józef Kucia for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __VKD3D_PRIVATE_H
#define __VKD3D_PRIVATE_H
#ifndef __MINGW32__
#define WIDL_C_INLINE_WRAPPERS
#endif
#define COBJMACROS
#define NONAMELESSUNION
#define VK_NO_PROTOTYPES
#define CONST_VTABLE
#include "vkd3d_common.h"
#include "vkd3d_blob.h"
#include "vkd3d_memory.h"
#include "vkd3d_utf8.h"
#include "list.h"
#include "rbtree.h"
#include "vkd3d.h"
#include "vkd3d_shader.h"
#include <inttypes.h>
#include <limits.h>
#include <stdbool.h>
#define VK_CALL(f) (vk_procs->f)
#define VKD3D_DESCRIPTOR_MAGIC_FREE 0x00000000u
#define VKD3D_DESCRIPTOR_MAGIC_CBV VKD3D_MAKE_TAG('C', 'B', 'V', 0)
#define VKD3D_DESCRIPTOR_MAGIC_SRV VKD3D_MAKE_TAG('S', 'R', 'V', 0)
#define VKD3D_DESCRIPTOR_MAGIC_UAV VKD3D_MAKE_TAG('U', 'A', 'V', 0)
#define VKD3D_DESCRIPTOR_MAGIC_SAMPLER VKD3D_MAKE_TAG('S', 'M', 'P', 0)
#define VKD3D_DESCRIPTOR_MAGIC_DSV VKD3D_MAKE_TAG('D', 'S', 'V', 0)
#define VKD3D_DESCRIPTOR_MAGIC_RTV VKD3D_MAKE_TAG('R', 'T', 'V', 0)
#define VKD3D_MAX_COMPATIBLE_FORMAT_COUNT 6u
#define VKD3D_MAX_QUEUE_FAMILY_COUNT 3u
#define VKD3D_MAX_SHADER_EXTENSIONS 5u
#define VKD3D_MAX_SHADER_STAGES 5u
#define VKD3D_MAX_VK_SYNC_OBJECTS 4u
#define VKD3D_MAX_DEVICE_BLOCKED_QUEUES 16u
#define VKD3D_MAX_DESCRIPTOR_SETS 64u
/* D3D12 binding tier 3 has a limit of 2048 samplers. */
#define VKD3D_MAX_DESCRIPTOR_SET_SAMPLERS 2048u
/* The main limitation here is the simple descriptor pool recycling scheme
* requiring each pool to contain all descriptor types used by vkd3d. Limit
* this number to prevent excessive pool memory use. */
#define VKD3D_MAX_VIRTUAL_HEAP_DESCRIPTORS_PER_TYPE (16 * 1024u)
extern uint64_t object_global_serial_id;
struct d3d12_command_list;
struct d3d12_device;
struct d3d12_resource;
struct vkd3d_vk_global_procs
{
PFN_vkCreateInstance vkCreateInstance;
PFN_vkEnumerateInstanceExtensionProperties vkEnumerateInstanceExtensionProperties;
PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr;
};
#define DECLARE_VK_PFN(name) PFN_##name name;
struct vkd3d_vk_instance_procs
{
#define VK_INSTANCE_PFN DECLARE_VK_PFN
#define VK_INSTANCE_EXT_PFN DECLARE_VK_PFN
#include "vulkan_procs.h"
};
struct vkd3d_vk_device_procs
{
#define VK_INSTANCE_PFN DECLARE_VK_PFN
#define VK_DEVICE_PFN DECLARE_VK_PFN
#define VK_DEVICE_EXT_PFN DECLARE_VK_PFN
#include "vulkan_procs.h"
};
#undef DECLARE_VK_PFN
HRESULT hresult_from_errno(int rc);
HRESULT hresult_from_vk_result(VkResult vr);
HRESULT hresult_from_vkd3d_result(int vkd3d_result);
struct vkd3d_device_descriptor_limits
{
unsigned int uniform_buffer_max_descriptors;
unsigned int sampled_image_max_descriptors;
unsigned int storage_buffer_max_descriptors;
unsigned int storage_image_max_descriptors;
unsigned int sampler_max_descriptors;
};
struct vkd3d_vulkan_info
{
/* KHR instance extensions */
bool KHR_get_physical_device_properties2;
/* EXT instance extensions */
bool EXT_debug_report;
/* KHR device extensions */
bool KHR_dedicated_allocation;
bool KHR_draw_indirect_count;
bool KHR_get_memory_requirements2;
bool KHR_image_format_list;
bool KHR_maintenance2;
bool KHR_maintenance3;
bool KHR_portability_subset;
bool KHR_push_descriptor;
bool KHR_sampler_mirror_clamp_to_edge;
bool KHR_timeline_semaphore;
/* EXT device extensions */
bool EXT_4444_formats;
bool EXT_calibrated_timestamps;
bool EXT_conditional_rendering;
bool EXT_debug_marker;
bool EXT_depth_range_unrestricted;
bool EXT_depth_clip_enable;
bool EXT_descriptor_indexing;
bool EXT_fragment_shader_interlock;
bool EXT_mutable_descriptor_type;
bool EXT_robustness2;
bool EXT_shader_demote_to_helper_invocation;
bool EXT_shader_stencil_export;
bool EXT_shader_viewport_index_layer;
bool EXT_texel_buffer_alignment;
bool EXT_transform_feedback;
bool EXT_vertex_attribute_divisor;
bool rasterization_stream;
bool transform_feedback_queries;
bool geometry_shaders;
bool tessellation_shaders;
bool uav_read_without_format;
bool vertex_attrib_zero_divisor;
unsigned int max_vertex_attrib_divisor;
VkPhysicalDeviceLimits device_limits;
struct vkd3d_device_descriptor_limits descriptor_limits;
VkPhysicalDeviceSparseProperties sparse_properties;
bool sparse_binding;
bool sparse_residency_3d;
VkPhysicalDeviceTexelBufferAlignmentPropertiesEXT texel_buffer_alignment_properties;
unsigned int shader_extension_count;
enum vkd3d_shader_spirv_extension shader_extensions[VKD3D_MAX_SHADER_EXTENSIONS];
D3D_FEATURE_LEVEL max_feature_level;
};
enum vkd3d_config_flags
{
VKD3D_CONFIG_FLAG_VULKAN_DEBUG = 0x00000001,
VKD3D_CONFIG_FLAG_VIRTUAL_HEAPS = 0x00000002,
};
struct vkd3d_instance
{
VkInstance vk_instance;
struct vkd3d_vk_instance_procs vk_procs;
PFN_vkd3d_signal_event signal_event;
PFN_vkd3d_create_thread create_thread;
PFN_vkd3d_join_thread join_thread;
size_t wchar_size;
struct vkd3d_vulkan_info vk_info;
struct vkd3d_vk_global_procs vk_global_procs;
void *libvulkan;
uint32_t vk_api_version;
uint64_t config_flags;
enum vkd3d_api_version api_version;
VkDebugReportCallbackEXT vk_debug_callback;
uint64_t host_ticks_per_second;
unsigned int refcount;
};
union vkd3d_thread_handle
{
#ifndef _WIN32
pthread_t pthread;
#endif
void *handle;
};
HRESULT vkd3d_create_thread(struct vkd3d_instance *instance,
PFN_vkd3d_thread thread_main, void *data, union vkd3d_thread_handle *thread);
HRESULT vkd3d_join_thread(struct vkd3d_instance *instance, union vkd3d_thread_handle *thread);
struct vkd3d_waiting_fence
{
struct d3d12_fence *fence;
uint64_t value;
union
{
VkFence vk_fence;
VkSemaphore vk_semaphore;
} u;
uint64_t queue_sequence_number;
};
struct vkd3d_fence_worker
{
union vkd3d_thread_handle thread;
struct vkd3d_mutex mutex;
struct vkd3d_cond cond;
bool should_exit;
size_t fence_count;
struct vkd3d_waiting_fence *fences;
size_t fences_size;
void (*wait_for_gpu_fence)(struct vkd3d_fence_worker *worker, const struct vkd3d_waiting_fence *enqueued_fence);
struct vkd3d_queue *queue;
struct d3d12_device *device;
};
struct vkd3d_gpu_va_allocation
{
D3D12_GPU_VIRTUAL_ADDRESS base;
uint64_t size;
void *ptr;
};
struct vkd3d_gpu_va_slab
{
uint64_t size;
void *ptr;
};
struct vkd3d_gpu_va_allocator
{
struct vkd3d_mutex mutex;
D3D12_GPU_VIRTUAL_ADDRESS fallback_floor;
struct vkd3d_gpu_va_allocation *fallback_allocations;
size_t fallback_allocations_size;
size_t fallback_allocation_count;
struct vkd3d_gpu_va_slab *slabs;
struct vkd3d_gpu_va_slab *free_slab;
};
D3D12_GPU_VIRTUAL_ADDRESS vkd3d_gpu_va_allocator_allocate(struct vkd3d_gpu_va_allocator *allocator,
size_t alignment, uint64_t size, void *ptr);
void *vkd3d_gpu_va_allocator_dereference(struct vkd3d_gpu_va_allocator *allocator, D3D12_GPU_VIRTUAL_ADDRESS address);
void vkd3d_gpu_va_allocator_free(struct vkd3d_gpu_va_allocator *allocator, D3D12_GPU_VIRTUAL_ADDRESS address);
struct vkd3d_render_pass_key
{
unsigned int attachment_count;
bool depth_enable;
bool stencil_enable;
bool depth_stencil_write;
bool padding;
unsigned int sample_count;
VkFormat vk_formats[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT + 1];
};
struct vkd3d_render_pass_entry;
struct vkd3d_render_pass_cache
{
struct vkd3d_render_pass_entry *render_passes;
size_t render_pass_count;
size_t render_passes_size;
};
void vkd3d_render_pass_cache_cleanup(struct vkd3d_render_pass_cache *cache, struct d3d12_device *device);
HRESULT vkd3d_render_pass_cache_find(struct vkd3d_render_pass_cache *cache, struct d3d12_device *device,
const struct vkd3d_render_pass_key *key, VkRenderPass *vk_render_pass);
void vkd3d_render_pass_cache_init(struct vkd3d_render_pass_cache *cache);
struct vkd3d_private_store
{
struct vkd3d_mutex mutex;
struct list content;
};
struct vkd3d_private_data
{
struct list entry;
GUID tag;
unsigned int size;
bool is_object;
union
{
BYTE data[1];
IUnknown *object;
} u;
};
static inline void vkd3d_private_data_destroy(struct vkd3d_private_data *data)
{
if (data->is_object)
IUnknown_Release(data->u.object);
list_remove(&data->entry);
vkd3d_free(data);
}
static inline HRESULT vkd3d_private_store_init(struct vkd3d_private_store *store)
{
list_init(&store->content);
vkd3d_mutex_init(&store->mutex);
return S_OK;
}
static inline void vkd3d_private_store_destroy(struct vkd3d_private_store *store)
{
struct vkd3d_private_data *data, *cursor;
LIST_FOR_EACH_ENTRY_SAFE(data, cursor, &store->content, struct vkd3d_private_data, entry)
{
vkd3d_private_data_destroy(data);
}
vkd3d_mutex_destroy(&store->mutex);
}
HRESULT vkd3d_get_private_data(struct vkd3d_private_store *store, const GUID *tag, unsigned int *out_size, void *out);
HRESULT vkd3d_set_private_data(struct vkd3d_private_store *store,
const GUID *tag, unsigned int data_size, const void *data);
HRESULT vkd3d_set_private_data_interface(struct vkd3d_private_store *store, const GUID *tag, const IUnknown *object);
struct vkd3d_signaled_semaphore
{
uint64_t value;
union
{
struct
{
VkSemaphore vk_semaphore;
VkFence vk_fence;
bool is_acquired;
} binary;
uint64_t timeline_value;
} u;
const struct vkd3d_queue *signalling_queue;
};
/* ID3D12Fence */
struct d3d12_fence
{
ID3D12Fence1 ID3D12Fence1_iface;
unsigned int internal_refcount;
unsigned int refcount;
D3D12_FENCE_FLAGS flags;
uint64_t value;
uint64_t max_pending_value;
struct vkd3d_mutex mutex;
struct vkd3d_cond null_event_cond;
struct vkd3d_waiting_event
{
uint64_t value;
HANDLE event;
bool *latch;
} *events;
size_t events_size;
size_t event_count;
VkSemaphore timeline_semaphore;
uint64_t timeline_value;
uint64_t pending_timeline_value;
struct vkd3d_signaled_semaphore *semaphores;
size_t semaphores_size;
unsigned int semaphore_count;
VkFence old_vk_fences[VKD3D_MAX_VK_SYNC_OBJECTS];
struct d3d12_device *device;
struct vkd3d_private_store private_store;
};
HRESULT d3d12_fence_create(struct d3d12_device *device, uint64_t initial_value,
D3D12_FENCE_FLAGS flags, struct d3d12_fence **fence);
VkResult vkd3d_create_timeline_semaphore(const struct d3d12_device *device, uint64_t initial_value,
VkSemaphore *timeline_semaphore);
/* ID3D12Heap */
struct d3d12_heap
{
ID3D12Heap ID3D12Heap_iface;
unsigned int refcount;
unsigned int resource_count;
bool is_private;
D3D12_HEAP_DESC desc;
struct vkd3d_mutex mutex;
VkDeviceMemory vk_memory;
void *map_ptr;
unsigned int map_count;
uint32_t vk_memory_type;
struct d3d12_device *device;
struct vkd3d_private_store private_store;
};
HRESULT d3d12_heap_create(struct d3d12_device *device, const D3D12_HEAP_DESC *desc,
const struct d3d12_resource *resource, ID3D12ProtectedResourceSession *protected_session, struct d3d12_heap **heap);
struct d3d12_heap *unsafe_impl_from_ID3D12Heap(ID3D12Heap *iface);
#define VKD3D_RESOURCE_PUBLIC_FLAGS \
(VKD3D_RESOURCE_INITIAL_STATE_TRANSITION | VKD3D_RESOURCE_PRESENT_STATE_TRANSITION)
#define VKD3D_RESOURCE_EXTERNAL 0x00000004
#define VKD3D_RESOURCE_DEDICATED_HEAP 0x00000008
#define VKD3D_RESOURCE_LINEAR_TILING 0x00000010
struct vkd3d_tiled_region_extent
{
unsigned int width;
unsigned int height;
unsigned int depth;
};
struct vkd3d_subresource_tile_info
{
unsigned int offset;
unsigned int count;
struct vkd3d_tiled_region_extent extent;
};
struct d3d12_resource_tile_info
{
VkExtent3D tile_extent;
unsigned int total_count;
unsigned int standard_mip_count;
unsigned int packed_mip_tile_count;
unsigned int subresource_count;
struct vkd3d_subresource_tile_info *subresources;
};
/* ID3D12Resource */
struct d3d12_resource
{
ID3D12Resource2 ID3D12Resource2_iface;
unsigned int refcount;
unsigned int internal_refcount;
D3D12_RESOURCE_DESC1 desc;
const struct vkd3d_format *format;
D3D12_GPU_VIRTUAL_ADDRESS gpu_address;
union
{
VkBuffer vk_buffer;
VkImage vk_image;
} u;
unsigned int flags;
unsigned int map_count;
struct d3d12_heap *heap;
uint64_t heap_offset;
D3D12_RESOURCE_STATES initial_state;
D3D12_RESOURCE_STATES present_state;
struct d3d12_device *device;
struct d3d12_resource_tile_info tiles;
struct vkd3d_private_store private_store;
};
static inline struct d3d12_resource *impl_from_ID3D12Resource(ID3D12Resource *iface)
{
return CONTAINING_RECORD(iface, struct d3d12_resource, ID3D12Resource2_iface);
}
static inline struct d3d12_resource *impl_from_ID3D12Resource2(ID3D12Resource2 *iface)
{
return CONTAINING_RECORD(iface, struct d3d12_resource, ID3D12Resource2_iface);
}
static inline bool d3d12_resource_is_buffer(const struct d3d12_resource *resource)
{
return resource->desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER;
}
static inline bool d3d12_resource_is_texture(const struct d3d12_resource *resource)
{
return resource->desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER;
}
struct vkd3d_resource_allocation_info
{
uint64_t offset;
uint64_t alignment;
uint64_t size_in_bytes;
};
bool d3d12_resource_is_cpu_accessible(const struct d3d12_resource *resource);
HRESULT d3d12_resource_validate_desc(const D3D12_RESOURCE_DESC1 *desc, struct d3d12_device *device);
void d3d12_resource_get_tiling(struct d3d12_device *device, const struct d3d12_resource *resource,
UINT *total_tile_count, D3D12_PACKED_MIP_INFO *packed_mip_info, D3D12_TILE_SHAPE *standard_tile_shape,
UINT *sub_resource_tiling_count, UINT first_sub_resource_tiling,
D3D12_SUBRESOURCE_TILING *sub_resource_tilings);
HRESULT d3d12_committed_resource_create(struct d3d12_device *device,
const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
const D3D12_RESOURCE_DESC1 *desc, D3D12_RESOURCE_STATES initial_state,
const D3D12_CLEAR_VALUE *optimized_clear_value, ID3D12ProtectedResourceSession *protected_session,
struct d3d12_resource **resource);
HRESULT d3d12_placed_resource_create(struct d3d12_device *device, struct d3d12_heap *heap, uint64_t heap_offset,
const D3D12_RESOURCE_DESC1 *desc, D3D12_RESOURCE_STATES initial_state,
const D3D12_CLEAR_VALUE *optimized_clear_value, struct d3d12_resource **resource);
HRESULT d3d12_reserved_resource_create(struct d3d12_device *device,
const D3D12_RESOURCE_DESC1 *desc, D3D12_RESOURCE_STATES initial_state,
const D3D12_CLEAR_VALUE *optimized_clear_value, struct d3d12_resource **resource);
struct d3d12_resource *unsafe_impl_from_ID3D12Resource(ID3D12Resource *iface);
static inline void d3d12_resource_desc1_from_desc(D3D12_RESOURCE_DESC1 *desc1, const D3D12_RESOURCE_DESC *desc)
{
memcpy(desc1, desc, sizeof(*desc));
desc1->SamplerFeedbackMipRegion.Width = 0;
desc1->SamplerFeedbackMipRegion.Height = 0;
desc1->SamplerFeedbackMipRegion.Depth = 0;
}
HRESULT vkd3d_allocate_buffer_memory(struct d3d12_device *device, VkBuffer vk_buffer,
const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
VkDeviceMemory *vk_memory, uint32_t *vk_memory_type, VkDeviceSize *vk_memory_size);
HRESULT vkd3d_create_buffer(struct d3d12_device *device,
const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
const D3D12_RESOURCE_DESC1 *desc, VkBuffer *vk_buffer);
HRESULT vkd3d_get_image_allocation_info(struct d3d12_device *device,
const D3D12_RESOURCE_DESC1 *desc, struct vkd3d_resource_allocation_info *allocation_info);
enum vkd3d_view_type
{
VKD3D_VIEW_TYPE_BUFFER,
VKD3D_VIEW_TYPE_IMAGE,
VKD3D_VIEW_TYPE_SAMPLER,
};
struct vkd3d_resource_view
{
enum vkd3d_view_type type;
union
{
VkBufferView vk_buffer_view;
VkImageView vk_image_view;
VkSampler vk_sampler;
} u;
VkBufferView vk_counter_view;
const struct vkd3d_format *format;
union
{
struct
{
VkDeviceSize offset;
VkDeviceSize size;
} buffer;
struct
{
VkImageViewType vk_view_type;
unsigned int miplevel_idx;
unsigned int layer_idx;
unsigned int layer_count;
} texture;
} info;
};
struct vkd3d_texture_view_desc
{
VkImageViewType view_type;
const struct vkd3d_format *format;
unsigned int miplevel_idx;
unsigned int miplevel_count;
unsigned int layer_idx;
unsigned int layer_count;
VkImageAspectFlags vk_image_aspect;
VkComponentMapping components;
bool allowed_swizzle;
VkImageUsageFlags usage;
};
struct vkd3d_desc_header
{
uint32_t magic;
unsigned int volatile refcount;
void *next;
VkDescriptorType vk_descriptor_type;
};
struct vkd3d_view
{
struct vkd3d_desc_header h;
struct vkd3d_resource_view v;
};
bool vkd3d_create_buffer_view(struct d3d12_device *device, uint32_t magic, VkBuffer vk_buffer,
const struct vkd3d_format *format, VkDeviceSize offset, VkDeviceSize size, struct vkd3d_view **view);
bool vkd3d_create_texture_view(struct d3d12_device *device, uint32_t magic, VkImage vk_image,
const struct vkd3d_texture_view_desc *desc, struct vkd3d_view **view);
struct vkd3d_cbuffer_desc
{
struct vkd3d_desc_header h;
VkDescriptorBufferInfo vk_cbv_info;
};
struct d3d12_desc
{
struct
{
union d3d12_desc_object
{
struct vkd3d_desc_header *header;
struct vkd3d_view *view;
struct vkd3d_cbuffer_desc *cb_desc;
void *object;
} u;
} s;
unsigned int index;
unsigned int next;
};
void vkd3d_view_decref(void *view, struct d3d12_device *device);
static inline bool vkd3d_view_incref(void *desc)
{
struct vkd3d_desc_header *h = desc;
unsigned int refcount;
do
{
refcount = h->refcount;
/* Avoid incrementing a freed object. Reading the value is safe because objects are recycled. */
if (refcount <= 0)
return false;
}
while (!vkd3d_atomic_compare_exchange_u32(&h->refcount, refcount, refcount + 1));
return true;
}
static inline void *d3d12_desc_get_object_ref(const volatile struct d3d12_desc *src, struct d3d12_device *device)
{
void *view;
/* Some games, e.g. Shadow of the Tomb Raider, GRID 2019, and Horizon Zero Dawn, write descriptors
* from multiple threads without synchronisation. This is apparently valid in Windows. */
for (;;)
{
do
{
if (!(view = src->s.u.object))
return NULL;
} while (!vkd3d_view_incref(view));
/* Check if the object is still in src to handle the case where it was
* already freed and reused elsewhere when the refcount was incremented. */
if (view == src->s.u.object)
return view;
vkd3d_view_decref(view, device);
}
}
static inline struct d3d12_desc *d3d12_desc_from_cpu_handle(D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle)
{
return (struct d3d12_desc *)cpu_handle.ptr;
}
static inline struct d3d12_desc *d3d12_desc_from_gpu_handle(D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle)
{
return (struct d3d12_desc *)(intptr_t)gpu_handle.ptr;
}
static inline void d3d12_desc_copy_raw(struct d3d12_desc *dst, const struct d3d12_desc *src)
{
dst->s = src->s;
}
struct d3d12_descriptor_heap;
void d3d12_desc_copy(struct d3d12_desc *dst, const struct d3d12_desc *src, struct d3d12_descriptor_heap *dst_heap,
struct d3d12_device *device);
void d3d12_desc_create_cbv(struct d3d12_desc *descriptor,
struct d3d12_device *device, const D3D12_CONSTANT_BUFFER_VIEW_DESC *desc);
void d3d12_desc_create_srv(struct d3d12_desc *descriptor,
struct d3d12_device *device, struct d3d12_resource *resource,
const D3D12_SHADER_RESOURCE_VIEW_DESC *desc);
void d3d12_desc_create_uav(struct d3d12_desc *descriptor, struct d3d12_device *device,
struct d3d12_resource *resource, struct d3d12_resource *counter_resource,
const D3D12_UNORDERED_ACCESS_VIEW_DESC *desc);
void d3d12_desc_create_sampler(struct d3d12_desc *sampler, struct d3d12_device *device, const D3D12_SAMPLER_DESC *desc);
void d3d12_desc_write_atomic(struct d3d12_desc *dst, const struct d3d12_desc *src, struct d3d12_device *device);
bool vkd3d_create_raw_buffer_view(struct d3d12_device *device,
D3D12_GPU_VIRTUAL_ADDRESS gpu_address, D3D12_ROOT_PARAMETER_TYPE parameter_type, VkBufferView *vk_buffer_view);
HRESULT vkd3d_create_static_sampler(struct d3d12_device *device,
const D3D12_STATIC_SAMPLER_DESC *desc, VkSampler *vk_sampler);
struct d3d12_rtv_desc
{
VkSampleCountFlagBits sample_count;
const struct vkd3d_format *format;
uint64_t width;
unsigned int height;
unsigned int layer_count;
struct vkd3d_view *view;
struct d3d12_resource *resource;
};
static inline struct d3d12_rtv_desc *d3d12_rtv_desc_from_cpu_handle(D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle)
{
return (struct d3d12_rtv_desc *)cpu_handle.ptr;
}
void d3d12_rtv_desc_create_rtv(struct d3d12_rtv_desc *rtv_desc, struct d3d12_device *device,
struct d3d12_resource *resource, const D3D12_RENDER_TARGET_VIEW_DESC *desc);
struct d3d12_dsv_desc
{
VkSampleCountFlagBits sample_count;
const struct vkd3d_format *format;
uint64_t width;
unsigned int height;
unsigned int layer_count;
struct vkd3d_view *view;
struct d3d12_resource *resource;
};
static inline struct d3d12_dsv_desc *d3d12_dsv_desc_from_cpu_handle(D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle)
{
return (struct d3d12_dsv_desc *)cpu_handle.ptr;
}
void d3d12_dsv_desc_create_dsv(struct d3d12_dsv_desc *dsv_desc, struct d3d12_device *device,
struct d3d12_resource *resource, const D3D12_DEPTH_STENCIL_VIEW_DESC *desc);
enum vkd3d_vk_descriptor_set_index
{
VKD3D_SET_INDEX_SAMPLER,
VKD3D_SET_INDEX_UAV_COUNTER,
VKD3D_SET_INDEX_MUTABLE,
/* These are used when mutable descriptors are not available to back
* SRV-UAV-CBV descriptor heaps. They must stay at the end of this
* enumeration, so that they can be ignored when mutable descriptors are
* used. */
VKD3D_SET_INDEX_UNIFORM_BUFFER = VKD3D_SET_INDEX_MUTABLE,
VKD3D_SET_INDEX_UNIFORM_TEXEL_BUFFER,
VKD3D_SET_INDEX_SAMPLED_IMAGE,
VKD3D_SET_INDEX_STORAGE_TEXEL_BUFFER,
VKD3D_SET_INDEX_STORAGE_IMAGE,
VKD3D_SET_INDEX_COUNT
};
extern const enum vkd3d_vk_descriptor_set_index vk_descriptor_set_index_table[];
static inline enum vkd3d_vk_descriptor_set_index vkd3d_vk_descriptor_set_index_from_vk_descriptor_type(
VkDescriptorType type)
{
VKD3D_ASSERT(type <= VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
VKD3D_ASSERT(vk_descriptor_set_index_table[type] < VKD3D_SET_INDEX_COUNT);
return vk_descriptor_set_index_table[type];
}
struct vkd3d_vk_descriptor_heap_layout
{
VkDescriptorType type;
bool buffer_dimension;
D3D12_DESCRIPTOR_HEAP_TYPE applicable_heap_type;
unsigned int count;
VkDescriptorSetLayout vk_set_layout;
};
struct d3d12_descriptor_heap_vk_set
{
VkDescriptorSet vk_set;
VkDescriptorType vk_type;
};
/* ID3D12DescriptorHeap */
struct d3d12_descriptor_heap
{
ID3D12DescriptorHeap ID3D12DescriptorHeap_iface;
unsigned int refcount;
uint64_t serial_id;
D3D12_DESCRIPTOR_HEAP_DESC desc;
struct d3d12_device *device;
bool use_vk_heaps;
struct vkd3d_private_store private_store;
VkDescriptorPool vk_descriptor_pool;
struct d3d12_descriptor_heap_vk_set vk_descriptor_sets[VKD3D_SET_INDEX_COUNT];
struct vkd3d_mutex vk_sets_mutex;
unsigned int volatile dirty_list_head;
uint8_t DECLSPEC_ALIGN(sizeof(void *)) descriptors[];
};
void d3d12_desc_flush_vk_heap_updates_locked(struct d3d12_descriptor_heap *descriptor_heap, struct d3d12_device *device);
static inline struct d3d12_descriptor_heap *d3d12_desc_get_descriptor_heap(const struct d3d12_desc *descriptor)
{
return CONTAINING_RECORD(descriptor - descriptor->index, struct d3d12_descriptor_heap, descriptors);
}
static inline unsigned int d3d12_desc_heap_range_size(const struct d3d12_desc *descriptor)
{
const struct d3d12_descriptor_heap *heap = d3d12_desc_get_descriptor_heap(descriptor);
return heap->desc.NumDescriptors - descriptor->index;
}
HRESULT d3d12_descriptor_heap_create(struct d3d12_device *device,
const D3D12_DESCRIPTOR_HEAP_DESC *desc, struct d3d12_descriptor_heap **descriptor_heap);
/* ID3D12QueryHeap */
struct d3d12_query_heap
{
ID3D12QueryHeap ID3D12QueryHeap_iface;
unsigned int refcount;
VkQueryPool vk_query_pool;
struct d3d12_device *device;
struct vkd3d_private_store private_store;
uint64_t availability_mask[];
};
HRESULT d3d12_query_heap_create(struct d3d12_device *device,
const D3D12_QUERY_HEAP_DESC *desc, struct d3d12_query_heap **heap);
struct d3d12_query_heap *unsafe_impl_from_ID3D12QueryHeap(ID3D12QueryHeap *iface);
/* A Vulkan query has to be issued at least one time before the result is
* available. In D3D12 it is legal to get query results for not issued queries.
*/
static inline bool d3d12_query_heap_is_result_available(const struct d3d12_query_heap *heap,
unsigned int query_index)
{
unsigned int index = query_index / (sizeof(*heap->availability_mask) * CHAR_BIT);
unsigned int shift = query_index % (sizeof(*heap->availability_mask) * CHAR_BIT);
return heap->availability_mask[index] & ((uint64_t)1 << shift);
}
static inline void d3d12_query_heap_mark_result_as_available(struct d3d12_query_heap *heap,
unsigned int query_index)
{
unsigned int index = query_index / (sizeof(*heap->availability_mask) * CHAR_BIT);
unsigned int shift = query_index % (sizeof(*heap->availability_mask) * CHAR_BIT);
heap->availability_mask[index] |= (uint64_t)1 << shift;
}
struct d3d12_root_descriptor_table_range
{
unsigned int offset;
unsigned int descriptor_count;
unsigned int vk_binding_count;
uint32_t set;
uint32_t binding;
enum vkd3d_shader_descriptor_type type;
uint32_t descriptor_magic;
unsigned int register_space;
unsigned int base_register_idx;
};
struct d3d12_root_descriptor_table
{
unsigned int range_count;
struct d3d12_root_descriptor_table_range *ranges;
};
struct d3d12_root_constant
{
VkShaderStageFlags stage_flags;
uint32_t offset;
};
struct d3d12_root_descriptor
{
uint32_t binding;
};
struct d3d12_root_parameter
{
D3D12_ROOT_PARAMETER_TYPE parameter_type;
union
{
struct d3d12_root_constant constant;
struct d3d12_root_descriptor descriptor;
struct d3d12_root_descriptor_table descriptor_table;
} u;
};
struct d3d12_descriptor_set_layout
{
VkDescriptorSetLayout vk_layout;
unsigned int unbounded_offset;
unsigned int table_index;
};
/* ID3D12RootSignature */
struct d3d12_root_signature
{
ID3D12RootSignature ID3D12RootSignature_iface;
unsigned int refcount;
VkPipelineLayout vk_pipeline_layout;
struct d3d12_descriptor_set_layout descriptor_set_layouts[VKD3D_MAX_DESCRIPTOR_SETS];
uint32_t vk_set_count;
bool use_descriptor_arrays;
struct d3d12_root_parameter *parameters;
unsigned int parameter_count;
uint32_t main_set;
uint64_t descriptor_table_mask;
uint32_t push_descriptor_mask;
D3D12_ROOT_SIGNATURE_FLAGS flags;
unsigned int binding_count;
unsigned int uav_mapping_count;
struct vkd3d_shader_resource_binding *descriptor_mapping;
struct vkd3d_shader_descriptor_offset *descriptor_offsets;
struct vkd3d_shader_uav_counter_binding *uav_counter_mapping;
struct vkd3d_shader_descriptor_offset *uav_counter_offsets;
unsigned int descriptor_table_offset;
unsigned int descriptor_table_count;
unsigned int root_constant_count;
struct vkd3d_shader_push_constant_buffer *root_constants;
unsigned int root_descriptor_count;
unsigned int push_constant_range_count;
/* Only a single push constant range may include the same stage in Vulkan. */
VkPushConstantRange push_constant_ranges[D3D12_SHADER_VISIBILITY_PIXEL + 1];
unsigned int static_sampler_count;
VkSampler *static_samplers;
struct d3d12_device *device;
struct vkd3d_private_store private_store;
};
HRESULT d3d12_root_signature_create(struct d3d12_device *device, const void *bytecode,
size_t bytecode_length, struct d3d12_root_signature **root_signature);
struct d3d12_root_signature *unsafe_impl_from_ID3D12RootSignature(ID3D12RootSignature *iface);
int vkd3d_parse_root_signature_v_1_0(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_versioned_root_signature_desc *desc);
struct d3d12_graphics_pipeline_state
{
VkPipelineShaderStageCreateInfo stages[VKD3D_MAX_SHADER_STAGES];
size_t stage_count;
VkVertexInputAttributeDescription attributes[D3D12_VS_INPUT_REGISTER_COUNT];
VkVertexInputRate input_rates[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
VkVertexInputBindingDivisorDescriptionEXT instance_divisors[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
size_t instance_divisor_count;
size_t attribute_count;
bool om_logic_op_enable;
VkLogicOp om_logic_op;
VkPipelineColorBlendAttachmentState blend_attachments[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT];
unsigned int rt_count;
unsigned int null_attachment_mask;
VkFormat dsv_format;
VkFormat rtv_formats[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT];
VkRenderPass render_pass;
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE index_buffer_strip_cut_value;
VkPipelineRasterizationStateCreateInfo rs_desc;
VkPipelineMultisampleStateCreateInfo ms_desc;
VkPipelineDepthStencilStateCreateInfo ds_desc;
VkSampleMask sample_mask[2];
VkPipelineRasterizationDepthClipStateCreateInfoEXT rs_depth_clip_info;
VkPipelineRasterizationStateStreamCreateInfoEXT rs_stream_info;
const struct d3d12_root_signature *root_signature;
struct list compiled_pipelines;
bool xfb_enabled;
};
static inline unsigned int dsv_attachment_mask(const struct d3d12_graphics_pipeline_state *graphics)
{
return 1u << graphics->rt_count;
}
struct d3d12_compute_pipeline_state
{
VkPipeline vk_pipeline;
};
struct d3d12_pipeline_uav_counter_state
{
VkPipelineLayout vk_pipeline_layout;
VkDescriptorSetLayout vk_set_layout;
uint32_t set_index;
struct vkd3d_shader_uav_counter_binding *bindings;
unsigned int binding_count;
};
/* ID3D12PipelineState */
struct d3d12_pipeline_state
{
ID3D12PipelineState ID3D12PipelineState_iface;
unsigned int refcount;
union
{
struct d3d12_graphics_pipeline_state graphics;
struct d3d12_compute_pipeline_state compute;
} u;
VkPipelineBindPoint vk_bind_point;
struct d3d12_pipeline_uav_counter_state uav_counters;
ID3D12RootSignature *implicit_root_signature;
struct d3d12_device *device;
struct vkd3d_private_store private_store;
};
static inline bool d3d12_pipeline_state_is_compute(const struct d3d12_pipeline_state *state)
{
return state && state->vk_bind_point == VK_PIPELINE_BIND_POINT_COMPUTE;
}
static inline bool d3d12_pipeline_state_is_graphics(const struct d3d12_pipeline_state *state)
{
return state && state->vk_bind_point == VK_PIPELINE_BIND_POINT_GRAPHICS;
}
static inline bool d3d12_pipeline_state_has_unknown_dsv_format(struct d3d12_pipeline_state *state)
{
if (d3d12_pipeline_state_is_graphics(state))
{
struct d3d12_graphics_pipeline_state *graphics = &state->u.graphics;
return graphics->null_attachment_mask & dsv_attachment_mask(graphics);
}
return false;
}
struct d3d12_pipeline_state_desc
{
ID3D12RootSignature *root_signature;
D3D12_SHADER_BYTECODE vs;
D3D12_SHADER_BYTECODE ps;
D3D12_SHADER_BYTECODE ds;
D3D12_SHADER_BYTECODE hs;
D3D12_SHADER_BYTECODE gs;
D3D12_SHADER_BYTECODE cs;
D3D12_STREAM_OUTPUT_DESC stream_output;
D3D12_BLEND_DESC blend_state;
unsigned int sample_mask;
D3D12_RASTERIZER_DESC rasterizer_state;
D3D12_DEPTH_STENCIL_DESC1 depth_stencil_state;
D3D12_INPUT_LAYOUT_DESC input_layout;
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE strip_cut_value;
D3D12_PRIMITIVE_TOPOLOGY_TYPE primitive_topology_type;
struct D3D12_RT_FORMAT_ARRAY rtv_formats;
DXGI_FORMAT dsv_format;
DXGI_SAMPLE_DESC sample_desc;
D3D12_VIEW_INSTANCING_DESC view_instancing_desc;
unsigned int node_mask;
D3D12_CACHED_PIPELINE_STATE cached_pso;
D3D12_PIPELINE_STATE_FLAGS flags;
};
HRESULT d3d12_pipeline_state_create_compute(struct d3d12_device *device,
const D3D12_COMPUTE_PIPELINE_STATE_DESC *desc, struct d3d12_pipeline_state **state);
HRESULT d3d12_pipeline_state_create_graphics(struct d3d12_device *device,
const D3D12_GRAPHICS_PIPELINE_STATE_DESC *desc, struct d3d12_pipeline_state **state);
HRESULT d3d12_pipeline_state_create(struct d3d12_device *device,
const D3D12_PIPELINE_STATE_STREAM_DESC *desc, struct d3d12_pipeline_state **state);
VkPipeline d3d12_pipeline_state_get_or_create_pipeline(struct d3d12_pipeline_state *state,
D3D12_PRIMITIVE_TOPOLOGY topology, const uint32_t *strides, VkFormat dsv_format, VkRenderPass *vk_render_pass);
struct d3d12_pipeline_state *unsafe_impl_from_ID3D12PipelineState(ID3D12PipelineState *iface);
struct vkd3d_buffer
{
VkBuffer vk_buffer;
VkDeviceMemory vk_memory;
};
/* ID3D12CommandAllocator */
struct d3d12_command_allocator
{
ID3D12CommandAllocator ID3D12CommandAllocator_iface;
unsigned int refcount;
D3D12_COMMAND_LIST_TYPE type;
VkQueueFlags vk_queue_flags;
VkCommandPool vk_command_pool;
VkDescriptorPool vk_descriptor_pool;
VkDescriptorPool *free_descriptor_pools;
size_t free_descriptor_pools_size;
size_t free_descriptor_pool_count;
VkRenderPass *passes;
size_t passes_size;
size_t pass_count;
VkFramebuffer *framebuffers;
size_t framebuffers_size;
size_t framebuffer_count;
VkDescriptorPool *descriptor_pools;
size_t descriptor_pools_size;
size_t descriptor_pool_count;
struct vkd3d_view **views;
size_t views_size;
size_t view_count;
VkBufferView *buffer_views;
size_t buffer_views_size;
size_t buffer_view_count;
struct vkd3d_buffer *transfer_buffers;
size_t transfer_buffers_size;
size_t transfer_buffer_count;
VkCommandBuffer *command_buffers;
size_t command_buffers_size;
size_t command_buffer_count;
struct d3d12_command_list *current_command_list;
struct d3d12_device *device;
struct vkd3d_private_store private_store;
};
HRESULT d3d12_command_allocator_create(struct d3d12_device *device,
D3D12_COMMAND_LIST_TYPE type, struct d3d12_command_allocator **allocator);
struct vkd3d_push_descriptor
{
union
{
VkBufferView vk_buffer_view;
struct
{
VkBuffer vk_buffer;
VkDeviceSize offset;
} cbv;
} u;
};
struct vkd3d_pipeline_bindings
{
const struct d3d12_root_signature *root_signature;
VkPipelineBindPoint vk_bind_point;
/* All descriptor sets at index > 1 are for unbounded d3d12 ranges. Set
* 0 or 1 may be unbounded too. */
size_t descriptor_set_count;
VkDescriptorSet descriptor_sets[VKD3D_MAX_DESCRIPTOR_SETS];
bool in_use;
struct d3d12_desc *descriptor_tables[D3D12_MAX_ROOT_COST];
uint64_t descriptor_table_dirty_mask;
uint64_t descriptor_table_active_mask;
uint64_t cbv_srv_uav_heap_id;
uint64_t sampler_heap_id;
VkBufferView *vk_uav_counter_views;
size_t vk_uav_counter_views_size;
bool uav_counters_dirty;
/* Needed when VK_KHR_push_descriptor is not available. */
struct vkd3d_push_descriptor push_descriptors[D3D12_MAX_ROOT_COST / 2];
uint32_t push_descriptor_dirty_mask;
uint32_t push_descriptor_active_mask;
};
enum vkd3d_pipeline_bind_point
{
VKD3D_PIPELINE_BIND_POINT_GRAPHICS = 0x0,
VKD3D_PIPELINE_BIND_POINT_COMPUTE = 0x1,
VKD3D_PIPELINE_BIND_POINT_COUNT = 0x2,
};
/* ID3D12CommandList */
struct d3d12_command_list
{
ID3D12GraphicsCommandList6 ID3D12GraphicsCommandList6_iface;
unsigned int refcount;
D3D12_COMMAND_LIST_TYPE type;
VkQueueFlags vk_queue_flags;
bool is_recording;
bool is_valid;
VkCommandBuffer vk_command_buffer;
uint32_t strides[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
D3D12_PRIMITIVE_TOPOLOGY primitive_topology;
DXGI_FORMAT index_buffer_format;
VkImageView rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT];
VkImageView dsv;
unsigned int fb_width;
unsigned int fb_height;
unsigned int fb_layer_count;
VkFormat dsv_format;
bool xfb_enabled;
bool has_depth_bounds;
bool is_predicated;
VkFramebuffer current_framebuffer;
VkPipeline current_pipeline;
VkRenderPass pso_render_pass;
VkRenderPass current_render_pass;
struct vkd3d_pipeline_bindings pipeline_bindings[VKD3D_PIPELINE_BIND_POINT_COUNT];
struct d3d12_pipeline_state *state;
struct d3d12_command_allocator *allocator;
struct d3d12_device *device;
VkBuffer so_counter_buffers[D3D12_SO_BUFFER_SLOT_COUNT];
VkDeviceSize so_counter_buffer_offsets[D3D12_SO_BUFFER_SLOT_COUNT];
struct d3d12_descriptor_heap *descriptor_heaps[64];
unsigned int descriptor_heap_count;
struct vkd3d_private_store private_store;
};
HRESULT d3d12_command_list_create(struct d3d12_device *device,
UINT node_mask, D3D12_COMMAND_LIST_TYPE type, ID3D12CommandAllocator *allocator_iface,
ID3D12PipelineState *initial_pipeline_state, struct d3d12_command_list **list);
struct vkd3d_queue
{
/* Access to VkQueue must be externally synchronized. */
struct vkd3d_mutex mutex;
VkQueue vk_queue;
uint64_t completed_sequence_number;
uint64_t submitted_sequence_number;
uint32_t vk_family_index;
VkQueueFlags vk_queue_flags;
uint32_t timestamp_bits;
struct
{
VkSemaphore vk_semaphore;
uint64_t sequence_number;
} *semaphores;
size_t semaphores_size;
size_t semaphore_count;
VkSemaphore old_vk_semaphores[VKD3D_MAX_VK_SYNC_OBJECTS];
};
VkQueue vkd3d_queue_acquire(struct vkd3d_queue *queue);
HRESULT vkd3d_queue_create(struct d3d12_device *device, uint32_t family_index,
const VkQueueFamilyProperties *properties, struct vkd3d_queue **queue);
void vkd3d_queue_destroy(struct vkd3d_queue *queue, struct d3d12_device *device);
void vkd3d_queue_release(struct vkd3d_queue *queue);
enum vkd3d_cs_op
{
VKD3D_CS_OP_WAIT,
VKD3D_CS_OP_SIGNAL,
VKD3D_CS_OP_EXECUTE,
VKD3D_CS_OP_UPDATE_MAPPINGS,
VKD3D_CS_OP_COPY_MAPPINGS,
};
struct vkd3d_cs_wait
{
struct d3d12_fence *fence;
uint64_t value;
};
struct vkd3d_cs_signal
{
struct d3d12_fence *fence;
uint64_t value;
};
struct vkd3d_cs_execute
{
VkCommandBuffer *buffers;
unsigned int buffer_count;
};
struct vkd3d_cs_update_mappings
{
struct d3d12_resource *resource;
struct d3d12_heap *heap;
D3D12_TILED_RESOURCE_COORDINATE *region_start_coordinates;
D3D12_TILE_REGION_SIZE *region_sizes;
D3D12_TILE_RANGE_FLAGS *range_flags;
UINT *heap_range_offsets;
UINT *range_tile_counts;
UINT region_count;
UINT range_count;
D3D12_TILE_MAPPING_FLAGS flags;
};
struct vkd3d_cs_copy_mappings
{
struct d3d12_resource *dst_resource;
struct d3d12_resource *src_resource;
D3D12_TILED_RESOURCE_COORDINATE dst_region_start_coordinate;
D3D12_TILED_RESOURCE_COORDINATE src_region_start_coordinate;
D3D12_TILE_REGION_SIZE region_size;
D3D12_TILE_MAPPING_FLAGS flags;
};
struct vkd3d_cs_op_data
{
enum vkd3d_cs_op opcode;
union
{
struct vkd3d_cs_wait wait;
struct vkd3d_cs_signal signal;
struct vkd3d_cs_execute execute;
struct vkd3d_cs_update_mappings update_mappings;
struct vkd3d_cs_copy_mappings copy_mappings;
} u;
};
struct d3d12_command_queue_op_array
{
struct vkd3d_cs_op_data *ops;
size_t count;
size_t size;
};
/* ID3D12CommandQueue */
struct d3d12_command_queue
{
ID3D12CommandQueue ID3D12CommandQueue_iface;
unsigned int refcount;
D3D12_COMMAND_QUEUE_DESC desc;
struct vkd3d_queue *vkd3d_queue;
struct vkd3d_fence_worker fence_worker;
const struct d3d12_fence *last_waited_fence;
uint64_t last_waited_fence_value;
struct d3d12_device *device;
struct vkd3d_mutex op_mutex;
/* These fields are protected by op_mutex. */
struct d3d12_command_queue_op_array op_queue;
bool is_flushing;
/* This field is not protected by op_mutex, but can only be used
* by the thread that set is_flushing; when is_flushing is not
* set, aux_op_queue.count must be zero. */
struct d3d12_command_queue_op_array aux_op_queue;
bool supports_sparse_binding;
struct vkd3d_private_store private_store;
};
HRESULT d3d12_command_queue_create(struct d3d12_device *device,
const D3D12_COMMAND_QUEUE_DESC *desc, struct d3d12_command_queue **queue);
/* ID3D12CommandSignature */
struct d3d12_command_signature
{
ID3D12CommandSignature ID3D12CommandSignature_iface;
unsigned int refcount;
unsigned int internal_refcount;
D3D12_COMMAND_SIGNATURE_DESC desc;
struct d3d12_device *device;
struct vkd3d_private_store private_store;
};
HRESULT d3d12_command_signature_create(struct d3d12_device *device,
const D3D12_COMMAND_SIGNATURE_DESC *desc, struct d3d12_command_signature **signature);
struct d3d12_command_signature *unsafe_impl_from_ID3D12CommandSignature(ID3D12CommandSignature *iface);
/* NULL resources */
struct vkd3d_null_resources
{
VkBuffer vk_buffer;
VkDeviceMemory vk_buffer_memory;
VkBuffer vk_storage_buffer;
VkDeviceMemory vk_storage_buffer_memory;
VkImage vk_2d_image;
VkDeviceMemory vk_2d_image_memory;
VkImage vk_2d_storage_image;
VkDeviceMemory vk_2d_storage_image_memory;
};
HRESULT vkd3d_init_null_resources(struct vkd3d_null_resources *null_resources, struct d3d12_device *device);
void vkd3d_destroy_null_resources(struct vkd3d_null_resources *null_resources, struct d3d12_device *device);
struct vkd3d_format_compatibility_list
{
DXGI_FORMAT typeless_format;
unsigned int format_count;
VkFormat vk_formats[VKD3D_MAX_COMPATIBLE_FORMAT_COUNT];
};
struct vkd3d_uav_clear_args
{
VkClearColorValue colour;
VkOffset2D offset;
VkExtent2D extent;
};
struct vkd3d_uav_clear_pipelines
{
VkPipeline buffer;
VkPipeline image_1d;
VkPipeline image_1d_array;
VkPipeline image_2d;
VkPipeline image_2d_array;
VkPipeline image_3d;
};
struct vkd3d_uav_clear_state
{
VkDescriptorSetLayout vk_set_layout_buffer;
VkDescriptorSetLayout vk_set_layout_image;
VkPipelineLayout vk_pipeline_layout_buffer;
VkPipelineLayout vk_pipeline_layout_image;
struct vkd3d_uav_clear_pipelines pipelines_float;
struct vkd3d_uav_clear_pipelines pipelines_uint;
};
HRESULT vkd3d_uav_clear_state_init(struct vkd3d_uav_clear_state *state, struct d3d12_device *device);
void vkd3d_uav_clear_state_cleanup(struct vkd3d_uav_clear_state *state, struct d3d12_device *device);
struct desc_object_cache_head
{
void *head;
unsigned int spinlock;
};
struct vkd3d_desc_object_cache
{
struct desc_object_cache_head heads[16];
unsigned int next_index;
unsigned int free_count;
size_t size;
};
#define VKD3D_DESCRIPTOR_POOL_COUNT 6
/* ID3D12Device */
struct d3d12_device
{
ID3D12Device9 ID3D12Device9_iface;
unsigned int refcount;
VkDevice vk_device;
VkPhysicalDevice vk_physical_device;
struct vkd3d_vk_device_procs vk_procs;
PFN_vkd3d_signal_event signal_event;
size_t wchar_size;
enum vkd3d_shader_spirv_environment environment;
struct vkd3d_gpu_va_allocator gpu_va_allocator;
struct vkd3d_desc_object_cache view_desc_cache;
struct vkd3d_desc_object_cache cbuffer_desc_cache;
VkDescriptorPoolSize vk_pool_sizes[VKD3D_DESCRIPTOR_POOL_COUNT];
unsigned int vk_pool_count;
struct vkd3d_vk_descriptor_heap_layout vk_descriptor_heap_layouts[VKD3D_SET_INDEX_COUNT];
bool use_vk_heaps;
struct d3d12_descriptor_heap **heaps;
size_t heap_capacity;
size_t heap_count;
union vkd3d_thread_handle worker_thread;
struct vkd3d_mutex worker_mutex;
struct vkd3d_cond worker_cond;
bool worker_should_exit;
struct vkd3d_mutex pipeline_cache_mutex;
struct vkd3d_render_pass_cache render_pass_cache;
VkPipelineCache vk_pipeline_cache;
VkPhysicalDeviceMemoryProperties memory_properties;
D3D12_FEATURE_DATA_D3D12_OPTIONS feature_options;
D3D12_FEATURE_DATA_D3D12_OPTIONS1 feature_options1;
D3D12_FEATURE_DATA_D3D12_OPTIONS2 feature_options2;
D3D12_FEATURE_DATA_D3D12_OPTIONS3 feature_options3;
D3D12_FEATURE_DATA_D3D12_OPTIONS4 feature_options4;
D3D12_FEATURE_DATA_D3D12_OPTIONS5 feature_options5;
struct vkd3d_vulkan_info vk_info;
struct vkd3d_queue *direct_queue;
struct vkd3d_queue *compute_queue;
struct vkd3d_queue *copy_queue;
uint32_t queue_family_indices[VKD3D_MAX_QUEUE_FAMILY_COUNT];
unsigned int queue_family_count;
VkTimeDomainEXT vk_host_time_domain;
struct vkd3d_mutex blocked_queues_mutex;
struct d3d12_command_queue *blocked_queues[VKD3D_MAX_DEVICE_BLOCKED_QUEUES];
unsigned int blocked_queue_count;
struct vkd3d_instance *vkd3d_instance;
IUnknown *parent;
LUID adapter_luid;
struct vkd3d_private_store private_store;
HRESULT removed_reason;
const struct vkd3d_format *depth_stencil_formats;
unsigned int format_compatibility_list_count;
const struct vkd3d_format_compatibility_list *format_compatibility_lists;
struct vkd3d_null_resources null_resources;
struct vkd3d_uav_clear_state uav_clear_state;
};
HRESULT d3d12_device_create(struct vkd3d_instance *instance,
const struct vkd3d_device_create_info *create_info, struct d3d12_device **device);
struct vkd3d_queue *d3d12_device_get_vkd3d_queue(struct d3d12_device *device, D3D12_COMMAND_LIST_TYPE type);
bool d3d12_device_is_uma(struct d3d12_device *device, bool *coherent);
void d3d12_device_mark_as_removed(struct d3d12_device *device, HRESULT reason,
const char *message, ...) VKD3D_PRINTF_FUNC(3, 4);
struct d3d12_device *unsafe_impl_from_ID3D12Device9(ID3D12Device9 *iface);
HRESULT d3d12_device_add_descriptor_heap(struct d3d12_device *device, struct d3d12_descriptor_heap *heap);
void d3d12_device_remove_descriptor_heap(struct d3d12_device *device, struct d3d12_descriptor_heap *heap);
static inline HRESULT d3d12_device_query_interface(struct d3d12_device *device, REFIID iid, void **object)
{
return ID3D12Device9_QueryInterface(&device->ID3D12Device9_iface, iid, object);
}
static inline ULONG d3d12_device_add_ref(struct d3d12_device *device)
{
return ID3D12Device9_AddRef(&device->ID3D12Device9_iface);
}
static inline ULONG d3d12_device_release(struct d3d12_device *device)
{
return ID3D12Device9_Release(&device->ID3D12Device9_iface);
}
static inline unsigned int d3d12_device_get_descriptor_handle_increment_size(struct d3d12_device *device,
D3D12_DESCRIPTOR_HEAP_TYPE descriptor_type)
{
return ID3D12Device9_GetDescriptorHandleIncrementSize(&device->ID3D12Device9_iface, descriptor_type);
}
/* utils */
enum vkd3d_format_type
{
VKD3D_FORMAT_TYPE_OTHER,
VKD3D_FORMAT_TYPE_TYPELESS,
VKD3D_FORMAT_TYPE_SINT,
VKD3D_FORMAT_TYPE_UINT,
};
struct vkd3d_format
{
DXGI_FORMAT dxgi_format;
VkFormat vk_format;
size_t byte_count;
size_t block_width;
size_t block_height;
size_t block_byte_count;
VkImageAspectFlags vk_aspect_mask;
unsigned int plane_count;
enum vkd3d_format_type type;
bool is_emulated;
};
static inline size_t vkd3d_format_get_data_offset(const struct vkd3d_format *format,
unsigned int row_pitch, unsigned int slice_pitch,
unsigned int x, unsigned int y, unsigned int z)
{
return z * slice_pitch
+ (y / format->block_height) * row_pitch
+ (x / format->block_width) * format->byte_count * format->block_byte_count;
}
static inline bool vkd3d_format_is_compressed(const struct vkd3d_format *format)
{
return format->block_byte_count != 1;
}
void vkd3d_format_copy_data(const struct vkd3d_format *format, const uint8_t *src,
unsigned int src_row_pitch, unsigned int src_slice_pitch, uint8_t *dst, unsigned int dst_row_pitch,
unsigned int dst_slice_pitch, unsigned int w, unsigned int h, unsigned int d);
const struct vkd3d_format *vkd3d_get_format(const struct d3d12_device *device,
DXGI_FORMAT dxgi_format, bool depth_stencil);
const struct vkd3d_format *vkd3d_find_uint_format(const struct d3d12_device *device, DXGI_FORMAT dxgi_format);
HRESULT vkd3d_init_format_info(struct d3d12_device *device);
void vkd3d_cleanup_format_info(struct d3d12_device *device);
static inline const struct vkd3d_format *vkd3d_format_from_d3d12_resource_desc(
const struct d3d12_device *device, const D3D12_RESOURCE_DESC1 *desc, DXGI_FORMAT view_format)
{
return vkd3d_get_format(device, view_format ? view_format : desc->Format,
desc->Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
}
static inline bool d3d12_box_is_empty(const D3D12_BOX *box)
{
return box->right <= box->left || box->bottom <= box->top || box->back <= box->front;
}
static inline unsigned int d3d12_resource_desc_get_width(const D3D12_RESOURCE_DESC1 *desc,
unsigned int miplevel_idx)
{
return max(1, desc->Width >> miplevel_idx);
}
static inline unsigned int d3d12_resource_desc_get_height(const D3D12_RESOURCE_DESC1 *desc,
unsigned int miplevel_idx)
{
return max(1, desc->Height >> miplevel_idx);
}
static inline unsigned int d3d12_resource_desc_get_depth(const D3D12_RESOURCE_DESC1 *desc,
unsigned int miplevel_idx)
{
unsigned int d = desc->Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D ? 1 : desc->DepthOrArraySize;
return max(1, d >> miplevel_idx);
}
static inline unsigned int d3d12_resource_desc_get_layer_count(const D3D12_RESOURCE_DESC1 *desc)
{
return desc->Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D ? desc->DepthOrArraySize : 1;
}
static inline unsigned int d3d12_resource_desc_get_sub_resource_count(const D3D12_RESOURCE_DESC1 *desc)
{
return d3d12_resource_desc_get_layer_count(desc) * desc->MipLevels;
}
static inline unsigned int vkd3d_compute_workgroup_count(unsigned int thread_count, unsigned int workgroup_size)
{
return (thread_count + workgroup_size - 1) / workgroup_size;
}
VkCompareOp vk_compare_op_from_d3d12(D3D12_COMPARISON_FUNC op);
VkSampleCountFlagBits vk_samples_from_dxgi_sample_desc(const DXGI_SAMPLE_DESC *desc);
VkSampleCountFlagBits vk_samples_from_sample_count(unsigned int sample_count);
bool is_valid_feature_level(D3D_FEATURE_LEVEL feature_level);
bool is_valid_resource_state(D3D12_RESOURCE_STATES state);
bool is_write_resource_state(D3D12_RESOURCE_STATES state);
HRESULT return_interface(void *iface, REFIID iface_iid, REFIID requested_iid, void **object);
const char *debug_cpu_handle(D3D12_CPU_DESCRIPTOR_HANDLE handle);
const char *debug_d3d12_box(const D3D12_BOX *box);
const char *debug_d3d12_shader_component_mapping(unsigned int mapping);
const char *debug_gpu_handle(D3D12_GPU_DESCRIPTOR_HANDLE handle);
const char *debug_vk_extent_3d(VkExtent3D extent);
const char *debug_vk_memory_heap_flags(VkMemoryHeapFlags flags);
const char *debug_vk_memory_property_flags(VkMemoryPropertyFlags flags);
const char *debug_vk_queue_flags(VkQueueFlags flags);
static inline void debug_ignored_node_mask(unsigned int mask)
{
if (mask && mask != 1)
FIXME("Ignoring node mask 0x%08x.\n", mask);
}
HRESULT vkd3d_load_vk_global_procs(struct vkd3d_vk_global_procs *procs,
PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr);
HRESULT vkd3d_load_vk_instance_procs(struct vkd3d_vk_instance_procs *procs,
const struct vkd3d_vk_global_procs *global_procs, VkInstance instance);
HRESULT vkd3d_load_vk_device_procs(struct vkd3d_vk_device_procs *procs,
const struct vkd3d_vk_instance_procs *parent_procs, VkDevice device);
extern const char vkd3d_build[];
bool vkd3d_get_program_name(char program_name[PATH_MAX]);
VkResult vkd3d_set_vk_object_name_utf8(struct d3d12_device *device, uint64_t vk_object,
VkDebugReportObjectTypeEXT vk_object_type, const char *name);
HRESULT vkd3d_set_vk_object_name(struct d3d12_device *device, uint64_t vk_object,
VkDebugReportObjectTypeEXT vk_object_type, const WCHAR *name);
static inline void vk_prepend_struct(void *header, void *structure)
{
VkBaseOutStructure *vk_header = header, *vk_structure = structure;
vk_structure->pNext = vk_header->pNext;
vk_header->pNext = vk_structure;
}
static inline void vkd3d_prepend_struct(void *header, void *structure)
{
struct
{
unsigned int type;
const void *next;
} *vkd3d_header = header, *vkd3d_structure = structure;
VKD3D_ASSERT(!vkd3d_structure->next);
vkd3d_structure->next = vkd3d_header->next;
vkd3d_header->next = vkd3d_structure;
}
struct vkd3d_shader_cache;
int vkd3d_shader_open_cache(struct vkd3d_shader_cache **cache);
unsigned int vkd3d_shader_cache_incref(struct vkd3d_shader_cache *cache);
unsigned int vkd3d_shader_cache_decref(struct vkd3d_shader_cache *cache);
int vkd3d_shader_cache_put(struct vkd3d_shader_cache *cache,
const void *key, size_t key_size, const void *value, size_t value_size);
int vkd3d_shader_cache_get(struct vkd3d_shader_cache *cache,
const void *key, size_t key_size, void *value, size_t *value_size);
#endif /* __VKD3D_PRIVATE_H */