blob: d6854ed842091b3a85bc2599e4dbe2171063dc8b [file] [edit]
/*
* Copyright 2016 Józef Kucia for CodeWeavers
* Copyright 2016 Henri Verbeet 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
*/
#define VKD3D_DBG_CHANNEL VKD3D_DBG_CHANNEL_API
#include "vkd3d_private.h"
#include "vkd3d_d3dkmt.h"
#include "vkd3d_swapchain_factory.h"
#include "vkd3d_descriptor_debug.h"
#include "vkd3d_timestamp_profiler.h"
#ifdef VKD3D_ENABLE_RENDERDOC
#include "vkd3d_renderdoc.h"
#endif
static HRESULT d3d12_fence_signal(struct d3d12_fence *fence, struct vkd3d_fence_worker *worker, uint64_t value);
static void d3d12_command_queue_add_submission(struct d3d12_command_queue *queue,
const struct d3d12_command_queue_submission *sub);
static void d3d12_fence_inc_ref(struct d3d12_fence *fence);
static void d3d12_fence_dec_ref(struct d3d12_fence *fence);
static void d3d12_shared_fence_inc_ref(struct d3d12_shared_fence *fence);
static void d3d12_shared_fence_dec_ref(struct d3d12_shared_fence *fence);
static void d3d12_fence_iface_inc_ref(d3d12_fence_iface *iface);
static void d3d12_fence_iface_dec_ref(d3d12_fence_iface *iface);
static ULONG d3d12_command_allocator_dec_ref(struct d3d12_command_allocator *allocator);
static HRESULT d3d12_fence_signal_cpu_timeline_semaphore(struct d3d12_fence *fence, uint64_t value);
/* This must be at least twice the number of texture region batches, since we must be able to resolve
* a source + destination memory barrier per copy without incurring a barrier flush.
* A barrier flush breaks our ability to eliminate redundant transitions for e.g. source copies. */
#define MAX_BATCHED_IMAGE_BARRIERS (VKD3D_COPY_TEXTURE_REGION_MAX_BATCH_SIZE * 2)
struct d3d12_command_list_barrier_batch
{
VkImageMemoryBarrier2 vk_image_barriers[MAX_BATCHED_IMAGE_BARRIERS];
VkMemoryBarrier2 vk_memory_barrier;
uint32_t image_barrier_count;
};
static void d3d12_command_list_barrier_batch_init(struct d3d12_command_list_barrier_batch *batch);
static void d3d12_command_list_barrier_batch_end(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch);
static void d3d12_command_list_barrier_batch_add_layout_transition(
struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
const VkImageMemoryBarrier2 *image_barrier);
static void d3d12_command_list_barrier_batch_add_global_transition(
struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
VkPipelineStageFlags2 srcStageMask, VkAccessFlags2 srcAccessMask,
VkPipelineStageFlags2 dstStageMask, VkAccessFlags2 dstAccessMask);
static uint32_t d3d12_command_list_promote_dsv_resource(struct d3d12_command_list *list,
struct d3d12_resource *resource, uint32_t plane_optimal_mask);
static uint32_t d3d12_command_list_notify_decay_dsv_resource(struct d3d12_command_list *list,
struct d3d12_resource *resource);
static uint32_t d3d12_command_list_notify_dsv_writes(struct d3d12_command_list *list,
struct d3d12_resource *resource, const struct vkd3d_view *view,
uint32_t plane_write_mask);
static void d3d12_command_list_notify_dsv_discard(struct d3d12_command_list *list,
struct d3d12_resource *resource,
uint32_t first_subresource, uint32_t subresource_count,
uint32_t resource_subresource_count);
static VkImageLayout d3d12_command_list_get_depth_stencil_resource_layout(const struct d3d12_command_list *list,
const struct d3d12_resource *resource, uint32_t *plane_optimal_mask);
static void d3d12_command_list_decay_optimal_dsv_resource(struct d3d12_command_list *list,
const struct d3d12_resource *resource, uint32_t plane_optimal_mask,
struct d3d12_command_list_barrier_batch *batch);
static void d3d12_command_list_end_transfer_batch(struct d3d12_command_list *list);
static void d3d12_command_list_end_transfer_batch_if_trivial(struct d3d12_command_list *list);
static void d3d12_command_list_end_wbi_batch(struct d3d12_command_list *list);
static inline void d3d12_command_list_ensure_transfer_batch(struct d3d12_command_list *list, enum vkd3d_batch_type type);
static void d3d12_command_list_free_rtas_batch(struct d3d12_command_list *list);
static void d3d12_command_list_flush_rtas_batch(struct d3d12_command_list *list);
static void d3d12_command_list_clear_rtas_batch(struct d3d12_command_list *list);
static void d3d12_command_list_flush_query_resolves(struct d3d12_command_list *list);
static HRESULT vkd3d_create_binary_semaphore(struct d3d12_device *device, VkSemaphore *vk_semaphore)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkSemaphoreCreateInfo info;
VkResult vr;
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
info.pNext = NULL;
info.flags = 0;
vr = VK_CALL(vkCreateSemaphore(device->vk_device, &info, NULL, vk_semaphore));
return hresult_from_vk_result(vr);
}
static bool vkd3d_driver_implicitly_syncs_host_readback(VkDriverId driver_id)
{
return driver_id == VK_DRIVER_ID_MESA_RADV ||
driver_id == VK_DRIVER_ID_AMD_PROPRIETARY ||
driver_id == VK_DRIVER_ID_AMD_OPEN_SOURCE ||
driver_id == VK_DRIVER_ID_NVIDIA_PROPRIETARY;
}
HRESULT vkd3d_queue_create(struct d3d12_device *device, uint32_t family_index, uint32_t queue_index,
const VkQueueFamilyProperties *properties, struct vkd3d_queue **queue)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkCommandBufferAllocateInfo allocate_info;
VkCommandPoolCreateInfo pool_create_info;
VkCommandBufferBeginInfo begin_info;
VkMemoryBarrier2 memory_barrier;
struct vkd3d_queue *object;
VkDependencyInfo dep_info;
VkResult vr;
HRESULT hr;
int rc;
if (!(object = vkd3d_malloc(sizeof(*object))))
return E_OUTOFMEMORY;
memset(object, 0, sizeof(*object));
if (!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_SKIP_DRIVER_WORKAROUNDS))
{
if (device->device_info.vulkan_1_2_properties.driverID == VK_DRIVER_ID_NVIDIA_PROPRIETARY)
{
/* There appears to be a race condition in the driver when submitting concurrently
* to different VkQueues. Spec allows it, but there are likely dragons lurking ... */
WARN("Enabling global submission mutex workaround.\n");
object->global_mutex = &device->global_submission_mutex;
}
}
if ((rc = pthread_mutex_init(&object->mutex, NULL)))
{
ERR("Failed to initialize mutex, error %d.\n", rc);
vkd3d_free(object);
return hresult_from_errno(rc);
}
object->vk_family_index = family_index;
object->vk_queue_index = queue_index;
object->vk_queue_flags = properties->queueFlags;
object->timestamp_bits = properties->timestampValidBits;
VK_CALL(vkGetDeviceQueue(device->vk_device, family_index, queue_index, &object->vk_queue));
TRACE("Created queue %p for queue family index %u.\n", object, family_index);
/* Having a simultaneous use command buffer seems to cause problems. */
if (!vkd3d_driver_implicitly_syncs_host_readback(device->device_info.vulkan_1_2_properties.driverID))
{
/* Create a reusable full barrier command buffer. This is used in submissions
* to guarantee serialized behavior of Vulkan queues. */
pool_create_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
pool_create_info.pNext = NULL;
pool_create_info.flags = 0;
pool_create_info.queueFamilyIndex = family_index;
if ((vr = VK_CALL(vkCreateCommandPool(device->vk_device, &pool_create_info, NULL, &object->barrier_pool))))
{
hr = hresult_from_vk_result(vr);
goto fail_destroy_mutex;
}
allocate_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocate_info.pNext = NULL;
allocate_info.commandPool = object->barrier_pool;
allocate_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocate_info.commandBufferCount = 1;
if ((vr = VK_CALL(
vkAllocateCommandBuffers(device->vk_device, &allocate_info, &object->barrier_command_buffer))))
{
hr = hresult_from_vk_result(vr);
goto fail_free_command_pool;
}
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.pNext = NULL;
/* It's not very meaningful to rebuild this command buffer over and over. */
begin_info.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT;
begin_info.pInheritanceInfo = NULL;
VK_CALL(vkBeginCommandBuffer(object->barrier_command_buffer, &begin_info));
/* To avoid unnecessary tracking, just emit a host barrier on every submit. */
memset(&memory_barrier, 0, sizeof(memory_barrier));
memory_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
memory_barrier.srcStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
memory_barrier.srcAccessMask = VK_ACCESS_2_MEMORY_WRITE_BIT;
memory_barrier.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT | VK_PIPELINE_STAGE_2_HOST_BIT;
memory_barrier.dstAccessMask = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_HOST_READ_BIT;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &memory_barrier;
VK_CALL(vkCmdPipelineBarrier2(object->barrier_command_buffer, &dep_info));
VK_CALL(vkEndCommandBuffer(object->barrier_command_buffer));
}
if (FAILED(hr = vkd3d_create_timeline_semaphore(device, 0, false, &object->submission_timeline)))
goto fail_free_command_pool;
*queue = object;
return hr;
fail_free_command_pool:
VK_CALL(vkDestroyCommandPool(device->vk_device, object->barrier_pool, NULL));
fail_destroy_mutex:
pthread_mutex_destroy(&object->mutex);
return hr;
}
void vkd3d_set_queue_out_of_band(struct d3d12_device *device, struct vkd3d_queue *queue, VkOutOfBandQueueTypeNV type)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkOutOfBandQueueTypeInfoNV queue_info;
if (!device->vk_info.NV_low_latency2)
return;
memset(&queue_info, 0, sizeof(queue_info));
queue_info.sType = VK_STRUCTURE_TYPE_OUT_OF_BAND_QUEUE_TYPE_INFO_NV;
queue_info.pNext = NULL;
queue_info.queueType = type;
VK_CALL(vkQueueNotifyOutOfBandNV(queue->vk_queue, &queue_info));
}
void vkd3d_queue_drain(struct vkd3d_queue *queue, struct d3d12_device *device)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkSemaphoreSubmitInfo signal_semaphore;
VkSubmitInfo2 submit_desc;
VkResult vr = VK_SUCCESS;
VkQueue vk_queue;
if (!(vk_queue = vkd3d_queue_acquire(queue)))
{
ERR("Failed to acquire queue %p.\n", queue);
return;
}
if (queue->wait_count)
{
memset(&signal_semaphore, 0, sizeof(signal_semaphore));
signal_semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
signal_semaphore.semaphore = queue->submission_timeline;
signal_semaphore.value = ++queue->submission_timeline_count;
signal_semaphore.stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
memset(&submit_desc, 0, sizeof(submit_desc));
submit_desc.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO_2;
submit_desc.waitSemaphoreInfoCount = queue->wait_count;
submit_desc.pWaitSemaphoreInfos = queue->wait_semaphores;
submit_desc.signalSemaphoreInfoCount = 1;
submit_desc.pSignalSemaphoreInfos = &signal_semaphore;
if ((vr = VK_CALL(vkQueueSubmit2(vk_queue, 1, &submit_desc, VK_NULL_HANDLE))) < 0)
ERR("Failed to submit queue(s), vr %d.\n", vr);
}
if (vr == VK_SUCCESS)
{
if ((VK_CALL(vkQueueWaitIdle(vk_queue))))
WARN("Failed to wait for queue, vr %d.\n", vr);
}
queue->wait_count = 0u;
vkd3d_queue_release(queue);
}
void vkd3d_queue_destroy(struct vkd3d_queue *queue, struct d3d12_device *device)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VK_CALL(vkDestroyCommandPool(device->vk_device, queue->barrier_pool, NULL));
VK_CALL(vkDestroySemaphore(device->vk_device, queue->submission_timeline, NULL));
pthread_mutex_destroy(&queue->mutex);
vkd3d_free(queue->command_queues);
vkd3d_free(queue->wait_semaphores);
vkd3d_free(queue);
}
VkQueue vkd3d_queue_acquire(struct vkd3d_queue *queue)
{
int rc;
TRACE("queue %p.\n", queue);
if ((rc = pthread_mutex_lock(&queue->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return VK_NULL_HANDLE;
}
if (queue->global_mutex && (rc = pthread_mutex_lock(queue->global_mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
pthread_mutex_unlock(&queue->mutex);
return VK_NULL_HANDLE;
}
assert(queue->vk_queue);
return queue->vk_queue;
}
void vkd3d_queue_release(struct vkd3d_queue *queue)
{
TRACE("queue %p.\n", queue);
if (queue->global_mutex)
pthread_mutex_unlock(queue->global_mutex);
pthread_mutex_unlock(&queue->mutex);
}
static void vkd3d_queue_add_wait_locked(struct vkd3d_queue *queue, VkSemaphore semaphore, uint64_t value)
{
VkSemaphoreSubmitInfo *wait_semaphore;
uint32_t i;
for (i = 0; i < queue->wait_count; i++)
{
if (queue->wait_semaphores[i].semaphore == semaphore)
{
if (queue->wait_semaphores[i].value < value)
queue->wait_semaphores[i].value = value;
return;
}
}
if (!vkd3d_array_reserve((void**)&queue->wait_semaphores, &queue->wait_semaphores_size,
queue->wait_count + 1, sizeof(*queue->wait_semaphores)))
{
ERR("Failed to add semaphore wait to queue.\n");
return;
}
wait_semaphore = &queue->wait_semaphores[queue->wait_count];
memset(wait_semaphore, 0, sizeof(*wait_semaphore));
wait_semaphore->sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
wait_semaphore->semaphore = semaphore;
wait_semaphore->value = value;
wait_semaphore->stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
queue->wait_count += 1;
}
void vkd3d_queue_add_wait(struct vkd3d_queue *queue, VkSemaphore semaphore, uint64_t value)
{
pthread_mutex_lock(&queue->mutex);
vkd3d_queue_add_wait_locked(queue, semaphore, value);
pthread_mutex_unlock(&queue->mutex);
}
void vkd3d_add_wait_to_all_queues(struct d3d12_device *device, VkSemaphore vk_semaphore, uint64_t value)
{
struct vkd3d_queue_family_info *queue_family;
uint32_t queue_mask, queue_index;
unsigned int i;
queue_mask = device->unique_queue_mask;
while (queue_mask)
{
queue_index = vkd3d_bitmask_iter32(&queue_mask);
queue_family = device->queue_families[queue_index];
for (i = 0; i < queue_family->queue_count; i++)
vkd3d_queue_add_wait(queue_family->queues[i], vk_semaphore, value);
}
}
HRESULT vkd3d_create_timeline_semaphore(struct d3d12_device *device, uint64_t initial_value, bool shared, VkSemaphore *vk_semaphore)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkPhysicalDeviceExternalSemaphoreInfo external_semaphore_info;
VkExternalSemaphoreProperties external_semaphore_properties;
VkExportSemaphoreCreateInfo export_info;
VkSemaphoreTypeCreateInfoKHR type_info;
VkSemaphoreCreateInfo info;
VkResult vr;
type_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO_KHR;
type_info.pNext = NULL;
type_info.semaphoreType = VK_SEMAPHORE_TYPE_TIMELINE_KHR;
type_info.initialValue = initial_value;
if (shared)
{
external_semaphore_info.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_SEMAPHORE_INFO;
external_semaphore_info.pNext = &type_info;
external_semaphore_info.handleType = VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT;
external_semaphore_properties.sType = VK_STRUCTURE_TYPE_EXTERNAL_SEMAPHORE_PROPERTIES;
external_semaphore_properties.pNext = NULL;
VK_CALL(vkGetPhysicalDeviceExternalSemaphoreProperties(device->vk_physical_device,
&external_semaphore_info, &external_semaphore_properties));
if (!(external_semaphore_properties.externalSemaphoreFeatures & VK_EXTERNAL_SEMAPHORE_FEATURE_EXPORTABLE_BIT) ||
!(external_semaphore_properties.externalSemaphoreFeatures & VK_EXTERNAL_SEMAPHORE_FEATURE_IMPORTABLE_BIT) ||
!(external_semaphore_properties.exportFromImportedHandleTypes & VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT))
{
WARN("D3D12-Fence shared timeline semaphores not supported by host.\n");
return E_NOTIMPL;
}
export_info.sType = VK_STRUCTURE_TYPE_EXPORT_SEMAPHORE_CREATE_INFO;
export_info.pNext = NULL;
export_info.handleTypes = VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT;
type_info.pNext = &export_info;
}
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
info.pNext = &type_info;
info.flags = 0;
if ((vr = VK_CALL(vkCreateSemaphore(device->vk_device, &info, NULL, vk_semaphore))) < 0)
ERR("Failed to create timeline semaphore, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
static void vkd3d_waiting_fence_release(struct vkd3d_fence_worker *worker,
const struct vkd3d_fence_wait_info *fence_info, bool complete)
{
if (fence_info->release_callback)
fence_info->release_callback(worker, (void *)fence_info->userdata, complete);
}
static void *vkd3d_waiting_fence_set_callback(struct vkd3d_fence_wait_info *fence_info,
vkd3d_waiting_fence_callback callback, size_t userdata_size)
{
assert(userdata_size <= sizeof(fence_info->userdata));
fence_info->release_callback = callback;
return callback ? fence_info->userdata : NULL;
}
struct vkd3d_waiting_fence_submission_info
{
struct d3d12_command_allocator **command_allocators;
size_t num_command_allocators;
struct d3d12_resource **retained_resources;
size_t num_retained_resources;
};
static void vkd3d_waiting_fence_release_submission(struct vkd3d_fence_worker *worker,
void *userdata, bool complete)
{
struct vkd3d_waiting_fence_submission_info *info = userdata;
size_t i;
for (i = 0; i < info->num_command_allocators; i++)
d3d12_command_allocator_dec_ref(info->command_allocators[i]);
vkd3d_free(info->command_allocators);
for (i = 0; i < info->num_retained_resources; i++)
d3d12_resource_decref_retained(info->retained_resources[i]);
vkd3d_free(info->retained_resources);
}
struct vkd3d_waiting_fence_sparse_bind_info
{
struct d3d12_resource **resources;
size_t num_resources;
};
static void vkd3d_waiting_fence_release_sparse_resources(struct vkd3d_fence_worker *worker,
void *userdata, bool complete)
{
struct vkd3d_waiting_fence_sparse_bind_info *info = userdata;
size_t i;
for (i = 0; i < info->num_resources; i++)
d3d12_resource_decref(info->resources[i]);
vkd3d_free(info->resources);
}
struct vkd3d_waiting_fence_signal_info
{
struct d3d12_fence *fence;
uint64_t virtual_value;
uint64_t update_count;
};
static void vkd3d_waiting_fence_signal_fence(struct vkd3d_fence_worker *worker,
void *userdata, bool complete)
{
struct vkd3d_waiting_fence_signal_info *info = userdata;
HRESULT hr;
if (complete)
{
TRACE("Signaling fence %p to virtual value %"PRIu64".\n", info->fence, info->virtual_value);
if (FAILED(hr = d3d12_fence_signal(info->fence, worker, info->update_count)))
ERR("Failed to signal D3D12 fence, hr %#x.\n", hr);
}
d3d12_fence_dec_ref(info->fence);
}
struct vkd3d_waiting_fence_release_info
{
d3d12_fence_iface *fence;
};
static void vkd3d_waiting_fence_release_fence(struct vkd3d_fence_worker *worker,
void *userdata, bool complete)
{
struct vkd3d_waiting_fence_release_info *info = userdata;
d3d12_fence_iface_dec_ref(info->fence);
}
HRESULT vkd3d_enqueue_timeline_semaphore(struct vkd3d_fence_worker *worker,
const struct vkd3d_fence_wait_info *fence_info,
const struct vkd3d_queue_timeline_trace_cookie *timeline_cookie)
{
struct vkd3d_waiting_fence *waiting_fence;
int rc;
TRACE("worker %p, vk_semaphore %p, vk_semaphore_value %#"PRIx64", callback %p.\n",
worker, fence_info->vk_semaphore, fence_info->vk_semaphore_value, fence_info->release_callback);
if ((rc = pthread_mutex_lock(&worker->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
vkd3d_waiting_fence_release(worker, fence_info, false);
if (timeline_cookie)
{
vkd3d_queue_timeline_trace_complete_execute(&worker->device->queue_timeline_trace,
NULL, *timeline_cookie);
}
return hresult_from_errno(rc);
}
if (!vkd3d_array_reserve((void **)&worker->enqueued_fences, &worker->enqueued_fences_size,
worker->enqueued_fence_count + 1, sizeof(*worker->enqueued_fences)))
{
ERR("Failed to add GPU timeline semaphore.\n");
pthread_mutex_unlock(&worker->mutex);
vkd3d_waiting_fence_release(worker, fence_info, false);
if (timeline_cookie)
{
vkd3d_queue_timeline_trace_complete_execute(&worker->device->queue_timeline_trace,
NULL, *timeline_cookie);
}
return E_OUTOFMEMORY;
}
waiting_fence = &worker->enqueued_fences[worker->enqueued_fence_count];
memcpy(&waiting_fence->fence_info, fence_info, sizeof(*fence_info));
if (timeline_cookie)
{
waiting_fence->timeline_cookie = *timeline_cookie;
vkd3d_queue_timeline_trace_begin_execute(&worker->device->queue_timeline_trace, *timeline_cookie);
}
else
memset(&waiting_fence->timeline_cookie, 0, sizeof(waiting_fence->timeline_cookie));
++worker->enqueued_fence_count;
pthread_cond_signal(&worker->cond);
pthread_mutex_unlock(&worker->mutex);
return S_OK;
}
static void vkd3d_waiting_fence_complete_submissions(struct d3d12_device *device,
struct vkd3d_fence_worker *worker, const struct vkd3d_waiting_fence *fence, bool complete)
{
vkd3d_waiting_fence_release(worker, &fence->fence_info, complete);
vkd3d_queue_timeline_trace_complete_execute(&device->queue_timeline_trace, worker, fence->timeline_cookie);
}
static void vkd3d_wait_for_gpu_timeline_semaphore(struct vkd3d_fence_worker *worker, const struct vkd3d_waiting_fence *fence)
{
struct d3d12_device *device = worker->device;
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkSemaphoreWaitInfo wait_info;
uint64_t timeout = UINT64_MAX;
VkResult vr;
if (fence->fence_info.vk_semaphore)
{
TRACE("worker %p, vk_semaphore %p, vk_semaphore_value %#"PRIx64".\n", worker,
fence->fence_info.vk_semaphore, fence->fence_info.vk_semaphore_value);
memset(&wait_info, 0, sizeof(wait_info));
wait_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO;
wait_info.semaphoreCount = 1;
wait_info.pSemaphores = &fence->fence_info.vk_semaphore;
wait_info.pValues = &fence->fence_info.vk_semaphore_value;
/* Some drivers hang indefinitely in face of device lost.
* If a wait here takes more than 5 seconds, this is pretty much
* a guaranteed timeout (TDR) scenario.
* Usually, we'd observe DEVICE_LOST in subsequent submissions,
* but if application submits something and expects to wait on that submission
* immediately, this can happen. */
if (vkd3d_config_flags & (VKD3D_CONFIG_FLAG_BREADCRUMBS | VKD3D_CONFIG_FLAG_FAULT))
timeout = 5000000000ull;
if ((vr = VK_CALL(vkWaitSemaphores(device->vk_device, &wait_info, timeout))))
{
ERR("Failed to wait for Vulkan timeline semaphore, vr %d.\n", vr);
VKD3D_DEVICE_REPORT_FAULT_AND_BREADCRUMB_IF(device, vr == VK_ERROR_DEVICE_LOST || vr == VK_TIMEOUT);
vkd3d_waiting_fence_complete_submissions(device, worker, fence, false);
return;
}
/* This is a good time to kick the debug threads into action. */
vkd3d_shader_debug_ring_kick(&device->debug_ring, device, false);
vkd3d_descriptor_debug_kick_qa_check(device->descriptor_qa_global_info);
}
vkd3d_waiting_fence_complete_submissions(device, worker, fence, true);
}
static void *vkd3d_fence_worker_main(void *arg)
{
struct vkd3d_waiting_fence *cur_fences, *old_fences;
struct vkd3d_fence_worker *worker = arg;
size_t cur_fences_size, old_fences_size;
uint32_t cur_fence_count;
const char *type_str;
bool do_exit;
uint32_t i;
int rc;
static const char *type_to_str[] =
{
"DIRECT",
"BUNDLE",
"COMPUTE",
"COPY",
"VIDEO_DECODE",
"VIDEO_PROCESS",
"VIDEO_ENCODE",
};
vkd3d_set_thread_name("vkd3d_fence");
type_str = worker->queue->desc.Type < ARRAY_SIZE(type_to_str) ? type_to_str[worker->queue->desc.Type] : "";
snprintf(worker->timeline.tid, sizeof(worker->timeline.tid),
#ifdef _WIN32
"family %u, %s, tid 0x%04x, prio %d, %p",
#else
"family %u, %s, tid %u, prio %d, %p",
#endif
worker->queue->vkd3d_queue->vk_family_index,
type_str,
vkd3d_get_current_thread_id(),
worker->queue->desc.Priority,
(void *)worker->queue->vkd3d_queue->vk_queue);
cur_fence_count = 0;
cur_fences_size = 0;
cur_fences = NULL;
for (;;)
{
if ((rc = pthread_mutex_lock(&worker->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
break;
}
if (!worker->enqueued_fence_count && !worker->should_exit)
{
if ((rc = pthread_cond_wait(&worker->cond, &worker->mutex)))
{
ERR("Failed to wait on condition variable, error %d.\n", rc);
pthread_mutex_unlock(&worker->mutex);
break;
}
}
old_fences_size = cur_fences_size;
old_fences = cur_fences;
cur_fence_count = worker->enqueued_fence_count;
cur_fences_size = worker->enqueued_fences_size;
cur_fences = worker->enqueued_fences;
do_exit = worker->should_exit;
worker->enqueued_fence_count = 0;
worker->enqueued_fences_size = old_fences_size;
worker->enqueued_fences = old_fences;
pthread_mutex_unlock(&worker->mutex);
for (i = 0; i < cur_fence_count; i++)
vkd3d_wait_for_gpu_timeline_semaphore(worker, &cur_fences[i]);
if (do_exit)
break;
}
vkd3d_free(cur_fences);
return NULL;
}
static HRESULT vkd3d_fence_worker_start(struct vkd3d_fence_worker *worker,
struct d3d12_command_queue *queue,
struct d3d12_device *device)
{
int rc;
TRACE("worker %p.\n", worker);
worker->should_exit = false;
worker->device = device;
worker->queue = queue;
worker->enqueued_fence_count = 0;
worker->enqueued_fences = NULL;
worker->enqueued_fences_size = 0;
if ((rc = pthread_mutex_init(&worker->mutex, NULL)))
{
ERR("Failed to initialize mutex, error %d.\n", rc);
return hresult_from_errno(rc);
}
if ((rc = pthread_cond_init(&worker->cond, NULL)))
{
ERR("Failed to initialize condition variable, error %d.\n", rc);
pthread_mutex_destroy(&worker->mutex);
return hresult_from_errno(rc);
}
if (pthread_create(&worker->thread, NULL, vkd3d_fence_worker_main, worker))
{
pthread_mutex_destroy(&worker->mutex);
pthread_cond_destroy(&worker->cond);
return E_OUTOFMEMORY;
}
return S_OK;
}
static HRESULT vkd3d_fence_worker_stop(struct vkd3d_fence_worker *worker,
struct d3d12_device *device)
{
int rc;
TRACE("worker %p.\n", worker);
if ((rc = pthread_mutex_lock(&worker->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return hresult_from_errno(rc);
}
worker->should_exit = true;
pthread_cond_signal(&worker->cond);
pthread_mutex_unlock(&worker->mutex);
pthread_join(worker->thread, NULL);
pthread_mutex_destroy(&worker->mutex);
pthread_cond_destroy(&worker->cond);
vkd3d_free(worker->enqueued_fences);
vkd3d_free(worker->timeline.list_buffer);
return S_OK;
}
static const struct vkd3d_shader_root_parameter *root_signature_get_parameter(
const struct d3d12_root_signature *root_signature, unsigned int index)
{
assert(index < root_signature->parameter_count);
return &root_signature->parameters[index];
}
static const struct vkd3d_shader_descriptor_table *root_signature_get_descriptor_table(
const struct d3d12_root_signature *root_signature, unsigned int index)
{
const struct vkd3d_shader_root_parameter *p = root_signature_get_parameter(root_signature, index);
assert(p->parameter_type == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE);
return &p->descriptor_table;
}
static const struct vkd3d_shader_root_constant *root_signature_get_32bit_constants(
const struct d3d12_root_signature *root_signature, unsigned int index)
{
const struct vkd3d_shader_root_parameter *p = root_signature_get_parameter(root_signature, index);
assert(p->parameter_type == D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS);
return &p->constant;
}
static const struct vkd3d_shader_root_parameter *root_signature_get_root_descriptor(
const struct d3d12_root_signature *root_signature, unsigned int index)
{
const struct vkd3d_shader_root_parameter *p = root_signature_get_parameter(root_signature, index);
assert(p->parameter_type == D3D12_ROOT_PARAMETER_TYPE_CBV
|| p->parameter_type == D3D12_ROOT_PARAMETER_TYPE_SRV
|| p->parameter_type == D3D12_ROOT_PARAMETER_TYPE_UAV);
return p;
}
/* ID3D12Fence */
static void d3d12_fence_destroy_vk_objects(struct d3d12_fence *fence)
{
const struct vkd3d_vk_device_procs *vk_procs;
struct d3d12_device *device = fence->device;
int rc;
if ((rc = pthread_mutex_lock(&fence->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return;
}
vk_procs = &device->vk_procs;
VK_CALL(vkDestroySemaphore(device->vk_device, fence->timeline_semaphore, NULL));
pthread_mutex_unlock(&fence->mutex);
}
static void d3d12_fence_inc_ref(struct d3d12_fence *fence)
{
InterlockedIncrement(&fence->refcount_internal);
}
static void d3d12_fence_dec_ref(struct d3d12_fence *fence)
{
ULONG refcount_internal = InterlockedDecrement(&fence->refcount_internal);
if (!refcount_internal)
{
d3d_destruction_notifier_free(&fence->destruction_notifier);
vkd3d_private_store_destroy(&fence->private_store);
d3d12_fence_destroy_vk_objects(fence);
vkd3d_free(fence->events);
vkd3d_free(fence->pending_updates);
vkd3d_free(fence->wait_tickets);
pthread_mutex_destroy(&fence->mutex);
pthread_cond_destroy(&fence->cond);
pthread_cond_destroy(&fence->null_event_cond);
vkd3d_free(fence);
}
}
static HRESULT vkd3d_waiting_event_signal(struct d3d12_device *device, struct vkd3d_fence_worker *worker,
const struct vkd3d_waiting_event *event)
{
bool do_signal = false;
uint32_t payload;
HRESULT hr;
switch (event->wait_type)
{
case VKD3D_WAITING_EVENT_SINGLE:
do_signal = true;
break;
case VKD3D_WAITING_EVENT_MULTI_ALL:
/* Signal the event once the counter reaches 0. The signal bit may be
* cleared if an error happens elsewhere, so check for that too. */
payload = vkd3d_atomic_uint32_decrement(event->payload, vkd3d_memory_order_relaxed);
if (!(payload & (VKD3D_WAITING_EVENT_SIGNAL_BIT - 1)))
{
do_signal = !!(payload & VKD3D_WAITING_EVENT_SIGNAL_BIT);
vkd3d_free(event->payload);
}
break;
case VKD3D_WAITING_EVENT_MULTI_ANY:
/* In this mode, let the first thread that clears the signal bit signal
* the event and treat the counter simply as a reference count */
payload = vkd3d_atomic_uint32_load_explicit(event->payload, vkd3d_memory_order_relaxed);
if (payload & VKD3D_WAITING_EVENT_SIGNAL_BIT)
{
payload = vkd3d_atomic_uint32_and(event->payload, ~VKD3D_WAITING_EVENT_SIGNAL_BIT, vkd3d_memory_order_relaxed);
do_signal = !!(payload & VKD3D_WAITING_EVENT_SIGNAL_BIT);
}
if (!vkd3d_atomic_uint32_decrement(event->payload, vkd3d_memory_order_relaxed))
vkd3d_free(event->payload);
break;
default:
ERR("Unhandled wait type %u.\n", event->wait_type);
return E_INVALIDARG;
}
if (!do_signal)
return S_FALSE;
vkd3d_queue_timeline_trace_complete_event_signal(&device->queue_timeline_trace, worker, event->timeline_cookie);
if (!vkd3d_native_sync_handle_is_valid(event->handle))
{
*event->latch = true;
return S_OK;
}
hr = vkd3d_native_sync_handle_signal(event->handle);
if (FAILED(hr))
ERR("Failed to signal event, hr #%x.\n", hr);
return hr;
}
static void d3d12_fence_signal_external_events_locked(struct d3d12_fence *fence, struct vkd3d_fence_worker *worker)
{
bool signal_null_event_cond = false;
unsigned int i, j;
for (i = 0, j = 0; i < fence->event_count; ++i)
{
struct vkd3d_waiting_event *current = &fence->events[i];
if (current->value <= fence->virtual_value)
{
vkd3d_waiting_event_signal(fence->device, worker, current);
if (!vkd3d_native_sync_handle_is_valid(current->handle))
signal_null_event_cond = true;
}
else
{
if (i != j)
fence->events[j] = *current;
++j;
}
}
fence->event_count = j;
if (signal_null_event_cond)
pthread_cond_broadcast(&fence->null_event_cond);
}
static void d3d12_command_queue_ensure_fence_signal_order(
struct d3d12_command_queue *command_queue, struct d3d12_fence *fence,
uint64_t update_count);
static bool d3d12_fence_block_until_pending_value_reaches_locked(
struct d3d12_fence *fence, UINT64 pending_value, UINT64 ticket,
struct d3d12_command_queue *command_queue,
struct d3d12_fence_value *fence_value)
{
bool has_unsatisfied_wait = true;
bool need_ticket_rescan = true;
size_t i;
do
{
/* Need to poll this every iteration since while we're sleeping in
* pthread_cond_wait, there is a chance that the ticket will be signalled and rewound before
* this thread gets a chance to wake up and check the update.
* Keep the ticket around until we have completely resolved the wait. */
if (need_ticket_rescan)
{
has_unsatisfied_wait = false;
for (i = 0; i < fence->wait_tickets_count; i++)
{
if (fence->wait_tickets[i].ticket == ticket)
{
has_unsatisfied_wait = true;
break;
}
}
need_ticket_rescan = false;
}
if (!has_unsatisfied_wait)
return false;
if (pending_value > fence->max_pending_virtual_timeline_value)
{
TRACE("Blocking wait on fence %p until it reaches 0x%"PRIx64".\n", fence, pending_value);
pthread_cond_wait(&fence->cond, &fence->mutex);
/* We dropped the lock, so there might have been new tickets being added to ticket counter,
* or the ticket might have been satisfied through a pulsing event race. */
need_ticket_rescan = true;
}
}
while (pending_value > fence->max_pending_virtual_timeline_value);
if (need_ticket_rescan)
{
has_unsatisfied_wait = false;
for (i = 0; i < fence->wait_tickets_count; i++)
{
if (fence->wait_tickets[i].ticket == ticket)
{
has_unsatisfied_wait = true;
break;
}
}
}
if (has_unsatisfied_wait)
{
uint64_t update_count = UINT64_MAX;
/* Finally, we can consume the ticket. */
fence->wait_tickets[i] = fence->wait_tickets[--fence->wait_tickets_count];
/* We have a submitted signal that will eventually satisfy this wait. Materialize the wait now. */
/* If we have a satisfying signal in the same physical VkQueue, we can just rely on submission order.
* Avoids potential bubbles. */
for (i = 0; i < fence->pending_updates_count; i++)
{
if (fence->pending_updates[i].vk_semaphore == command_queue->vkd3d_queue->submission_timeline &&
fence->pending_updates[i].virtual_value >= pending_value)
{
/* It's possible we signalled on the same physical queue, but that doesn't mean
* they belong to the same virtual queue, and therefore the fence workers that update the
* values will live in different threads. */
d3d12_command_queue_ensure_fence_signal_order(command_queue, fence, fence->pending_updates[i].update_count);
return false;
}
}
/* If there are multiple submits from different queues that can satisfy the wait,
* we cannot really pick the correct one that will signal first, but we make the assumption
* that the submit which committed a signal order index first will signal first. */
for (i = 0; i < fence->pending_updates_count; i++)
{
if (fence->pending_updates[i].virtual_value >= pending_value &&
fence->pending_updates[i].update_count < update_count)
{
*fence_value = fence->pending_updates[i];
update_count = fence->pending_updates[i].update_count;
}
}
assert(update_count != UINT64_MAX);
}
return has_unsatisfied_wait;
}
static void d3d12_fence_update_pending_value_locked_and_broadcast(struct d3d12_fence *fence)
{
uint64_t new_max_pending_virtual_timeline_value = 0;
size_t i;
for (i = 0; i < fence->pending_updates_count; i++)
new_max_pending_virtual_timeline_value = max(fence->pending_updates[i].virtual_value, new_max_pending_virtual_timeline_value);
new_max_pending_virtual_timeline_value = max(fence->virtual_value, new_max_pending_virtual_timeline_value);
/* If we're signalling the fence, wake up any submission threads which can now safely kick work. */
fence->max_pending_virtual_timeline_value = new_max_pending_virtual_timeline_value;
/* It's important that this is done unconditionally since we're not only signaling pending value here. */
pthread_cond_broadcast(&fence->cond);
}
static void d3d12_fence_lock(struct d3d12_fence *fence)
{
pthread_mutex_lock(&fence->mutex);
}
static void d3d12_fence_unlock(struct d3d12_fence *fence)
{
pthread_mutex_unlock(&fence->mutex);
}
static void d3d12_fence_wait_until_signal_count_reaches_locked(struct d3d12_fence *fence, uint64_t update_count)
{
assert(update_count != 0);
while (fence->signal_count < update_count)
pthread_cond_wait(&fence->cond, &fence->mutex);
}
static void d3d12_fence_update_wait_tickets_locked(struct d3d12_fence *fence)
{
/* Mark that a GPU signal has satisfied a waiting condition that has been queued up with
* CommandQueue::Wait(). Tests demonstrate that the instant a queued WAIT can be satisfied,
* it is forever satisfied. */
size_t i;
for (i = 0; i < fence->wait_tickets_count; )
{
if (fence->virtual_value >= fence->wait_tickets[i].virtual_value)
fence->wait_tickets[i] = fence->wait_tickets[--fence->wait_tickets_count];
else
i++;
}
}
static HRESULT d3d12_fence_signal_cpu_timeline_semaphore(struct d3d12_fence *fence, uint64_t value)
{
int rc;
vkd3d_queue_timeline_trace_cpu_signal(&fence->device->queue_timeline_trace, &fence->ID3D12Fence_iface, value);
if ((rc = pthread_mutex_lock(&fence->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return hresult_from_errno(rc);
}
fence->virtual_value = value;
d3d12_fence_signal_external_events_locked(fence, NULL);
d3d12_fence_update_wait_tickets_locked(fence);
d3d12_fence_update_pending_value_locked_and_broadcast(fence);
pthread_mutex_unlock(&fence->mutex);
return S_OK;
}
static uint64_t d3d12_fence_add_pending_signal_locked(struct d3d12_fence *fence, uint64_t virtual_value,
const struct d3d12_command_queue *signalling_queue)
{
struct d3d12_fence_value *update;
vkd3d_array_reserve((void**)&fence->pending_updates, &fence->pending_updates_size,
fence->pending_updates_count + 1, sizeof(*fence->pending_updates));
update = &fence->pending_updates[fence->pending_updates_count++];
update->virtual_value = virtual_value;
update->update_count = ++fence->update_count;
update->vk_semaphore = signalling_queue->vkd3d_queue->submission_timeline;
update->vk_semaphore_value = signalling_queue->last_submission_timeline_value;
return fence->update_count;
}
uint64_t d3d12_fence_register_pending_gpu_wait(struct d3d12_fence *fence, uint64_t value)
{
struct vkd3d_fence_wait_ticket *wait_ticket;
uint64_t ticket = 0;
int rc;
if ((rc = pthread_mutex_lock(&fence->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return 0;
}
ticket = ++fence->wait_ticket_counter;
/* Tests demonstrate that the instant a WAIT is satisfied by a virtual value,
* it should be considered satisfied forever. We should not defer the wait in case
* there are rewinds in play.
* If the wait is satisfied, skip the ticket.
* Waits will be skipped later. But push the work to queue so that all our instrumentation works as-is. */
if (fence->virtual_value < value)
{
vkd3d_array_reserve((void **)&fence->wait_tickets, &fence->wait_tickets_size,
fence->wait_tickets_count + 1, sizeof(*fence->wait_tickets));
wait_ticket = &fence->wait_tickets[fence->wait_tickets_count++];
wait_ticket->ticket = ticket;
wait_ticket->virtual_value = value;
}
pthread_mutex_unlock(&fence->mutex);
return ticket;
}
static HRESULT d3d12_fence_signal(struct d3d12_fence *fence, struct vkd3d_fence_worker *worker, uint64_t update_count)
{
bool did_signal;
size_t i;
int rc;
if ((rc = pthread_mutex_lock(&fence->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return hresult_from_errno(rc);
}
/* With multiple fence workers, it is possible that signal calls are
* out of order. The physical value itself is monotonic, but we need to
* make sure that all signals happen in correct order if there are fence rewinds.
* We don't expect the loop to run more than once,
* but there might be extreme edge cases where we signal 2 or more. */
while (fence->signal_count < update_count)
{
fence->signal_count++;
did_signal = false;
for (i = 0; i < fence->pending_updates_count; i++)
{
if (fence->signal_count == fence->pending_updates[i].update_count)
{
fence->virtual_value = fence->pending_updates[i].virtual_value;
d3d12_fence_signal_external_events_locked(fence, worker);
d3d12_fence_update_wait_tickets_locked(fence);
fence->pending_updates[i] = fence->pending_updates[--fence->pending_updates_count];
did_signal = true;
break;
}
}
if (!did_signal)
FIXME("Did not signal a virtual value?\n");
}
/* In case we have a rewind signalled from GPU, we need to recompute the max pending timeline value. */
d3d12_fence_update_pending_value_locked_and_broadcast(fence);
pthread_mutex_unlock(&fence->mutex);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d12_fence_QueryInterface(d3d12_fence_iface *iface,
REFIID riid, void **object)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (!object)
return E_POINTER;
if (IsEqualGUID(riid, &IID_ID3D12Fence)
|| IsEqualGUID(riid, &IID_ID3D12Fence1)
|| IsEqualGUID(riid, &IID_ID3D12Pageable)
|| IsEqualGUID(riid, &IID_ID3D12DeviceChild)
|| IsEqualGUID(riid, &IID_ID3D12Object)
|| IsEqualGUID(riid, &IID_IUnknown))
{
ID3D12Fence1_AddRef(iface);
*object = iface;
return S_OK;
}
if (IsEqualGUID(riid, &IID_ID3DDestructionNotifier))
{
ID3DDestructionNotifier_AddRef(&fence->destruction_notifier.ID3DDestructionNotifier_iface);
*object = &fence->destruction_notifier.ID3DDestructionNotifier_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d12_fence_AddRef(d3d12_fence_iface *iface)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
ULONG refcount = InterlockedIncrement(&fence->refcount);
TRACE("%p increasing refcount to %u.\n", fence, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d12_fence_Release(d3d12_fence_iface *iface)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
ULONG refcount = InterlockedDecrement(&fence->refcount);
TRACE("%p decreasing refcount to %u.\n", fence, refcount);
if (!refcount)
{
struct d3d12_device *device = fence->device;
/* When a fence's public ref-count hits zero, all waiters must be released.
* NOTE: For shared fences later,
* we cannot signal here since we cannot know if there are other fences.
* According to our tests, the fence unblocks all waiters when the last reference
* to the shared HANDLE is released. This is completely outside the scope of what we can
* reasonably implement ourselves. For now, the plan is to wait with timeout
* and mark "TDR" if that ever happens in real world usage. */
if (!(fence->d3d12_flags & D3D12_FENCE_FLAG_SHARED))
d3d12_fence_signal_cpu_timeline_semaphore(fence, UINT64_MAX);
d3d_destruction_notifier_notify(&fence->destruction_notifier);
d3d12_fence_dec_ref(fence);
d3d12_device_release(device);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE d3d12_fence_GetPrivateData(d3d12_fence_iface *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n",
iface, debugstr_guid(guid), data_size, data);
return vkd3d_get_private_data(&fence->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d12_fence_SetPrivateData(d3d12_fence_iface *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n",
iface, debugstr_guid(guid), data_size, data);
return vkd3d_set_private_data(&fence->private_store, guid, data_size, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_fence_SetPrivateDataInterface(d3d12_fence_iface *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return vkd3d_set_private_data_interface(&fence->private_store, guid, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_fence_GetDevice(d3d12_fence_iface *iface, REFIID iid, void **device)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
TRACE("iface %p, iid %s, device %p.\n", iface, debugstr_guid(iid), device);
return d3d12_device_query_interface(fence->device, iid, device);
}
static UINT64 STDMETHODCALLTYPE d3d12_fence_GetCompletedValue(d3d12_fence_iface *iface)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
uint64_t completed_value;
int rc;
TRACE("iface %p.\n", iface);
if ((rc = pthread_mutex_lock(&fence->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return 0;
}
completed_value = fence->virtual_value;
pthread_mutex_unlock(&fence->mutex);
return completed_value;
}
static HRESULT d3d12_fence_set_native_sync_handle_on_completion_explicit(struct d3d12_fence *fence,
enum vkd3d_waiting_event_type wait_type, UINT64 value, vkd3d_native_sync_handle handle, uint32_t *payload)
{
struct vkd3d_waiting_event event;
unsigned int i;
HRESULT hr;
bool latch;
int rc;
if ((rc = pthread_mutex_lock(&fence->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return hresult_from_errno(rc);
}
memset(&event, 0, sizeof(event));
event.wait_type = wait_type;
event.value = value;
event.handle = handle;
event.latch = &latch;
event.payload = payload;
if (value <= fence->virtual_value)
{
hr = vkd3d_waiting_event_signal(fence->device, NULL, &event);
pthread_mutex_unlock(&fence->mutex);
return hr;
}
event.timeline_cookie = vkd3d_queue_timeline_trace_register_event_signal(&fence->device->queue_timeline_trace,
handle, &fence->ID3D12Fence_iface, value);
if (wait_type == VKD3D_WAITING_EVENT_SINGLE && vkd3d_native_sync_handle_is_valid(handle))
{
for (i = 0; i < fence->event_count; ++i)
{
struct vkd3d_waiting_event *current = &fence->events[i];
if (current->wait_type == VKD3D_WAITING_EVENT_SINGLE && current->value == value &&
vkd3d_native_sync_handle_eq(current->handle, handle))
{
WARN("Event completion for native sync handle is already in the list.\n");
pthread_mutex_unlock(&fence->mutex);
return S_OK;
}
}
}
if (!vkd3d_array_reserve((void **)&fence->events, &fence->events_size,
fence->event_count + 1, sizeof(*fence->events)))
{
WARN("Failed to add event.\n");
pthread_mutex_unlock(&fence->mutex);
return E_OUTOFMEMORY;
}
fence->events[fence->event_count++] = event;
/* If event is NULL, we need to block until the fence value completes.
* Implement this in a uniform way where we pretend we have a dummy event.
* A NULL fence->events[].event means that we should set latch to true
* and signal a condition variable instead of calling external signal_event callback. */
if (!vkd3d_native_sync_handle_is_valid(handle))
{
latch = false;
while (!latch)
pthread_cond_wait(&fence->null_event_cond, &fence->mutex);
}
pthread_mutex_unlock(&fence->mutex);
return S_OK;
}
HRESULT d3d12_fence_set_native_sync_handle_on_completion(struct d3d12_fence *fence,
UINT64 value, vkd3d_native_sync_handle handle)
{
return d3d12_fence_set_native_sync_handle_on_completion_explicit(fence,
VKD3D_WAITING_EVENT_SINGLE, value, handle, NULL);
}
HRESULT d3d12_fence_set_event_on_completion(struct d3d12_fence *fence,
UINT64 value, HANDLE os_event)
{
vkd3d_native_sync_handle handle = vkd3d_native_sync_handle_wrap(os_event,
VKD3D_NATIVE_SYNC_HANDLE_TYPE_EVENT);
return d3d12_fence_set_native_sync_handle_on_completion(fence, value, handle);
}
static HRESULT STDMETHODCALLTYPE d3d12_fence_SetEventOnCompletion(d3d12_fence_iface *iface,
UINT64 value, HANDLE event)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
TRACE("iface %p, value %#"PRIx64", event %p.\n", iface, value, event);
return d3d12_fence_set_event_on_completion(fence, value, event);
}
static HRESULT STDMETHODCALLTYPE d3d12_fence_Signal(d3d12_fence_iface *iface, UINT64 value)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
TRACE("iface %p, value %#"PRIx64".\n", iface, value);
return d3d12_fence_signal_cpu_timeline_semaphore(fence, value);
}
static D3D12_FENCE_FLAGS STDMETHODCALLTYPE d3d12_fence_GetCreationFlags(d3d12_fence_iface *iface)
{
struct d3d12_fence *fence = impl_from_ID3D12Fence1(iface);
TRACE("iface %p.\n", iface);
return fence->d3d12_flags;
}
CONST_VTBL struct ID3D12Fence1Vtbl d3d12_fence_vtbl =
{
/* IUnknown methods */
d3d12_fence_QueryInterface,
d3d12_fence_AddRef,
d3d12_fence_Release,
/* ID3D12Object methods */
d3d12_fence_GetPrivateData,
d3d12_fence_SetPrivateData,
d3d12_fence_SetPrivateDataInterface,
(void *)d3d12_object_SetName,
/* ID3D12DeviceChild methods */
d3d12_fence_GetDevice,
/* ID3D12Fence methods */
d3d12_fence_GetCompletedValue,
d3d12_fence_SetEventOnCompletion,
d3d12_fence_Signal,
/* ID3D12Fence1 methods */
d3d12_fence_GetCreationFlags,
};
static HRESULT d3d12_fence_init(struct d3d12_fence *fence, struct d3d12_device *device,
UINT64 initial_value, D3D12_FENCE_FLAGS flags)
{
HRESULT hr;
int rc;
memset(fence, 0, sizeof(*fence));
fence->ID3D12Fence_iface.lpVtbl = &d3d12_fence_vtbl;
fence->refcount_internal = 1;
fence->refcount = 1;
fence->d3d12_flags = flags;
fence->max_pending_virtual_timeline_value = initial_value;
fence->virtual_value = initial_value;
if ((rc = pthread_mutex_init(&fence->mutex, NULL)))
{
ERR("Failed to initialize mutex, error %d.\n", rc);
return hresult_from_errno(rc);
}
if ((rc = pthread_cond_init(&fence->cond, NULL)))
{
ERR("Failed to initialize cond variable, error %d.\n", rc);
pthread_mutex_destroy(&fence->mutex);
return hresult_from_errno(rc);
}
if ((rc = pthread_cond_init(&fence->null_event_cond, NULL)))
{
ERR("Failed to initialize cond variable, error %d.\n", rc);
pthread_mutex_destroy(&fence->mutex);
pthread_cond_destroy(&fence->cond);
return hresult_from_errno(rc);
}
if (flags)
FIXME("Ignoring flags %#x.\n", flags);
fence->events = NULL;
fence->events_size = 0;
fence->event_count = 0;
fence->pending_updates = NULL;
fence->pending_updates_count = 0;
fence->pending_updates_size = 0;
if (FAILED(hr = vkd3d_private_store_init(&fence->private_store)))
{
pthread_mutex_destroy(&fence->mutex);
pthread_cond_destroy(&fence->cond);
pthread_cond_destroy(&fence->null_event_cond);
return hr;
}
d3d_destruction_notifier_init(&fence->destruction_notifier, (IUnknown*)&fence->ID3D12Fence_iface);
d3d12_device_add_ref(fence->device = device);
return S_OK;
}
HRESULT d3d12_fence_create(struct d3d12_device *device,
uint64_t initial_value, D3D12_FENCE_FLAGS flags, struct d3d12_fence **fence)
{
struct d3d12_fence *object;
HRESULT hr;
if (!(object = vkd3d_malloc(sizeof(*object))))
return E_OUTOFMEMORY;
if (SUCCEEDED(hr = d3d12_fence_init(object, device, initial_value, flags)))
TRACE("Created fence %p.\n", object);
else
ERR("Failed to create fence.\n");
*fence = object;
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d12_shared_fence_QueryInterface(d3d12_fence_iface *iface,
REFIID riid, void **object)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (!object)
return E_POINTER;
if (IsEqualGUID(riid, &IID_ID3D12Fence)
|| IsEqualGUID(riid, &IID_ID3D12Fence1)
|| IsEqualGUID(riid, &IID_ID3D12Pageable)
|| IsEqualGUID(riid, &IID_ID3D12DeviceChild)
|| IsEqualGUID(riid, &IID_ID3D12Object)
|| IsEqualGUID(riid, &IID_IUnknown))
{
ID3D12Fence1_AddRef(iface);
*object = iface;
return S_OK;
}
if (IsEqualGUID(riid, &IID_ID3DDestructionNotifier))
{
ID3DDestructionNotifier_AddRef(&fence->destruction_notifier.ID3DDestructionNotifier_iface);
*object = &fence->destruction_notifier.ID3DDestructionNotifier_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d12_shared_fence_AddRef(d3d12_fence_iface *iface)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
ULONG refcount = InterlockedIncrement(&fence->refcount);
TRACE("%p increasing refcount to %u.\n", fence, refcount);
return refcount;
}
static void d3d12_shared_fence_inc_ref(struct d3d12_shared_fence *fence)
{
InterlockedIncrement(&fence->refcount_internal);
}
static void d3d12_shared_fence_dec_ref(struct d3d12_shared_fence *fence)
{
ULONG refcount_internal = InterlockedDecrement(&fence->refcount_internal);
struct vkd3d_shared_fence_waiting_event *current, *e;
const struct vkd3d_vk_device_procs *vk_procs;
bool is_running;
if (!refcount_internal)
{
pthread_mutex_lock(&fence->mutex);
is_running = fence->is_running;
if (is_running)
{
fence->is_running = false;
pthread_cond_signal(&fence->cond_var);
}
pthread_mutex_unlock(&fence->mutex);
if (is_running)
{
pthread_join(fence->thread, NULL);
}
LIST_FOR_EACH_ENTRY_SAFE(current, e, &fence->events, struct vkd3d_shared_fence_waiting_event, entry)
{
vkd3d_free(current);
}
pthread_mutex_destroy(&fence->mutex);
pthread_cond_destroy(&fence->cond_var);
d3d12_shared_fence_close_export_kmt(fence);
vk_procs = &fence->device->vk_procs;
VK_CALL(vkDestroySemaphore(fence->device->vk_device, fence->timeline_semaphore, NULL));
d3d_destruction_notifier_free(&fence->destruction_notifier);
vkd3d_private_store_destroy(&fence->private_store);
vkd3d_free(fence);
}
}
static ULONG STDMETHODCALLTYPE d3d12_shared_fence_Release(d3d12_fence_iface *iface)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
ULONG refcount = InterlockedDecrement(&fence->refcount);
TRACE("%p decreasing refcount to %u.\n", fence, refcount);
if (!refcount)
{
struct d3d12_device *device = fence->device;
d3d_destruction_notifier_notify(&fence->destruction_notifier);
d3d12_shared_fence_dec_ref(fence);
d3d12_device_release(device);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE d3d12_shared_fence_GetPrivateData(d3d12_fence_iface *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n",
iface, debugstr_guid(guid), data_size, data);
return vkd3d_get_private_data(&fence->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d12_shared_fence_SetPrivateData(d3d12_fence_iface *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n",
iface, debugstr_guid(guid), data_size, data);
return vkd3d_set_private_data(&fence->private_store, guid, data_size, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_shared_fence_SetPrivateDataInterface(d3d12_fence_iface *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return vkd3d_set_private_data_interface(&fence->private_store, guid, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_shared_fence_GetDevice(d3d12_fence_iface *iface, REFIID iid, void **device)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
TRACE("iface %p, iid %s, device %p.\n", iface, debugstr_guid(iid), device);
return d3d12_device_query_interface(fence->device, iid, device);
}
static UINT64 STDMETHODCALLTYPE d3d12_shared_fence_GetCompletedValue(d3d12_fence_iface *iface)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
const struct vkd3d_vk_device_procs *vk_procs = &fence->device->vk_procs;
uint64_t completed_value;
VkResult vr;
TRACE("iface %p\n", iface);
vr = VK_CALL(vkGetSemaphoreCounterValue(fence->device->vk_device, fence->timeline_semaphore, &completed_value));
if (vr != VK_SUCCESS)
{
ERR("Failed to get shared fence counter value, error %d.\n", vr);
return 0;
}
return completed_value;
}
static void *vkd3d_shared_fence_worker_main(void *userdata)
{
struct vkd3d_shared_fence_waiting_event *current, *e;
const struct vkd3d_vk_device_procs *vk_procs;
struct d3d12_shared_fence *fence;
VkSemaphoreWaitInfo wait_info;
uint64_t completed_value;
VkResult vr;
fence = userdata;
vk_procs = &fence->device->vk_procs;
wait_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO;
wait_info.pNext = NULL;
wait_info.flags = 0;
wait_info.semaphoreCount = 1;
wait_info.pSemaphores = &fence->timeline_semaphore;
wait_info.pValues = &completed_value;
while (true)
{
pthread_mutex_lock(&fence->mutex);
while (fence->is_running && list_empty(&fence->events))
{
pthread_cond_wait(&fence->cond_var, &fence->mutex);
}
vr = VK_CALL(vkGetSemaphoreCounterValue(fence->device->vk_device, fence->timeline_semaphore, &completed_value));
if (vr != VK_SUCCESS)
{
ERR("Failed to get shared fence counter value, error %d.\n", vr);
pthread_mutex_unlock(&fence->mutex);
return NULL;
}
LIST_FOR_EACH_ENTRY_SAFE(current, e, &fence->events, struct vkd3d_shared_fence_waiting_event, entry)
{
if (current->wait.value <= completed_value)
{
vkd3d_waiting_event_signal(fence->device, NULL, &current->wait);
list_remove(&current->entry);
vkd3d_free(current);
}
}
if (!fence->is_running)
{
pthread_mutex_unlock(&fence->mutex);
return NULL;
}
if (list_empty(&fence->events))
{
pthread_mutex_unlock(&fence->mutex);
continue;
}
pthread_mutex_unlock(&fence->mutex);
completed_value++;
vr = VK_CALL(vkWaitSemaphores(fence->device->vk_device, &wait_info, 10000000ull));
if (vr != VK_SUCCESS && vr != VK_TIMEOUT)
{
ERR("Failed to wait for semaphore, error %d.\n", vr);
return NULL;
}
}
return NULL;
}
static HRESULT d3d12_shared_fence_set_native_sync_handle_on_completion_explicit(struct d3d12_shared_fence *fence,
enum vkd3d_waiting_event_type wait_type, UINT64 value, vkd3d_native_sync_handle handle, uint32_t *payload)
{
const struct vkd3d_vk_device_procs *vk_procs = &fence->device->vk_procs;
struct vkd3d_shared_fence_waiting_event *waiting_event;
struct vkd3d_waiting_event event;
VkSemaphoreWaitInfo wait_info;
uint64_t completed_value;
VkResult vr;
TRACE("fence %p, value %#"PRIx64".\n", fence, value);
if (vkd3d_native_sync_handle_is_valid(handle))
{
memset(&event, 0, sizeof(event));
event.wait_type = wait_type;
event.value = value;
event.handle = handle;
event.payload = payload;
if ((vr = VK_CALL(vkGetSemaphoreCounterValue(fence->device->vk_device, fence->timeline_semaphore, &completed_value))))
{
ERR("Failed to get current semaphore value, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
if (completed_value >= value)
{
vkd3d_waiting_event_signal(fence->device, NULL, &event);
return S_OK;
}
else
{
event.timeline_cookie = vkd3d_queue_timeline_trace_register_event_signal(&fence->device->queue_timeline_trace,
handle, &fence->ID3D12Fence_iface, value);
if (!(waiting_event = vkd3d_malloc(sizeof(*waiting_event))))
{
ERR("Failed to register device singleton for adapter.\n");
return E_OUTOFMEMORY;
}
waiting_event->wait = event;
pthread_mutex_lock(&fence->mutex);
list_add_head(&fence->events, &waiting_event->entry);
if (!fence->is_running)
{
fence->is_running = true;
pthread_create(&fence->thread, NULL, vkd3d_shared_fence_worker_main, fence);
}
else
{
pthread_cond_signal(&fence->cond_var);
}
pthread_mutex_unlock(&fence->mutex);
return S_OK;
}
}
else
{
event.timeline_cookie = vkd3d_queue_timeline_trace_register_event_signal(&fence->device->queue_timeline_trace,
handle, &fence->ID3D12Fence_iface, value);
wait_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO;
wait_info.pNext = NULL;
wait_info.flags = 0;
wait_info.semaphoreCount = 1;
wait_info.pSemaphores = &fence->timeline_semaphore;
wait_info.pValues = &value;
if ((vr = VK_CALL(vkWaitSemaphores(fence->device->vk_device, &wait_info, UINT64_MAX))))
{
ERR("Failed to wait on shared fence, vr %d.\n", vr);
return E_FAIL;
}
vkd3d_queue_timeline_trace_complete_event_signal(&fence->device->queue_timeline_trace,
NULL, event.timeline_cookie);
return S_OK;
}
}
static HRESULT STDMETHODCALLTYPE d3d12_shared_fence_SetEventOnCompletion(d3d12_fence_iface *iface,
UINT64 value, HANDLE os_event)
{
struct d3d12_shared_fence *shared_fence = shared_impl_from_ID3D12Fence1(iface);
vkd3d_native_sync_handle handle = vkd3d_native_sync_handle_wrap(os_event,
VKD3D_NATIVE_SYNC_HANDLE_TYPE_EVENT);
return d3d12_shared_fence_set_native_sync_handle_on_completion_explicit(
shared_fence, VKD3D_WAITING_EVENT_SINGLE, value, handle, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_shared_fence_Signal(d3d12_fence_iface *iface, UINT64 value)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
const struct vkd3d_vk_device_procs *vk_procs = &fence->device->vk_procs;
VkSemaphoreSignalInfo signal_info;
VkResult vr;
TRACE("iface %p, value %#"PRIx64".\n", iface, value);
signal_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SIGNAL_INFO;
signal_info.pNext = NULL;
signal_info.semaphore = fence->timeline_semaphore;
signal_info.value = value;
if ((vr = VK_CALL(vkSignalSemaphore(fence->device->vk_device, &signal_info))))
{
ERR("Failed to signal shared fence, vr %d.\n", vr);
return E_FAIL;
}
return S_OK;
}
static D3D12_FENCE_FLAGS STDMETHODCALLTYPE d3d12_shared_fence_GetCreationFlags(d3d12_fence_iface *iface)
{
struct d3d12_shared_fence *fence = shared_impl_from_ID3D12Fence1(iface);
TRACE("iface %p.\n", iface);
return fence->d3d12_flags;
}
CONST_VTBL struct ID3D12Fence1Vtbl d3d12_shared_fence_vtbl =
{
/* IUnknown methods */
d3d12_shared_fence_QueryInterface,
d3d12_shared_fence_AddRef,
d3d12_shared_fence_Release,
/* ID3D12Object methods */
d3d12_shared_fence_GetPrivateData,
d3d12_shared_fence_SetPrivateData,
d3d12_shared_fence_SetPrivateDataInterface,
(void *)d3d12_object_SetName,
/* ID3D12DeviceChild methods */
d3d12_shared_fence_GetDevice,
/* ID3D12Fence methods */
d3d12_shared_fence_GetCompletedValue,
d3d12_shared_fence_SetEventOnCompletion,
d3d12_shared_fence_Signal,
/* ID3D12Fence1 methods */
d3d12_shared_fence_GetCreationFlags,
};
HRESULT d3d12_shared_fence_create(struct d3d12_device *device,
uint64_t initial_value, D3D12_FENCE_FLAGS flags, struct d3d12_shared_fence **fence)
{
struct d3d12_shared_fence *object;
HRESULT hr;
if (!(object = vkd3d_malloc(sizeof(*object))))
return E_OUTOFMEMORY;
object->ID3D12Fence_iface.lpVtbl = &d3d12_shared_fence_vtbl;
object->refcount_internal = 1;
object->refcount = 1;
object->d3d12_flags = flags;
if (FAILED(hr = vkd3d_private_store_init(&object->private_store)))
{
vkd3d_free(object);
return hr;
}
if (FAILED(hr = vkd3d_create_timeline_semaphore(device, initial_value, true, &object->timeline_semaphore)))
{
vkd3d_private_store_destroy(&object->private_store);
vkd3d_free(object);
return hr;
}
d3d12_shared_fence_open_export_kmt(object, device);
d3d_destruction_notifier_init(&object->destruction_notifier, (IUnknown*)&object->ID3D12Fence_iface);
d3d12_device_add_ref(object->device = device);
pthread_mutex_init(&object->mutex, NULL);
pthread_cond_init(&object->cond_var, NULL);
list_init(&object->events);
object->is_running = false;
*fence = object;
return S_OK;
}
static void d3d12_fence_iface_inc_ref(d3d12_fence_iface *iface)
{
struct d3d12_shared_fence *shared_fence;
struct d3d12_fence *fence;
if (is_shared_ID3D12Fence1(iface))
{
shared_fence = shared_impl_from_ID3D12Fence1(iface);
d3d12_shared_fence_inc_ref(shared_fence);
}
else
{
fence = impl_from_ID3D12Fence1(iface);
d3d12_fence_inc_ref(fence);
}
}
static void d3d12_fence_iface_dec_ref(d3d12_fence_iface *iface)
{
struct d3d12_shared_fence *shared_fence;
struct d3d12_fence *fence;
if (is_shared_ID3D12Fence1(iface))
{
shared_fence = shared_impl_from_ID3D12Fence1(iface);
d3d12_shared_fence_dec_ref(shared_fence);
}
else
{
fence = impl_from_ID3D12Fence1(iface);
d3d12_fence_dec_ref(fence);
}
}
HRESULT d3d12_fence_iface_set_native_sync_handle_on_completion_explicit(ID3D12Fence *iface,
enum vkd3d_waiting_event_type wait_type, UINT64 value, vkd3d_native_sync_handle handle, uint32_t *payload)
{
struct d3d12_shared_fence *shared_fence;
struct d3d12_fence *fence;
if (is_shared_ID3D12Fence(iface))
{
shared_fence = shared_impl_from_ID3D12Fence(iface);
return d3d12_shared_fence_set_native_sync_handle_on_completion_explicit(
shared_fence, wait_type, value, handle, payload);
}
else
{
fence = impl_from_ID3D12Fence(iface);
return d3d12_fence_set_native_sync_handle_on_completion_explicit(
fence, wait_type, value, handle, payload);
}
}
/* Command buffers */
static void d3d12_command_list_mark_as_invalid(struct d3d12_command_list *list,
const char *message, ...)
{
va_list args;
va_start(args, message);
WARN("Command list %p is invalid: \"%s\".\n", list, vkd3d_dbg_vsprintf(message, args));
va_end(args);
list->is_valid = false;
}
static HRESULT d3d12_command_list_begin_command_buffer(struct d3d12_command_list *list)
{
struct d3d12_device *device = list->device;
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkCommandBufferBeginInfo begin_info;
VkResult vr;
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.pNext = NULL;
begin_info.flags = (vkd3d_config_flags & VKD3D_CONFIG_FLAG_ONE_TIME_SUBMIT) ?
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT : 0;
begin_info.pInheritanceInfo = NULL;
if ((vr = VK_CALL(vkBeginCommandBuffer(list->cmd.vk_command_buffer, &begin_info))) < 0)
{
WARN("Failed to begin command buffer, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
d3d12_command_list_debug_mark_begin_region(list, "CommandList");
list->is_recording = true;
list->is_valid = true;
return S_OK;
}
static HRESULT d3d12_command_allocator_allocate_command_buffer(struct d3d12_command_allocator *allocator,
struct d3d12_command_list *list)
{
struct d3d12_device *device = allocator->device;
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkCommandBufferAllocateInfo command_buffer_info;
VkResult vr;
HRESULT hr;
TRACE("allocator %p, list %p.\n", allocator, list);
if (allocator->current_command_list)
{
WARN("Command allocator is already in use.\n");
return E_INVALIDARG;
}
command_buffer_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
command_buffer_info.pNext = NULL;
command_buffer_info.commandPool = allocator->vk_command_pool;
command_buffer_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
command_buffer_info.commandBufferCount = 1;
memset(&list->cmd, 0, sizeof(list->cmd));
list->cmd.indirect_meta = &list->cmd.iterations[0].indirect_meta;
if ((vr = VK_CALL(vkAllocateCommandBuffers(device->vk_device, &command_buffer_info,
&list->cmd.iterations[0].vk_command_buffer))) < 0)
{
WARN("Failed to allocate Vulkan command buffer, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
list->cmd.vk_command_buffer = list->cmd.iterations[0].vk_command_buffer;
list->vk_queue_flags = allocator->vk_queue_flags;
if (FAILED(hr = d3d12_command_list_begin_command_buffer(list)))
{
VK_CALL(vkFreeCommandBuffers(device->vk_device, allocator->vk_command_pool,
1, &list->cmd.vk_command_buffer));
return hr;
}
list->cmd.iteration_count = 1;
list->cmd.estimated_cost = 0;
#ifdef VKD3D_ENABLE_BREADCRUMBS
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS)
{
vkd3d_breadcrumb_tracer_allocate_command_list(&allocator->device->breadcrumb_tracer,
list, allocator);
vkd3d_breadcrumb_tracer_begin_command_list(list);
}
#endif
allocator->current_command_list = list;
list->timeline_cookie = vkd3d_queue_timeline_trace_register_command_list(&allocator->device->queue_timeline_trace);
return S_OK;
}
static void d3d12_command_list_begin_new_sequence(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkConditionalRenderingBeginInfoEXT conditional_begin_info;
VkCommandBufferAllocateInfo command_buffer_info;
struct d3d12_command_list_iteration *iteration;
VkCommandBufferBeginInfo begin_info;
VkResult vr;
if (list->cmd.iteration_count >= VKD3D_MAX_COMMAND_LIST_SEQUENCES)
return;
assert(list->cmd.iteration_count);
list->cmd.iterations[list->cmd.iteration_count - 1].estimated_cost = list->cmd.estimated_cost;
list->cmd.estimated_cost = 0;
iteration = &list->cmd.iterations[list->cmd.iteration_count];
command_buffer_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
command_buffer_info.pNext = NULL;
command_buffer_info.commandPool = list->allocator->vk_command_pool;
command_buffer_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
command_buffer_info.commandBufferCount = 1;
if ((vr = VK_CALL(vkAllocateCommandBuffers(list->device->vk_device,
&command_buffer_info, &iteration->vk_command_buffer))) < 0)
{
ERR("Failed to allocate Vulkan command buffer, vr %d.\n", vr);
/* Not fatal, but we don't get to split. */
return;
}
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.pNext = NULL;
begin_info.flags = (vkd3d_config_flags & VKD3D_CONFIG_FLAG_ONE_TIME_SUBMIT) ?
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT : 0;
begin_info.pInheritanceInfo = NULL;
if ((vr = VK_CALL(vkBeginCommandBuffer(iteration->vk_command_buffer, &begin_info))) < 0)
{
VK_CALL(vkFreeCommandBuffers(list->device->vk_device, list->allocator->vk_command_pool,
1, &iteration->vk_command_buffer));
ERR("Failed to begin Vulkan command buffer, vr %d.\n", vr);
return;
}
/* Some things we *have* to end now because API says so.
* Most cleanup can be deferred to Close(). */
d3d12_command_list_end_current_render_pass(list, true);
if (list->predication.enabled_on_command_buffer)
VK_CALL(vkCmdEndConditionalRenderingEXT(list->cmd.vk_command_buffer));
if ((vr = VK_CALL(vkEndCommandBuffer(list->cmd.vk_command_buffer)) < 0))
ERR("Failed to end command buffer, vr %d.\n", vr);
list->cmd.vk_command_buffer = iteration->vk_command_buffer;
list->cmd.vk_init_commands_post_indirect_barrier = VK_NULL_HANDLE;
list->cmd.indirect_meta = &list->cmd.iterations[list->cmd.iteration_count].indirect_meta;
list->cmd.iteration_count++;
if (list->predication.enabled_on_command_buffer)
{
/* Rearm the conditional rendering. */
conditional_begin_info.sType = VK_STRUCTURE_TYPE_CONDITIONAL_RENDERING_BEGIN_INFO_EXT;
conditional_begin_info.pNext = NULL;
conditional_begin_info.buffer = list->predication.vk_buffer;
conditional_begin_info.offset = list->predication.vk_buffer_offset;
conditional_begin_info.flags = 0;
VK_CALL(vkCmdBeginConditionalRenderingEXT(list->cmd.vk_command_buffer, &conditional_begin_info));
}
d3d12_command_list_invalidate_all_state(list);
/* Extra special consideration since we're starting a fresh command buffer. */
list->descriptor_heap.buffers.heap_dirty = true;
d3d12_command_list_debug_mark_label(list, "Split", 0.0f, 0.0f, 0.0f, 1.0f);
}
static void d3d12_command_list_consider_new_sequence(struct d3d12_command_list *list)
{
#ifdef VKD3D_ENABLE_PROFILING
if (list->timestamp_profiler.active_timestamp_state)
return;
#endif
/* Not worth splitting if we're in the middle of a render pass already. */
if (list->cmd.vk_command_buffer == list->cmd.vk_init_commands_post_indirect_barrier &&
!(list->rendering_info.state_flags & VKD3D_RENDERING_ACTIVE) &&
vkd3d_atomic_uint32_load_explicit(&list->device->device_has_dgc_templates, vkd3d_memory_order_relaxed))
{
/* We could in theory virtualize these queries, but that is extreme overkill. */
if (list->cmd.active_non_inline_running_queries == 0)
d3d12_command_list_begin_new_sequence(list);
else
WARN("Avoiding split due to long running scoped query.\n");
}
}
static HRESULT d3d12_command_allocator_allocate_init_command_buffer(struct d3d12_command_allocator *allocator,
struct d3d12_command_list *list)
{
struct d3d12_device *device = allocator->device;
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkCommandBufferAllocateInfo command_buffer_info;
VkCommandBufferBeginInfo begin_info;
VkResult vr;
TRACE("allocator %p, list %p.\n", allocator, list);
if (list->cmd.vk_init_commands)
return S_OK;
command_buffer_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
command_buffer_info.pNext = NULL;
command_buffer_info.commandPool = allocator->vk_command_pool;
command_buffer_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
command_buffer_info.commandBufferCount = 1;
if ((vr = VK_CALL(vkAllocateCommandBuffers(device->vk_device, &command_buffer_info,
&list->cmd.iterations[0].vk_init_commands))) < 0)
{
WARN("Failed to allocate Vulkan command buffer, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.pNext = NULL;
begin_info.flags = (vkd3d_config_flags & VKD3D_CONFIG_FLAG_ONE_TIME_SUBMIT) ?
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT : 0;
begin_info.pInheritanceInfo = NULL;
if ((vr = VK_CALL(vkBeginCommandBuffer(list->cmd.iterations[0].vk_init_commands, &begin_info))) < 0)
{
WARN("Failed to begin command buffer, vr %d.\n", vr);
VK_CALL(vkFreeCommandBuffers(device->vk_device, allocator->vk_command_pool,
1, &list->cmd.iterations[0].vk_init_commands));
return hresult_from_vk_result(vr);
}
list->cmd.vk_init_commands = list->cmd.iterations[0].vk_init_commands;
return S_OK;
}
static HRESULT d3d12_command_allocator_allocate_init_post_indirect_command_buffer(
struct d3d12_command_allocator *allocator, struct d3d12_command_list *list)
{
struct d3d12_device *device = allocator->device;
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkCommandBufferAllocateInfo command_buffer_info;
struct d3d12_command_list_iteration *iteration;
VkCommandBufferBeginInfo begin_info;
VkResult vr;
TRACE("allocator %p, list %p.\n", allocator, list);
if (list->cmd.vk_init_commands_post_indirect_barrier)
return S_OK;
assert(list->cmd.iteration_count != 0);
iteration = &list->cmd.iterations[list->cmd.iteration_count - 1];
assert(!iteration->vk_init_commands);
command_buffer_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
command_buffer_info.pNext = NULL;
command_buffer_info.commandPool = allocator->vk_command_pool;
command_buffer_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
command_buffer_info.commandBufferCount = 1;
if ((vr = VK_CALL(vkAllocateCommandBuffers(device->vk_device, &command_buffer_info,
&iteration->vk_init_commands))) < 0)
{
WARN("Failed to allocate Vulkan command buffer, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.pNext = NULL;
begin_info.flags = (vkd3d_config_flags & VKD3D_CONFIG_FLAG_ONE_TIME_SUBMIT) ?
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT : 0;
begin_info.pInheritanceInfo = NULL;
if ((vr = VK_CALL(vkBeginCommandBuffer(iteration->vk_init_commands, &begin_info))) < 0)
{
WARN("Failed to begin command buffer, vr %d.\n", vr);
VK_CALL(vkFreeCommandBuffers(device->vk_device, allocator->vk_command_pool,
1, &iteration->vk_init_commands));
return hresult_from_vk_result(vr);
}
/* If we're still on the first iteration, we've also initialized the normal init commands buffer. */
list->cmd.vk_init_commands_post_indirect_barrier = iteration->vk_init_commands;
if (list->cmd.iteration_count == 1)
list->cmd.vk_init_commands = iteration->vk_init_commands;
return S_OK;
}
static void d3d12_command_allocator_free_vk_command_buffer(struct d3d12_command_allocator *allocator,
VkCommandBuffer vk_command_buffer)
{
struct d3d12_device *device = allocator->device;
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
if (!vk_command_buffer)
return;
if (!vkd3d_array_reserve((void **)&allocator->command_buffers, &allocator->command_buffers_size,
allocator->command_buffer_count + 1, sizeof(*allocator->command_buffers)))
{
WARN("Failed to add command buffer.\n");
VK_CALL(vkFreeCommandBuffers(device->vk_device, allocator->vk_command_pool,
1, &vk_command_buffer));
}
else
allocator->command_buffers[allocator->command_buffer_count++] = vk_command_buffer;
}
static void d3d12_command_allocator_free_command_buffer(struct d3d12_command_allocator *allocator,
struct d3d12_command_list *list)
{
unsigned int i;
TRACE("allocator %p, list %p.\n", allocator, list);
if (allocator->current_command_list == list)
allocator->current_command_list = NULL;
for (i = 0; i < list->cmd.iteration_count; i++)
{
d3d12_command_allocator_free_vk_command_buffer(allocator, list->cmd.iterations[i].vk_command_buffer);
d3d12_command_allocator_free_vk_command_buffer(allocator, list->cmd.iterations[i].vk_init_commands);
}
}
static bool d3d12_command_allocator_add_view(struct d3d12_command_allocator *allocator,
struct vkd3d_view *view)
{
if (!vkd3d_array_reserve((void **)&allocator->views, &allocator->views_size,
allocator->view_count + 1, sizeof(*allocator->views)))
return false;
vkd3d_view_incref(view);
allocator->views[allocator->view_count++] = view;
return true;
}
static bool d3d12_command_allocator_add_buffer_view(struct d3d12_command_allocator *allocator,
VkBufferView view)
{
if (!vkd3d_array_reserve((void **)&allocator->buffer_views, &allocator->buffer_views_size,
allocator->buffer_view_count + 1, sizeof(*allocator->buffer_views)))
return false;
allocator->buffer_views[allocator->buffer_view_count++] = view;
return true;
}
static void d3d12_command_allocator_retain_pipeline_state(struct d3d12_command_allocator *allocator,
struct d3d12_pipeline_state *state)
{
if (!vkd3d_array_reserve((void **)&allocator->pipelines, &allocator->pipelines_size,
allocator->pipelines_count + 1, sizeof(*allocator->pipelines)))
return;
d3d12_pipeline_state_inc_ref(state);
allocator->pipelines[allocator->pipelines_count++] = state;
}
static void d3d12_command_list_register_used_resource(struct d3d12_command_list *list,
struct d3d12_resource *resource)
{
size_t i;
if (!resource)
return;
#ifndef VKD3D_ENABLE_BREADCRUMBS
if (!(resource->flags & VKD3D_RESOURCE_RETAINED_GPU_REFERENCE))
return;
#endif
for (i = 0; i < list->retained_resources_count; i++)
if (list->retained_resources[i] == resource)
return;
if (!vkd3d_array_reserve((void **)&list->retained_resources, &list->retained_resources_size,
list->retained_resources_count + 1, sizeof(*list->retained_resources)))
return;
d3d12_resource_incref_weak(resource);
list->retained_resources[list->retained_resources_count++] = resource;
}
static void d3d12_command_list_allocator_destroyed(struct d3d12_command_list *list)
{
TRACE("list %p.\n", list);
list->allocator = NULL;
list->submit_allocator = NULL;
memset(&list->cmd, 0, sizeof(list->cmd));
}
static void d3d12_command_allocator_free_resources(struct d3d12_command_allocator *allocator)
{
struct d3d12_device *device = allocator->device;
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
unsigned int i;
for (i = 0; i < allocator->buffer_view_count; ++i)
{
VK_CALL(vkDestroyBufferView(device->vk_device, allocator->buffer_views[i], NULL));
}
allocator->buffer_view_count = 0;
for (i = 0; i < allocator->view_count; ++i)
{
vkd3d_view_decref(allocator->views[i], device);
}
allocator->view_count = 0;
for (i = 0; i < allocator->pipelines_count; i++)
{
d3d12_pipeline_state_dec_ref(allocator->pipelines[i]);
}
allocator->pipelines_count = 0;
}
static void d3d12_command_allocator_set_name(struct d3d12_command_allocator *allocator, const char *name)
{
vkd3d_set_vk_object_name(allocator->device, (uint64_t)allocator->vk_command_pool,
VK_OBJECT_TYPE_COMMAND_POOL, name);
}
/* ID3D12CommandAllocator */
static inline struct d3d12_command_allocator *impl_from_ID3D12CommandAllocator(ID3D12CommandAllocator *iface)
{
return CONTAINING_RECORD(iface, struct d3d12_command_allocator, ID3D12CommandAllocator_iface);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_QueryInterface(ID3D12CommandAllocator *iface,
REFIID riid, void **object)
{
struct d3d12_command_allocator *allocator = impl_from_ID3D12CommandAllocator(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (!object)
return E_POINTER;
if (IsEqualGUID(riid, &IID_ID3D12CommandAllocator)
|| IsEqualGUID(riid, &IID_ID3D12Pageable)
|| IsEqualGUID(riid, &IID_ID3D12DeviceChild)
|| IsEqualGUID(riid, &IID_ID3D12Object)
|| IsEqualGUID(riid, &IID_IUnknown))
{
ID3D12CommandAllocator_AddRef(iface);
*object = iface;
return S_OK;
}
if (IsEqualGUID(riid, &IID_ID3DDestructionNotifier))
{
ID3DDestructionNotifier_AddRef(&allocator->destruction_notifier.ID3DDestructionNotifier_iface);
*object = &allocator->destruction_notifier.ID3DDestructionNotifier_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG d3d12_command_allocator_inc_ref(struct d3d12_command_allocator *allocator)
{
return InterlockedIncrement(&allocator->internal_refcount);
}
static ULONG STDMETHODCALLTYPE d3d12_command_allocator_AddRef(ID3D12CommandAllocator *iface)
{
struct d3d12_command_allocator *allocator = impl_from_ID3D12CommandAllocator(iface);
ULONG refcount = InterlockedIncrement(&allocator->refcount);
TRACE("%p increasing refcount to %u.\n", allocator, refcount);
if (refcount == 1)
{
d3d12_command_allocator_inc_ref(allocator);
d3d12_device_add_ref(allocator->device);
}
return refcount;
}
static ULONG d3d12_command_allocator_dec_ref(struct d3d12_command_allocator *allocator)
{
unsigned int i, j;
ULONG refcount;
refcount = InterlockedDecrement(&allocator->internal_refcount);
if (!refcount)
{
struct d3d12_device *device = allocator->device;
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
d3d_destruction_notifier_free(&allocator->destruction_notifier);
vkd3d_private_store_destroy(&allocator->private_store);
if (allocator->current_command_list)
d3d12_command_list_allocator_destroyed(allocator->current_command_list);
d3d12_command_allocator_free_resources(allocator);
vkd3d_free(allocator->buffer_views);
vkd3d_free(allocator->views);
vkd3d_free(allocator->pipelines);
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_RECYCLE_COMMAND_POOLS)
{
/* Don't want to do this unless we have to, so hide it behind a config.
* For well-behaving apps, we'll just bloat memory. */
if (pthread_mutex_lock(&device->mutex) == 0)
{
if (device->cached_command_allocator_count < ARRAY_SIZE(device->cached_command_allocators))
{
/* Recycle the pool. Some games spam free/allocate pools,
* even if it completely goes against the point of the API. */
/* Have to free command buffers here if we're going to recycle,
* otherwise DestroyCommandPool takes care of it. */
VK_CALL(vkFreeCommandBuffers(device->vk_device, allocator->vk_command_pool,
allocator->command_buffer_count, allocator->command_buffers));
VK_CALL(vkResetCommandPool(device->vk_device, allocator->vk_command_pool, 0));
device->cached_command_allocators[device->cached_command_allocator_count].vk_command_pool =
allocator->vk_command_pool;
device->cached_command_allocators[device->cached_command_allocator_count].vk_family_index =
allocator->vk_family_index;
device->cached_command_allocator_count++;
allocator->vk_command_pool = VK_NULL_HANDLE;
}
pthread_mutex_unlock(&device->mutex);
}
}
/* Command buffers are implicitly freed when destroying the pool. */
vkd3d_free(allocator->command_buffers);
VK_CALL(vkDestroyCommandPool(device->vk_device, allocator->vk_command_pool, NULL));
for (i = 0; i < VKD3D_SCRATCH_POOL_KIND_COUNT; i++)
{
for (j = 0; j < allocator->scratch_pools[i].scratch_buffer_count; j++)
d3d12_device_return_scratch_buffer(device, i, &allocator->scratch_pools[i].scratch_buffers[j]);
vkd3d_free(allocator->scratch_pools[i].scratch_buffers);
}
for (i = 0; i < allocator->query_pool_count; i++)
d3d12_device_return_query_pool(device, &allocator->query_pools[i]);
vkd3d_free(allocator->query_pools);
#ifdef VKD3D_ENABLE_BREADCRUMBS
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS)
{
vkd3d_breadcrumb_tracer_release_command_lists(&device->breadcrumb_tracer,
allocator->breadcrumb_context_indices, allocator->breadcrumb_context_index_count);
vkd3d_free(allocator->breadcrumb_context_indices);
}
#endif
vkd3d_free(allocator);
}
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d12_command_allocator_Release(ID3D12CommandAllocator *iface)
{
struct d3d12_command_allocator *allocator = impl_from_ID3D12CommandAllocator(iface);
ULONG refcount = InterlockedDecrement(&allocator->refcount);
unsigned int pending;
TRACE("%p decreasing refcount to %u.\n", allocator, refcount);
if (!refcount)
{
struct d3d12_device *device = allocator->device;
d3d_destruction_notifier_notify(&allocator->destruction_notifier);
pending = d3d12_command_allocator_dec_ref(allocator);
/* If this does not go to zero, it means that there are still command lists in flight. */
if (pending != 0)
{
ERR("Released all public references, but there are still %u pending command lists "
"awaiting execution from command allocator iface %p! Deferring release.\n", pending, iface);
}
d3d12_device_release(device);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_GetPrivateData(ID3D12CommandAllocator *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d12_command_allocator *allocator = impl_from_ID3D12CommandAllocator(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_get_private_data(&allocator->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_SetPrivateData(ID3D12CommandAllocator *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d12_command_allocator *allocator = impl_from_ID3D12CommandAllocator(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_set_private_data(&allocator->private_store, guid, data_size, data,
(vkd3d_set_name_callback) d3d12_command_allocator_set_name, allocator);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_SetPrivateDataInterface(ID3D12CommandAllocator *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d12_command_allocator *allocator = impl_from_ID3D12CommandAllocator(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return vkd3d_set_private_data_interface(&allocator->private_store, guid, data,
(vkd3d_set_name_callback) d3d12_command_allocator_set_name, allocator);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_GetDevice(ID3D12CommandAllocator *iface, REFIID iid, void **device)
{
struct d3d12_command_allocator *allocator = impl_from_ID3D12CommandAllocator(iface);
TRACE("iface %p, iid %s, device %p.\n", iface, debugstr_guid(iid), device);
return d3d12_device_query_interface(allocator->device, iid, device);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_Reset(ID3D12CommandAllocator *iface)
{
struct d3d12_command_allocator *allocator = impl_from_ID3D12CommandAllocator(iface);
const struct vkd3d_vk_device_procs *vk_procs;
struct d3d12_command_list *list;
struct d3d12_device *device;
LONG internal_refs;
VkResult vr;
size_t i, j;
TRACE("iface %p.\n", iface);
if ((list = allocator->current_command_list))
{
if (list->is_recording)
{
WARN("A command list using this allocator is in the recording state.\n");
return E_FAIL;
}
TRACE("Resetting command list %p.\n", list);
}
/* We only expect there to be only one internal ref live, the public refcount. */
if ((internal_refs = vkd3d_atomic_uint32_load_explicit(&allocator->internal_refcount, vkd3d_memory_order_acquire)) > 1)
{
/* HACK: There are currently command lists waiting to be submitted to the queue in the submission threads.
* Buggy application, but work around this by not resetting the command pool this time.
* To be perfectly safe, we can only reset after the fence timeline is signalled,
* however, this is enough to workaround SotTR which resets the command list right
* after calling ID3D12CommandQueue::ExecuteCommandLists().
* Only happens once or twice on bootup and doesn't cause memory leaks over time
* since the command pool is eventually reset. */
/* Runtime appears to detect this case, but does not return E_FAIL for whatever reason anymore. */
ERR("There are still %u pending command lists awaiting execution from command allocator iface %p!\n",
(unsigned int)(internal_refs - 1), iface);
return S_OK;
}
device = allocator->device;
vk_procs = &device->vk_procs;
d3d12_command_allocator_free_resources(allocator);
vkd3d_queue_timeline_trace_register_instantaneous(&device->queue_timeline_trace,
VKD3D_QUEUE_TIMELINE_TRACE_STATE_TYPE_COMMAND_ALLOCATOR_RESET, allocator->command_buffer_count);
if (allocator->command_buffer_count)
{
VK_CALL(vkFreeCommandBuffers(device->vk_device, allocator->vk_command_pool,
allocator->command_buffer_count, allocator->command_buffers));
allocator->command_buffer_count = 0;
}
/* The intent here is to recycle memory, so do not use RELEASE_RESOURCES_BIT here. */
if ((vr = VK_CALL(vkResetCommandPool(device->vk_device, allocator->vk_command_pool, 0))))
{
WARN("Resetting command pool failed, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
/* Return scratch buffers to the device */
for (i = 0; i < VKD3D_SCRATCH_POOL_KIND_COUNT; i++)
{
for (j = 0; j < allocator->scratch_pools[i].scratch_buffer_count; j++)
d3d12_device_return_scratch_buffer(device, i, &allocator->scratch_pools[i].scratch_buffers[j]);
allocator->scratch_pools[i].scratch_buffer_count = 0;
}
#ifdef VKD3D_ENABLE_BREADCRUMBS
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS)
{
/* Release breadcrumb references. */
vkd3d_breadcrumb_tracer_release_command_lists(&device->breadcrumb_tracer,
allocator->breadcrumb_context_indices, allocator->breadcrumb_context_index_count);
allocator->breadcrumb_context_index_count = 0;
}
#endif
/* Return query pools to the device */
for (i = 0; i < allocator->query_pool_count; i++)
d3d12_device_return_query_pool(device, &allocator->query_pools[i]);
allocator->query_pool_count = 0;
memset(&allocator->active_query_pools, 0, sizeof(allocator->active_query_pools));
return S_OK;
}
static CONST_VTBL struct ID3D12CommandAllocatorVtbl d3d12_command_allocator_vtbl =
{
/* IUnknown methods */
d3d12_command_allocator_QueryInterface,
d3d12_command_allocator_AddRef,
d3d12_command_allocator_Release,
/* ID3D12Object methods */
d3d12_command_allocator_GetPrivateData,
d3d12_command_allocator_SetPrivateData,
d3d12_command_allocator_SetPrivateDataInterface,
(void *)d3d12_object_SetName,
/* ID3D12DeviceChild methods */
d3d12_command_allocator_GetDevice,
/* ID3D12CommandAllocator methods */
d3d12_command_allocator_Reset,
};
struct vkd3d_queue_family_info *d3d12_device_get_vkd3d_queue_family(struct d3d12_device *device,
D3D12_COMMAND_LIST_TYPE type,
uint32_t vk_family_index)
{
if (vk_family_index == VK_QUEUE_FAMILY_IGNORED)
{
switch (type)
{
case D3D12_COMMAND_LIST_TYPE_DIRECT:
return device->queue_families[VKD3D_QUEUE_FAMILY_GRAPHICS];
case D3D12_COMMAND_LIST_TYPE_COMPUTE:
return device->queue_families[VKD3D_QUEUE_FAMILY_COMPUTE];
case D3D12_COMMAND_LIST_TYPE_COPY:
return device->queue_families[VKD3D_QUEUE_FAMILY_TRANSFER];
default:
FIXME("Unhandled command list type %#x.\n", type);
return device->queue_families[VKD3D_QUEUE_FAMILY_GRAPHICS];
}
}
else
{
for (int i = 0; i < VKD3D_QUEUE_FAMILY_COUNT; i++)
{
if (device->queue_families[i]->vk_family_index == vk_family_index)
return device->queue_families[i];
}
FIXME("Unhandled command list vk_family %#x.\n", vk_family_index);
return device->queue_families[VKD3D_QUEUE_FAMILY_GRAPHICS];
}
}
/* This is used for workaround purposes for when some games screw up use-after-free of in-flight resources.
* If resources are destroyed in-flight that's usually fine since GPU page tables are not updated
* while a submission is in flight, but since we thread the actual submissions, we might observe behavior
* that might not happen on Windows.
* For workaround purposes, it's enough that we just defer the actual final decref until all dependent
* vkQueueSubmit calls have gone through on CPU timeline.
* This can be extended as needed to deal with GPU timeline too, but that's only relevant if truly needed,
* since it will dramatically increase complexity and CPU overhead. */
void d3d12_device_add_queue_timeline_deferred_decref(struct d3d12_device *device,
void (*inc_call)(void *), void (*dec_call)(void *), void *userdata, bool postpone_decref)
{
struct vkd3d_queue_family_info *queue_family;
struct d3d12_command_queue_submission sub;
unsigned int i, j, family_index;
struct vkd3d_queue *vk_queue;
for (family_index = 0; family_index < ARRAY_SIZE(device->queue_families); family_index++)
{
queue_family = device->queue_families[family_index];
if (!queue_family)
continue;
/* Only use unique queue families. */
for (i = 0; i < family_index; i++)
if (device->queue_families[i] == queue_family)
break;
if (i < family_index)
continue;
for (i = 0; i < queue_family->queue_count; i++)
{
vk_queue = queue_family->queues[i];
pthread_mutex_lock(&vk_queue->mutex);
for (j = 0; j < vk_queue->command_queue_count; j++)
{
sub.type = VKD3D_SUBMISSION_CPU_TIMELINE_CALLBACK;
sub.callback.callback = dec_call;
sub.callback.userdata = userdata;
inc_call(userdata);
d3d12_command_queue_add_submission(vk_queue->command_queues[j], &sub);
}
pthread_mutex_unlock(&vk_queue->mutex);
}
}
if (!postpone_decref)
dec_call(userdata);
}
struct vkd3d_queue *d3d12_device_allocate_vkd3d_queue(struct vkd3d_queue_family_info *queue_family,
struct d3d12_command_queue *command_queue)
{
struct vkd3d_queue *queue;
unsigned int i;
for (i = 0; i < queue_family->queue_count; i++)
pthread_mutex_lock(&queue_family->queues[i]->mutex);
/* Select the queue that has the lowest number of virtual queues mapped
* to it, in order to avoid situations where we map multiple queues to
* the same vkd3d queue while others are unused */
queue = queue_family->queues[0];
for (i = 1; i < queue_family->queue_count; i++)
{
if (queue_family->queues[i]->virtual_queue_count < queue->virtual_queue_count)
queue = queue_family->queues[i];
}
queue->virtual_queue_count++;
if (command_queue)
{
vkd3d_array_reserve((void**)&queue->command_queues, &queue->command_queue_size,
queue->command_queue_count + 1, sizeof(*queue->command_queues));
queue->command_queues[queue->command_queue_count++] = command_queue;
}
for (i = 0; i < queue_family->queue_count; i++)
pthread_mutex_unlock(&queue_family->queues[i]->mutex);
return queue;
}
void d3d12_device_unmap_vkd3d_queue(struct vkd3d_queue *queue, struct d3d12_command_queue *command_queue)
{
size_t i;
pthread_mutex_lock(&queue->mutex);
queue->virtual_queue_count--;
if (command_queue)
{
for (i = 0; i < queue->command_queue_count; i++)
{
if (queue->command_queues[i] == command_queue)
{
queue->command_queue_count--;
queue->command_queues[i] = queue->command_queues[queue->command_queue_count];
break;
}
}
}
pthread_mutex_unlock(&queue->mutex);
}
static HRESULT d3d12_command_allocator_init(struct d3d12_command_allocator *allocator,
struct d3d12_device *device,
D3D12_COMMAND_LIST_TYPE type,
struct vkd3d_queue_family_info *queue_family)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkCommandPoolCreateInfo command_pool_info;
VkResult vr;
HRESULT hr;
size_t i;
if (FAILED(hr = vkd3d_private_store_init(&allocator->private_store)))
return hr;
allocator->ID3D12CommandAllocator_iface.lpVtbl = &d3d12_command_allocator_vtbl;
allocator->refcount = 1;
allocator->internal_refcount = 1;
allocator->type = type;
allocator->vk_queue_flags = queue_family->vk_queue_flags;
command_pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
command_pool_info.pNext = NULL;
/* Do not use RESET_COMMAND_BUFFER_BIT. This allows the CommandPool to be a D3D12-style command pool.
* Memory is owned by the pool and CommandBuffers become lightweight handles,
* assuming a half-decent driver implementation. */
command_pool_info.flags = 0;
command_pool_info.queueFamilyIndex = queue_family->vk_family_index;
allocator->vk_command_pool = VK_NULL_HANDLE;
allocator->vk_family_index = queue_family->vk_family_index;
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_RECYCLE_COMMAND_POOLS)
{
/* Try to recycle command allocators. Some games spam free/allocate pools. */
if (pthread_mutex_lock(&device->mutex) == 0)
{
for (i = 0; i < device->cached_command_allocator_count; i++)
{
if (device->cached_command_allocators[i].vk_family_index == queue_family->vk_family_index)
{
allocator->vk_command_pool = device->cached_command_allocators[i].vk_command_pool;
device->cached_command_allocators[i] =
device->cached_command_allocators[--device->cached_command_allocator_count];
break;
}
}
pthread_mutex_unlock(&device->mutex);
}
}
if (allocator->vk_command_pool == VK_NULL_HANDLE)
{
if ((vr = VK_CALL(vkCreateCommandPool(device->vk_device, &command_pool_info, NULL,
&allocator->vk_command_pool))) < 0)
{
WARN("Failed to create Vulkan command pool, vr %d.\n", vr);
vkd3d_private_store_destroy(&allocator->private_store);
return hresult_from_vk_result(vr);
}
}
d3d_destruction_notifier_init(&allocator->destruction_notifier,
(IUnknown*)&allocator->ID3D12CommandAllocator_iface);
d3d12_device_add_ref(allocator->device = device);
return S_OK;
}
HRESULT d3d12_command_allocator_create(struct d3d12_device *device,
D3D12_COMMAND_LIST_TYPE type,
uint32_t vk_family_index,
struct d3d12_command_allocator **allocator)
{
struct vkd3d_queue_family_info *family_info;
struct d3d12_command_allocator *object;
HRESULT hr;
if (!(D3D12_COMMAND_LIST_TYPE_DIRECT <= type && type <= D3D12_COMMAND_LIST_TYPE_COPY))
{
WARN("Invalid type %#x.\n", type);
return E_INVALIDARG;
}
if (!(object = vkd3d_calloc(1, sizeof(*object))))
return E_OUTOFMEMORY;
family_info = d3d12_device_get_vkd3d_queue_family(device, type, vk_family_index);
if (FAILED(hr = d3d12_command_allocator_init(object, device, type, family_info)))
{
vkd3d_free(object);
return hr;
}
TRACE("Created command allocator %p.\n", object);
*allocator = object;
return S_OK;
}
bool d3d12_command_allocator_allocate_scratch_memory(struct d3d12_command_allocator *allocator,
enum vkd3d_scratch_pool_kind kind,
VkDeviceSize size, VkDeviceSize alignment, uint32_t memory_types,
struct vkd3d_scratch_allocation *allocation)
{
struct d3d12_command_allocator_scratch_pool *pool = &allocator->scratch_pools[kind];
VkDeviceSize aligned_offset, aligned_size;
struct vkd3d_scratch_buffer *scratch;
unsigned int i;
aligned_size = align(size, alignment);
/* Probe last block first since the others are likely full */
for (i = pool->scratch_buffer_count; i; i--)
{
scratch = &pool->scratch_buffers[i - 1];
/* Extremely unlikely to fail since we have separate lists per pool kind, but to be 100% correct ... */
if (!(memory_types & (1u << scratch->allocation.device_allocation.vk_memory_type)))
continue;
aligned_offset = align(scratch->offset, alignment);
if (aligned_offset + aligned_size <= scratch->allocation.resource.size)
{
scratch->offset = aligned_offset + aligned_size;
allocation->buffer = scratch->allocation.resource.vk_buffer;
allocation->offset = scratch->allocation.offset + aligned_offset;
allocation->va = scratch->allocation.resource.va + aligned_offset;
if (scratch->allocation.cpu_address)
allocation->host_ptr = void_ptr_offset(scratch->allocation.cpu_address, aligned_offset);
else
allocation->host_ptr = NULL;
return true;
}
}
if (!vkd3d_array_reserve((void**)&pool->scratch_buffers, &pool->scratch_buffers_size,
pool->scratch_buffer_count + 1, sizeof(*pool->scratch_buffers)))
{
ERR("Failed to allocate scratch buffer.\n");
return false;
}
scratch = &pool->scratch_buffers[pool->scratch_buffer_count];
if (FAILED(d3d12_device_get_scratch_buffer(allocator->device, kind, aligned_size, memory_types, scratch)))
{
ERR("Failed to create scratch buffer.\n");
return false;
}
pool->scratch_buffer_count += 1;
scratch->offset = aligned_size;
allocation->buffer = scratch->allocation.resource.vk_buffer;
allocation->offset = scratch->allocation.offset;
allocation->va = scratch->allocation.resource.va;
allocation->host_ptr = scratch->allocation.cpu_address;
return true;
}
static struct vkd3d_query_pool *d3d12_command_allocator_get_active_query_pool_from_type_index(
struct d3d12_command_allocator *allocator, uint32_t type_index)
{
return &allocator->active_query_pools[type_index];
}
static uint32_t d3d12_query_heap_type_to_type_index(D3D12_QUERY_HEAP_TYPE heap_type)
{
switch (heap_type)
{
case D3D12_QUERY_HEAP_TYPE_OCCLUSION:
return VKD3D_QUERY_TYPE_INDEX_OCCLUSION;
case D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS:
return VKD3D_QUERY_TYPE_INDEX_PIPELINE_STATISTICS;
case D3D12_QUERY_HEAP_TYPE_SO_STATISTICS:
return VKD3D_QUERY_TYPE_INDEX_TRANSFORM_FEEDBACK;
default:
return UINT32_MAX;
}
}
bool d3d12_command_allocator_allocate_query_from_type_index(
struct d3d12_command_allocator *allocator,
uint32_t type_index, VkQueryPool *query_pool, uint32_t *query_index)
{
struct vkd3d_query_pool *pool = d3d12_command_allocator_get_active_query_pool_from_type_index(allocator, type_index);
assert(pool);
if (pool->next_index >= pool->query_count)
{
if (FAILED(d3d12_device_get_query_pool(allocator->device, type_index, pool)))
return false;
if (vkd3d_array_reserve((void**)&allocator->query_pools, &allocator->query_pools_size,
allocator->query_pool_count + 1, sizeof(*allocator->query_pools)))
allocator->query_pools[allocator->query_pool_count++] = *pool;
else
ERR("Failed to add query pool.\n");
}
*query_pool = pool->vk_query_pool;
*query_index = pool->next_index++;
return true;
}
static bool d3d12_command_allocator_allocate_query_from_heap_type(struct d3d12_command_allocator *allocator,
D3D12_QUERY_HEAP_TYPE heap_type, VkQueryPool *query_pool, uint32_t *query_index)
{
uint32_t type_index = d3d12_query_heap_type_to_type_index(heap_type);
return d3d12_command_allocator_allocate_query_from_type_index(allocator, type_index, query_pool, query_index);
}
static struct d3d12_command_allocator *d3d12_command_allocator_from_iface(ID3D12CommandAllocator *iface)
{
if (!iface || iface->lpVtbl != &d3d12_command_allocator_vtbl)
return NULL;
return impl_from_ID3D12CommandAllocator(iface);
}
/* ID3D12CommandList */
static inline struct d3d12_command_list *impl_from_ID3D12GraphicsCommandList(d3d12_command_list_iface *iface)
{
return CONTAINING_RECORD(iface, struct d3d12_command_list, ID3D12GraphicsCommandList_iface);
}
static void d3d12_command_list_invalidate_rendering_info(struct d3d12_command_list *list)
{
list->rendering_info.state_flags &= ~VKD3D_RENDERING_CURRENT;
}
void d3d12_command_list_invalidate_current_pipeline(struct d3d12_command_list *list, bool meta_shader)
{
list->current_pipeline = VK_NULL_HANDLE;
/* If we're binding a meta shader, invalidate everything.
* Next time we bind a user pipeline, we need to reapply all dynamic state. */
if (meta_shader)
{
list->dynamic_state.active_flags = 0;
/* For meta shaders, just pretend we never bound anything since we don't do tracking for these pipeline binds. */
list->command_buffer_pipeline = VK_NULL_HANDLE;
}
}
static D3D12_RECT d3d12_get_image_rect(struct d3d12_resource *resource, const VkImageSubresourceLayers *subresource)
{
VkExtent3D mip_extent = d3d12_resource_desc_get_vk_subresource_extent(&resource->desc, resource->format, subresource);
D3D12_RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = mip_extent.width;
rect.bottom = mip_extent.height;
return rect;
}
static bool d3d12_image_copy_writes_full_subresource(struct d3d12_resource *resource,
const VkExtent3D *extent, const VkImageSubresourceLayers *subresource)
{
VkExtent3D mip_extent = d3d12_resource_desc_get_vk_subresource_extent(&resource->desc, resource->format, subresource);
return mip_extent.width == extent->width && mip_extent.height == extent->height && mip_extent.depth == extent->depth;
}
static bool vk_rect_from_d3d12(const D3D12_RECT *rect, VkRect2D *vk_rect, const D3D12_RECT *clamp_rect)
{
D3D12_RECT clamped;
clamped.left = max(rect->left, clamp_rect->left);
clamped.right = min(rect->right, clamp_rect->right);
clamped.top = max(rect->top, clamp_rect->top);
clamped.bottom = min(rect->bottom, clamp_rect->bottom);
if (clamped.top >= clamped.bottom || clamped.left >= clamped.right)
{
WARN("Empty clear rect.\n");
return false;
}
vk_rect->offset.x = clamped.left;
vk_rect->offset.y = clamped.top;
vk_rect->extent.width = clamped.right - clamped.left;
vk_rect->extent.height = clamped.bottom - clamped.top;
return true;
}
static VkImageAspectFlags vk_writable_aspects_from_image_layout(VkImageLayout vk_layout)
{
switch (vk_layout)
{
case VK_IMAGE_LAYOUT_GENERAL:
return VK_IMAGE_ASPECT_COLOR_BIT | VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
return VK_IMAGE_ASPECT_COLOR_BIT;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
return VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
case VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL:
return VK_IMAGE_ASPECT_STENCIL_BIT;
case VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL:
return VK_IMAGE_ASPECT_DEPTH_BIT;
case VK_IMAGE_LAYOUT_UNDEFINED:
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
return 0;
default:
ERR("Unhandled image layout %u.\n", vk_layout);
return 0;
}
}
static int d3d12_command_list_find_attachment_view(struct d3d12_command_list *list,
const struct d3d12_resource *resource, const VkImageSubresourceLayers *subresource)
{
unsigned int i;
if (!(list->rendering_info.state_flags & VKD3D_RENDERING_ACTIVE))
return -1;
if (list->dsv.resource == resource)
{
const struct vkd3d_view *dsv = list->dsv.view;
if (!list->rendering_info.dsv.imageView)
return -1;
if (dsv->info.texture.aspect_mask == subresource->aspectMask &&
dsv->info.texture.miplevel_idx == subresource->mipLevel &&
dsv->info.texture.layer_idx == subresource->baseArrayLayer &&
dsv->info.texture.layer_count == subresource->layerCount)
return D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT;
}
else
{
for (i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
const struct vkd3d_view *rtv = list->rtvs[i].view;
if (!(list->rendering_info.rtv_mask & (1u << i)))
continue;
if (list->rtvs[i].resource != resource)
continue;
if (rtv->info.texture.aspect_mask == subresource->aspectMask &&
rtv->info.texture.miplevel_idx == subresource->mipLevel &&
rtv->info.texture.layer_idx == subresource->baseArrayLayer &&
rtv->info.texture.layer_count == subresource->layerCount)
return i;
}
}
return -1;
}
static int d3d12_command_list_find_attachment(struct d3d12_command_list *list,
const struct d3d12_resource *resource, const struct vkd3d_view *view)
{
VkImageSubresourceLayers subresource = vk_subresource_layers_from_view(view);
return d3d12_command_list_find_attachment_view(list, resource, &subresource);
}
static void d3d12_command_list_clear_attachment_inline(struct d3d12_command_list *list, struct d3d12_resource *resource,
struct vkd3d_view *view, unsigned int attachment_idx, VkImageAspectFlags clear_aspects,
const VkClearValue *clear_value, UINT rect_count, const D3D12_RECT *rects)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkImageSubresourceLayers vk_subresource;
VkClearAttachment vk_clear_attachment;
VkClearRect vk_clear_rect;
D3D12_RECT full_rect;
unsigned int i;
vk_subresource = vk_subresource_layers_from_view(view);
full_rect = d3d12_get_image_rect(resource, &vk_subresource);
if (!rect_count)
{
rect_count = 1;
rects = &full_rect;
}
/* We expect more than one clear rect to be very uncommon
* in practice, so make no effort to batch calls for now.
* colorAttachment is ignored for depth-stencil clears. */
vk_clear_attachment.aspectMask = clear_aspects;
vk_clear_attachment.colorAttachment = attachment_idx;
vk_clear_attachment.clearValue = *clear_value;
vk_clear_rect.baseArrayLayer = 0;
vk_clear_rect.layerCount = view->info.texture.layer_count;
for (i = 0; i < rect_count; i++)
{
if (vk_rect_from_d3d12(&rects[i], &vk_clear_rect.rect, &full_rect))
{
VK_CALL(vkCmdClearAttachments(list->cmd.vk_command_buffer,
1, &vk_clear_attachment, 1, &vk_clear_rect));
}
}
VKD3D_BREADCRUMB_TAG("clear-view-cookie");
VKD3D_BREADCRUMB_COOKIE(view->cookie.index);
VKD3D_BREADCRUMB_RESOURCE(resource);
VKD3D_BREADCRUMB_COMMAND(CLEAR_INLINE);
}
static void d3d12_command_list_sync_tiler_renderpass_writes(struct d3d12_command_list *list, const VkRenderingInfo *rendering_info)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
/* tilers can emit these with minimal sync overhead, IMRs get annihilated */
if (list->device->workarounds.tiler_renderpass_barriers)
{
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
if (rendering_info->colorAttachmentCount)
{
vk_barrier.srcStageMask |= VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
vk_barrier.srcAccessMask |= VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
vk_barrier.dstStageMask |= VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
vk_barrier.dstAccessMask |= VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
}
if (rendering_info->pDepthAttachment || rendering_info->pStencilAttachment)
{
vk_barrier.srcStageMask |= VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
vk_barrier.srcAccessMask |= VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
vk_barrier.dstStageMask |= VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
vk_barrier.dstAccessMask |= VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
}
static void d3d12_command_list_reset_transfer_waw_tracking(struct d3d12_command_list *list)
{
list->transfer_batch.tracked_copy_buffer_count = 0;
list->transfer_batch.tracked_copy_texture_count = 0;
list->transfer_batch.vk_stages = 0;
}
static void d3d12_command_list_resolve_transfer_waw(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
if (list->transfer_batch.tracked_copy_buffer_count || list->transfer_batch.tracked_copy_texture_count)
{
assert(list->transfer_batch.vk_stages != 0);
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = list->transfer_batch.vk_stages;
vk_barrier.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
vk_barrier.dstStageMask = list->transfer_batch.vk_stages;
vk_barrier.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
d3d12_command_list_debug_mark_label(list, "Transfer WAW (resolve)", 0.8f, 1.0f, 0.8f, 1.0f);
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
d3d12_command_list_reset_transfer_waw_tracking(list);
}
}
static void d3d12_command_list_mark_copy_buffer_write(struct d3d12_command_list *list, VkBuffer vk_buffer,
VkDeviceSize offset, VkDeviceSize size, bool sparse)
{
struct d3d12_tracked_buffer_copy *tracked_buffer;
VkDeviceSize range_end;
unsigned int i;
if (sparse)
{
vk_buffer = VK_NULL_HANDLE;
offset = 0;
size = VK_WHOLE_SIZE;
}
range_end = offset + size;
for (i = 0; i < list->transfer_batch.tracked_copy_buffer_count; i++)
{
tracked_buffer = &list->transfer_batch.tracked_copy_buffers[i];
/* Any write to a sparse buffer will be considered to be aliasing with any other resource. */
if (tracked_buffer->vk_buffer == vk_buffer || tracked_buffer->vk_buffer == VK_NULL_HANDLE || sparse)
{
if (range_end > tracked_buffer->hazard_begin && offset < tracked_buffer->hazard_end)
{
/* Hazard. Inject barrier. */
d3d12_command_list_resolve_transfer_waw(list);
tracked_buffer = &list->transfer_batch.tracked_copy_buffers[0];
tracked_buffer->vk_buffer = vk_buffer;
tracked_buffer->hazard_begin = offset;
tracked_buffer->hazard_end = range_end;
list->transfer_batch.tracked_copy_buffer_count = 1;
list->transfer_batch.vk_stages |= VK_PIPELINE_STAGE_2_COPY_BIT;
}
else
{
tracked_buffer->hazard_begin = min(offset, tracked_buffer->hazard_begin);
tracked_buffer->hazard_end = max(range_end, tracked_buffer->hazard_end);
}
return;
}
}
/* Keep the tracking data structures lean and mean. If we have decent overlap, this isn't a real problem. */
if (list->transfer_batch.tracked_copy_buffer_count == ARRAY_SIZE(list->transfer_batch.tracked_copy_buffers))
d3d12_command_list_resolve_transfer_waw(list);
tracked_buffer = &list->transfer_batch.tracked_copy_buffers[list->transfer_batch.tracked_copy_buffer_count++];
tracked_buffer->vk_buffer = vk_buffer;
tracked_buffer->hazard_begin = offset;
tracked_buffer->hazard_end = range_end;
list->transfer_batch.vk_stages |= VK_PIPELINE_STAGE_2_COPY_BIT;
}
static VkImageLayout dsv_plane_optimal_mask_to_layout(uint32_t plane_optimal_mask, VkImageAspectFlags image_aspects)
{
static const VkImageLayout layouts[] = {
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
};
if (plane_optimal_mask & VKD3D_DEPTH_STENCIL_PLANE_GENERAL)
return VK_IMAGE_LAYOUT_GENERAL;
if (image_aspects != (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
/* If aspects is only DEPTH or only STENCIL, we should use the OPTIMAL or READ_ONLY layout.
* We should not use the separate layouts, or we might end up with more barriers than we need. */
return plane_optimal_mask ?
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL :
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
}
else
return layouts[plane_optimal_mask];
}
static void d3d12_command_list_decay_optimal_dsv_resource(struct d3d12_command_list *list,
const struct d3d12_resource *resource, uint32_t plane_optimal_mask,
struct d3d12_command_list_barrier_batch *batch)
{
bool current_layout_is_shader_visible;
VkImageMemoryBarrier2 barrier;
VkImageLayout layout;
assert(!(plane_optimal_mask & ~(VKD3D_DEPTH_PLANE_OPTIMAL | VKD3D_STENCIL_PLANE_OPTIMAL)));
layout = dsv_plane_optimal_mask_to_layout(plane_optimal_mask, resource->format->vk_aspect_mask);
if (layout == resource->common_layout)
return;
current_layout_is_shader_visible = layout != VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
memset(&barrier, 0, sizeof(barrier));
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
barrier.oldLayout = layout;
barrier.newLayout = resource->common_layout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
/* We want to wait for storeOp to complete here, and that is defined to happen in LATE_FRAGMENT_TESTS. */
barrier.srcStageMask = VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
barrier.srcAccessMask = VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
/* If one aspect was readable, we have to make it visible to shaders since the resource state might
* have been DEPTH_READ | RESOURCE | NON_PIXEL_RESOURCE. If we transitioned from OPTIMAL,
* there cannot possibly be shader reads until we observe a ResourceBarrier() later. */
barrier.dstStageMask = current_layout_is_shader_visible ? VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT
: (VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT);
barrier.dstAccessMask = VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
(current_layout_is_shader_visible ? VK_ACCESS_2_SHADER_READ_BIT : 0);
barrier.subresourceRange.aspectMask = resource->format->vk_aspect_mask;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
barrier.image = resource->res.vk_image;
d3d12_command_list_barrier_batch_add_layout_transition(list, batch, &barrier);
}
static uint32_t d3d12_command_list_notify_decay_dsv_resource(struct d3d12_command_list *list,
struct d3d12_resource *resource)
{
uint32_t decay_aspects;
size_t i, n;
/* No point in adding these since they are always deduced to be optimal or general. */
if ((resource->desc.Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE) ||
resource->common_layout == VK_IMAGE_LAYOUT_GENERAL)
return 0;
for (i = 0, n = list->dsv_resource_tracking_count; i < n; i++)
{
if (list->dsv_resource_tracking[i].resource == resource)
{
decay_aspects = list->dsv_resource_tracking[i].plane_optimal_mask;
list->dsv_resource_tracking[i] = list->dsv_resource_tracking[--list->dsv_resource_tracking_count];
return decay_aspects;
}
}
return 0;
}
static uint32_t d3d12_command_list_promote_dsv_resource(struct d3d12_command_list *list,
struct d3d12_resource *resource, uint32_t plane_optimal_mask)
{
size_t i, n;
assert(!(plane_optimal_mask & ~(VKD3D_DEPTH_PLANE_OPTIMAL | VKD3D_STENCIL_PLANE_OPTIMAL)));
/* No point in adding these since they are always deduced to be optimal. */
if (!(resource->flags & VKD3D_RESOURCE_GENERAL_LAYOUT) && (resource->desc.Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE))
return VKD3D_DEPTH_PLANE_OPTIMAL | VKD3D_STENCIL_PLANE_OPTIMAL;
else if (resource->common_layout == VK_IMAGE_LAYOUT_GENERAL)
return VKD3D_DEPTH_STENCIL_PLANE_GENERAL;
/* For single aspect images, mirror the optimal mask in the unused aspect. This avoids some
* extra checks elsewhere (particularly graphics pipeline setup and compat render passes)
* to handle single aspect DSVs. */
if (!(resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT))
plane_optimal_mask |= (plane_optimal_mask & VKD3D_DEPTH_PLANE_OPTIMAL) ? VKD3D_STENCIL_PLANE_OPTIMAL : 0;
if (!(resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT))
plane_optimal_mask |= (plane_optimal_mask & VKD3D_STENCIL_PLANE_OPTIMAL) ? VKD3D_DEPTH_PLANE_OPTIMAL : 0;
for (i = 0, n = list->dsv_resource_tracking_count; i < n; i++)
{
if (list->dsv_resource_tracking[i].resource == resource)
{
list->dsv_resource_tracking[i].plane_optimal_mask |= plane_optimal_mask;
return list->dsv_resource_tracking[i].plane_optimal_mask;
}
}
vkd3d_array_reserve((void **)&list->dsv_resource_tracking, &list->dsv_resource_tracking_size,
list->dsv_resource_tracking_count + 1, sizeof(*list->dsv_resource_tracking));
list->dsv_resource_tracking[list->dsv_resource_tracking_count].resource = resource;
list->dsv_resource_tracking[list->dsv_resource_tracking_count].plane_optimal_mask = plane_optimal_mask;
list->dsv_resource_tracking_count++;
return plane_optimal_mask;
}
static uint32_t d3d12_command_list_notify_dsv_writes(struct d3d12_command_list *list,
struct d3d12_resource *resource, const struct vkd3d_view *view, uint32_t plane_write_mask)
{
if ((resource->flags & VKD3D_RESOURCE_GENERAL_LAYOUT) || (plane_write_mask & VKD3D_DEPTH_STENCIL_PLANE_GENERAL))
return VKD3D_DEPTH_STENCIL_PLANE_GENERAL;
assert(!(plane_write_mask & ~(VKD3D_DEPTH_PLANE_OPTIMAL | VKD3D_STENCIL_PLANE_OPTIMAL)));
/* If we cover the entire resource, we can promote it to our target layout. */
if (view->info.texture.layer_count == resource->desc.DepthOrArraySize &&
resource->desc.MipLevels == 1)
{
return d3d12_command_list_promote_dsv_resource(list, resource, plane_write_mask);
}
else
{
d3d12_command_list_get_depth_stencil_resource_layout(list, resource, &plane_write_mask);
return plane_write_mask;
}
}
static void d3d12_command_list_notify_dsv_discard(struct d3d12_command_list *list,
struct d3d12_resource *resource,
uint32_t first_subresource, uint32_t subresource_count,
uint32_t resource_subresource_count)
{
if (subresource_count == resource_subresource_count)
{
d3d12_command_list_promote_dsv_resource(list, resource,
VKD3D_DEPTH_PLANE_OPTIMAL | VKD3D_STENCIL_PLANE_OPTIMAL);
}
else if (resource->format->vk_aspect_mask == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
/* Can we at least discard a plane fully? */
if (first_subresource == 0 && subresource_count >= resource_subresource_count / 2)
{
if (resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT)
d3d12_command_list_promote_dsv_resource(list, resource, VKD3D_DEPTH_PLANE_OPTIMAL);
else if (resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT)
d3d12_command_list_promote_dsv_resource(list, resource, VKD3D_STENCIL_PLANE_OPTIMAL);
}
else if (first_subresource <= resource_subresource_count / 2 &&
first_subresource + subresource_count == resource_subresource_count)
{
if (resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT)
d3d12_command_list_promote_dsv_resource(list, resource, VKD3D_STENCIL_PLANE_OPTIMAL);
}
}
}
/* Returns a mask of DSV aspects which should be considered to be fully transitioned for all subresources.
* For these aspects, force layer/mip count to ALL. Only relevant for decay transitions.
* We only promote when all subresources are transitioned as one, but if a single subresource enters read-only,
* we decay the entire resource. */
static uint32_t d3d12_command_list_notify_dsv_state(struct d3d12_command_list *list,
struct d3d12_resource *resource, D3D12_RESOURCE_STATES state, UINT subresource)
{
/* Need to decide if we should promote or decay or promote DSV optimal state.
* We can promote if we know for sure that all subresources are optimal.
* If we observe any barrier which leaves this state, we must decay.
*
* Note: DEPTH_READ in isolation does not allow shaders to read a resource,
* so we should keep it in OPTIMAL layouts. There is a certain risk of applications
* screwing this up, but a workaround for that is to consider DEPTH_READ to be DEPTH_READ | RESOURCE
* if applications prove to be buggy. */
bool dsv_optimal = state == D3D12_RESOURCE_STATE_DEPTH_READ ||
state == D3D12_RESOURCE_STATE_DEPTH_WRITE;
uint32_t dsv_decay_mask = 0;
if (!dsv_optimal)
{
dsv_decay_mask = d3d12_command_list_notify_decay_dsv_resource(list, resource);
}
else if (subresource == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
{
d3d12_command_list_promote_dsv_resource(list, resource,
VKD3D_DEPTH_PLANE_OPTIMAL | VKD3D_STENCIL_PLANE_OPTIMAL);
}
else if (resource->desc.MipLevels == 1 && resource->desc.DepthOrArraySize == 1)
{
/* For single mip/layer images (common case for depth-stencil),
* a specific subresource can be handled correctly. */
if (subresource == 0)
{
if (resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT)
d3d12_command_list_promote_dsv_resource(list, resource, VKD3D_DEPTH_PLANE_OPTIMAL);
else if (resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT)
d3d12_command_list_promote_dsv_resource(list, resource, VKD3D_STENCIL_PLANE_OPTIMAL);
}
else if (subresource == 1)
{
if (resource->format->vk_aspect_mask == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
d3d12_command_list_promote_dsv_resource(list, resource, VKD3D_STENCIL_PLANE_OPTIMAL);
}
}
return dsv_decay_mask;
}
static VkImageAspectFlags d3d12_barrier_subresource_range_covers_aspects(const struct d3d12_resource *resource,
const D3D12_BARRIER_SUBRESOURCE_RANGE *range);
static uint32_t d3d12_command_list_notify_dsv_state_enhanced(struct d3d12_command_list *list,
struct d3d12_resource *resource, const D3D12_TEXTURE_BARRIER *barrier)
{
bool dsv_optimal = barrier->LayoutAfter == D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE ||
barrier->LayoutAfter == D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_READ;
VkImageAspectFlags covered_aspects;
uint32_t dsv_promote_mask = 0;
uint32_t dsv_decay_mask = 0;
if (!dsv_optimal)
{
dsv_decay_mask = d3d12_command_list_notify_decay_dsv_resource(list, resource);
}
else if ((covered_aspects = d3d12_barrier_subresource_range_covers_aspects(resource, &barrier->Subresources)))
{
if (covered_aspects & VK_IMAGE_ASPECT_DEPTH_BIT)
dsv_promote_mask |= VKD3D_DEPTH_PLANE_OPTIMAL;
if (covered_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)
dsv_promote_mask |= VKD3D_STENCIL_PLANE_OPTIMAL;
d3d12_command_list_promote_dsv_resource(list, resource, dsv_promote_mask);
}
return dsv_decay_mask;
}
static void d3d12_command_list_decay_optimal_dsv_resources(struct d3d12_command_list *list)
{
struct d3d12_command_list_barrier_batch batch;
size_t i, n;
d3d12_command_list_barrier_batch_init(&batch);
for (i = 0, n = list->dsv_resource_tracking_count; i < n; i++)
{
const struct d3d12_resource_tracking *track = &list->dsv_resource_tracking[i];
d3d12_command_list_decay_optimal_dsv_resource(list, track->resource, track->plane_optimal_mask, &batch);
}
d3d12_command_list_barrier_batch_end(list, &batch);
list->dsv_resource_tracking_count = 0;
}
static VkImageLayout d3d12_command_list_get_depth_stencil_resource_layout(const struct d3d12_command_list *list,
const struct d3d12_resource *resource, uint32_t *plane_optimal_mask)
{
size_t i, n;
if (!(resource->flags & VKD3D_RESOURCE_GENERAL_LAYOUT) &&
(resource->desc.Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE))
{
if (plane_optimal_mask)
*plane_optimal_mask = VKD3D_DEPTH_PLANE_OPTIMAL | VKD3D_STENCIL_PLANE_OPTIMAL;
return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
else if (resource->common_layout == VK_IMAGE_LAYOUT_GENERAL)
{
if (plane_optimal_mask)
*plane_optimal_mask = VKD3D_DEPTH_STENCIL_PLANE_GENERAL;
return VK_IMAGE_LAYOUT_GENERAL;
}
for (i = 0, n = list->dsv_resource_tracking_count; i < n; i++)
{
if (resource == list->dsv_resource_tracking[i].resource)
{
if (plane_optimal_mask)
*plane_optimal_mask = list->dsv_resource_tracking[i].plane_optimal_mask;
return dsv_plane_optimal_mask_to_layout(list->dsv_resource_tracking[i].plane_optimal_mask,
resource->format->vk_aspect_mask);
}
}
if (plane_optimal_mask)
*plane_optimal_mask = 0;
return resource->common_layout;
}
static VkImageLayout vk_separate_depth_layout(VkImageLayout combined_layout)
{
if (combined_layout == VK_IMAGE_LAYOUT_GENERAL)
{
return combined_layout;
}
else
{
return (combined_layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL ||
combined_layout == VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL) ?
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL;
}
}
static VkImageLayout vk_separate_stencil_layout(VkImageLayout combined_layout)
{
if (combined_layout == VK_IMAGE_LAYOUT_GENERAL)
{
return combined_layout;
}
else
{
return (combined_layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL ||
combined_layout == VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL) ?
VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL;
}
}
static bool d3d12_resource_may_alias_other_resources(struct d3d12_resource *resource)
{
/* Treat a NULL resource as "all" resources. */
if (!resource)
return true;
/* Cannot alias if the resource is allocated in a dedicated heap. */
if (resource->flags & VKD3D_RESOURCE_ALLOCATION)
return false;
return true;
}
void d3d12_command_list_debug_mark_label(struct d3d12_command_list *list, const char *tag,
float r, float g, float b, float a)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkDebugUtilsLabelEXT label;
if ((vkd3d_config_flags & VKD3D_CONFIG_FLAG_DEBUG_UTILS) && list->device->vk_info.EXT_debug_utils)
{
label.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT;
label.pNext = NULL;
label.pLabelName = tag;
label.color[0] = r;
label.color[1] = g;
label.color[2] = b;
label.color[3] = a;
VK_CALL(vkCmdInsertDebugUtilsLabelEXT(list->cmd.vk_command_buffer, &label));
}
}
void d3d12_command_list_debug_mark_begin_region(
struct d3d12_command_list *list, const char *tag)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkDebugUtilsLabelEXT label;
if ((vkd3d_config_flags & VKD3D_CONFIG_FLAG_DEBUG_UTILS) &&
!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_APP_DEBUG_MARKER_ONLY) &&
list->device->vk_info.EXT_debug_utils)
{
label.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT;
label.pNext = NULL;
label.pLabelName = tag;
label.color[0] = 1.0f;
label.color[1] = 1.0f;
label.color[2] = 1.0f;
label.color[3] = 1.0f;
VK_CALL(vkCmdBeginDebugUtilsLabelEXT(list->cmd.vk_command_buffer, &label));
}
}
void d3d12_command_list_debug_mark_end_region(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
if ((vkd3d_config_flags & VKD3D_CONFIG_FLAG_DEBUG_UTILS) &&
!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_APP_DEBUG_MARKER_ONLY) &&
list->device->vk_info.EXT_debug_utils)
{
VK_CALL(vkCmdEndDebugUtilsLabelEXT(list->cmd.vk_command_buffer));
}
}
static void d3d12_command_list_load_attachment(struct d3d12_command_list *list, struct d3d12_resource *resource,
struct vkd3d_view *view, VkImageAspectFlags clear_aspects, const VkClearValue *clear_value, UINT rect_count,
const D3D12_RECT *rects, VkAttachmentLoadOp load_op)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkRenderingAttachmentInfo attachment_info, stencil_attachment_info;
VkImageLayout initial_layouts[2], final_layouts[2];
VkImageMemoryBarrier2 image_barriers[2];
VkRenderingInfo rendering_info;
bool requires_discard_barrier;
VkPipelineStageFlags2 stages;
uint32_t plane_write_mask, i;
VkDependencyInfo dep_info;
bool separate_ds_layouts;
VkExtent3D view_extent;
VkAccessFlags2 access;
bool clear_op;
/* This does not get called with LOAD_OP_LOAD */
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
memset(initial_layouts, 0, sizeof(initial_layouts));
memset(final_layouts, 0, sizeof(final_layouts));
memset(&attachment_info, 0, sizeof(attachment_info));
attachment_info.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
attachment_info.imageView = view->vk_image_view;
attachment_info.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachment_info.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_info.clearValue = *clear_value;
stencil_attachment_info = attachment_info;
view_extent = d3d12_resource_get_view_subresource_extent(resource, view);
memset(&rendering_info, 0, sizeof(rendering_info));
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea.offset.x = 0;
rendering_info.renderArea.offset.y = 0;
rendering_info.renderArea.extent.width = view_extent.width;
rendering_info.renderArea.extent.height = view_extent.height;
rendering_info.layerCount = view->info.texture.layer_count;
if (view->format->vk_aspect_mask & VK_IMAGE_ASPECT_COLOR_BIT)
{
rendering_info.colorAttachmentCount = 1;
rendering_info.pColorAttachments = &attachment_info;
}
if (view->format->vk_aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT)
rendering_info.pDepthAttachment = &attachment_info;
if (view->format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT)
rendering_info.pStencilAttachment = &stencil_attachment_info;
/* If we're not using GENERAL depth-stencil layout, we'll end up with wrong image layout VVL errors
* if we include aspects we don't intend to use in the clear. */
if (load_op == VK_ATTACHMENT_LOAD_OP_CLEAR)
{
if (!(clear_aspects & VK_IMAGE_ASPECT_DEPTH_BIT))
rendering_info.pDepthAttachment = NULL;
if (!(clear_aspects & VK_IMAGE_ASPECT_STENCIL_BIT))
rendering_info.pStencilAttachment = NULL;
}
/* If we need to discard a single aspect, use separate layouts, since we have to use UNDEFINED barrier when we can. */
separate_ds_layouts = view->format->vk_aspect_mask == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT) &&
clear_aspects != view->format->vk_aspect_mask;
if (clear_aspects & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
initial_layouts[0] = d3d12_command_list_get_depth_stencil_resource_layout(list, resource, NULL);
if (separate_ds_layouts)
{
initial_layouts[1] = vk_separate_stencil_layout(initial_layouts[0]);
initial_layouts[0] = vk_separate_depth_layout(initial_layouts[0]);
}
/* We have proven a write, try to promote the image layout to something OPTIMAL. */
plane_write_mask = 0;
if (clear_aspects & VK_IMAGE_ASPECT_DEPTH_BIT)
plane_write_mask |= VKD3D_DEPTH_PLANE_OPTIMAL;
if (clear_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)
plane_write_mask |= VKD3D_STENCIL_PLANE_OPTIMAL;
final_layouts[0] = dsv_plane_optimal_mask_to_layout(
d3d12_command_list_notify_dsv_writes(list, resource, view, plane_write_mask),
resource->format->vk_aspect_mask);
if (separate_ds_layouts)
{
/* Do not transition aspects that we are not supposed to clear */
final_layouts[1] = vk_separate_stencil_layout(final_layouts[0]);
final_layouts[0] = vk_separate_depth_layout(final_layouts[0]);
attachment_info.imageLayout = final_layouts[0];
stencil_attachment_info.imageLayout = final_layouts[1];
}
else
{
attachment_info.imageLayout = final_layouts[0];
stencil_attachment_info.imageLayout = final_layouts[0];
}
}
else
{
attachment_info.imageLayout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
initial_layouts[0] = attachment_info.imageLayout;
final_layouts[0] = attachment_info.imageLayout;
}
if ((clear_op = !rect_count))
{
if (clear_aspects & (VK_IMAGE_ASPECT_COLOR_BIT | VK_IMAGE_ASPECT_DEPTH_BIT))
attachment_info.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
if (clear_aspects & (VK_IMAGE_ASPECT_STENCIL_BIT))
stencil_attachment_info.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
/* No need to perform extra transition barriers from UNDEFINED for committed resources.
* The initial transition is handled by Clear*View().
* Discarding with UNDEFINED is required to handle placed resources, however.
* Also, if we're going to perform layout transitions anyways (for DSV),
* might as well discard. */
requires_discard_barrier = d3d12_resource_may_alias_other_resources(resource);
if (separate_ds_layouts)
{
if (initial_layouts[0] != final_layouts[0] || initial_layouts[1] != final_layouts[1])
requires_discard_barrier = true;
}
else if (initial_layouts[0] != final_layouts[0])
requires_discard_barrier = true;
/* Can only discard 3D images if we cover all layers at once.
* > check takes care of REMAINING_LAYERS. */
if (resource->desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
if (view->info.texture.layer_idx != 0 || view->info.texture.layer_count < resource->desc.DepthOrArraySize)
requires_discard_barrier = false;
if (requires_discard_barrier)
{
if (separate_ds_layouts)
{
if (clear_aspects & VK_IMAGE_ASPECT_DEPTH_BIT)
initial_layouts[0] = VK_IMAGE_LAYOUT_UNDEFINED;
if (clear_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)
initial_layouts[1] = VK_IMAGE_LAYOUT_UNDEFINED;
}
else
initial_layouts[0] = VK_IMAGE_LAYOUT_UNDEFINED;
}
}
if (clear_aspects & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
stages = VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
access = VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
if (!clear_op || clear_aspects != view->format->vk_aspect_mask)
access |= VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
}
else
{
stages = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
access = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
if (!clear_op)
access |= VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT;
}
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.imageMemoryBarrierCount = 0;
dep_info.pImageMemoryBarriers = image_barriers;
for (i = 0; i < (separate_ds_layouts ? 2 : 1); i++)
{
if (initial_layouts[i] != final_layouts[i])
{
VkImageMemoryBarrier2 *barrier = &image_barriers[dep_info.imageMemoryBarrierCount++];
memset(barrier, 0, sizeof(*barrier));
barrier->sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
barrier->srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier->dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier->image = resource->res.vk_image;
barrier->srcStageMask = stages;
barrier->dstStageMask = stages;
barrier->dstAccessMask = access;
barrier->oldLayout = initial_layouts[i];
barrier->newLayout = final_layouts[i];
barrier->subresourceRange.aspectMask = view->format->vk_aspect_mask;
barrier->subresourceRange.baseMipLevel = view->info.texture.miplevel_idx;
barrier->subresourceRange.levelCount = 1;
barrier->subresourceRange.baseArrayLayer = view->info.texture.layer_idx;
barrier->subresourceRange.layerCount = view->info.texture.layer_count;
if (clear_op)
barrier->srcAccessMask = access;
if (resource->desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
{
barrier->subresourceRange.baseArrayLayer = 0;
barrier->subresourceRange.layerCount = 1;
}
if (separate_ds_layouts)
barrier->subresourceRange.aspectMask = i ? VK_IMAGE_ASPECT_STENCIL_BIT : VK_IMAGE_ASPECT_DEPTH_BIT;
}
}
d3d12_command_list_debug_mark_begin_region(list, "Clear");
if (dep_info.imageMemoryBarrierCount)
{
VKD3D_BREADCRUMB_TAG("clear-barrier");
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
if (load_op == VK_ATTACHMENT_LOAD_OP_CLEAR)
{
VK_CALL(vkCmdBeginRendering(list->cmd.vk_command_buffer, &rendering_info));
if (!clear_op)
{
d3d12_command_list_clear_attachment_inline(list, resource, view, 0,
clear_aspects, clear_value, rect_count, rects);
}
VK_CALL(vkCmdEndRendering(list->cmd.vk_command_buffer));
d3d12_command_list_sync_tiler_renderpass_writes(list, &rendering_info);
}
VKD3D_BREADCRUMB_TAG("clear-view-cookie");
VKD3D_BREADCRUMB_COOKIE(view->cookie.index);
VKD3D_BREADCRUMB_RESOURCE(resource);
VKD3D_BREADCRUMB_COMMAND(CLEAR_PASS);
d3d12_command_list_debug_mark_end_region(list);
}
static VkPipelineStageFlags2 vk_queue_shader_stages(struct d3d12_device *device, VkQueueFlags vk_queue_flags)
{
VkPipelineStageFlags2 queue_shader_stages = 0;
if (vk_queue_flags & VK_QUEUE_GRAPHICS_BIT)
{
queue_shader_stages |= VK_PIPELINE_STAGE_2_PRE_RASTERIZATION_SHADERS_BIT |
VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
}
if (vk_queue_flags & VK_QUEUE_COMPUTE_BIT)
{
queue_shader_stages |= VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
if (device->device_info.ray_tracing_pipeline_features.rayTracingPipeline)
queue_shader_stages |= VK_PIPELINE_STAGE_2_RAY_TRACING_SHADER_BIT_KHR;
}
return queue_shader_stages;
}
static void d3d12_command_list_discard_attachment_barrier(struct d3d12_command_list *list,
struct d3d12_resource *resource, const VkImageSubresourceRange *subresources, bool is_bound)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkImageMemoryBarrier2 barrier;
VkPipelineStageFlags2 stages;
VkDependencyInfo dep_info;
VkAccessFlags2 access;
VkImageLayout layout;
/* Ignore read access bits since reads will be undefined anyway */
if ((list->type == D3D12_COMMAND_LIST_TYPE_DIRECT) &&
(resource->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET))
{
stages = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
access = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT;
layout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
else if ((list->type == D3D12_COMMAND_LIST_TYPE_DIRECT) &&
(resource->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))
{
stages = VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
access = VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
layout = is_bound && list->dsv_layout ?
list->dsv_layout :
d3d12_command_list_get_depth_stencil_resource_layout(list, resource, NULL);
}
else if (resource->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
{
stages = vk_queue_shader_stages(list->device, list->vk_queue_flags);
access = VK_ACCESS_2_SHADER_WRITE_BIT | VK_ACCESS_2_SHADER_READ_BIT;
layout = VK_IMAGE_LAYOUT_GENERAL;
}
else
{
ERR("Unsupported resource flags %#x.\n", resource->desc.Flags);
return;
}
/* With separate depth stencil layouts, we can only discard the aspect we care about. */
memset(&barrier, 0, sizeof(barrier));
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
barrier.srcStageMask = stages;
barrier.srcAccessMask = access;
barrier.dstStageMask = stages;
barrier.dstAccessMask = access;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = layout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = resource->res.vk_image;
barrier.subresourceRange = *subresources;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.imageMemoryBarrierCount = 1;
dep_info.pImageMemoryBarriers = &barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
enum vkd3d_render_pass_transition_mode
{
VKD3D_RENDER_PASS_TRANSITION_MODE_BEGIN,
VKD3D_RENDER_PASS_TRANSITION_MODE_END,
};
static bool d3d12_resource_requires_shader_visibility_after_transition(
const struct d3d12_resource *resource,
VkImageLayout old_layout, VkImageLayout new_layout)
{
return !(resource->desc.Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE) &&
old_layout != VK_IMAGE_LAYOUT_UNDEFINED &&
old_layout != new_layout &&
(new_layout == VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL ||
new_layout == VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL ||
new_layout == VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL);
}
static bool vk_render_pass_barrier_from_view(struct d3d12_command_list *list,
const struct vkd3d_view *view, const struct d3d12_resource *resource,
enum vkd3d_render_pass_transition_mode mode, VkImageLayout layout, VkImageMemoryBarrier2 *vk_barrier)
{
VkImageLayout outside_render_pass_layout;
VkPipelineStageFlags2 stages;
VkAccessFlags2 access;
if (view->format->vk_aspect_mask & VK_IMAGE_ASPECT_COLOR_BIT)
{
stages = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
access = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT;
outside_render_pass_layout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
else
{
stages = VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
access = VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
outside_render_pass_layout = d3d12_command_list_get_depth_stencil_resource_layout(list, resource, NULL);
}
memset(vk_barrier, 0, sizeof(*vk_barrier));
vk_barrier->sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
if (mode == VKD3D_RENDER_PASS_TRANSITION_MODE_BEGIN)
{
vk_barrier->dstAccessMask = access;
vk_barrier->oldLayout = outside_render_pass_layout;
vk_barrier->newLayout = layout;
/* If we're transitioning into depth state and we could potentially read
* (we cannot know this here),
* shader might want to read from it as well, so we have to make that visible here
* if we're performing a layout transition, which nukes any existing visibility. */
if (d3d12_resource_requires_shader_visibility_after_transition(resource,
vk_barrier->oldLayout, vk_barrier->newLayout))
{
vk_barrier->dstAccessMask |= VK_ACCESS_2_SHADER_READ_BIT;
stages = VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT;
}
}
else /* if (mode == VKD3D_RENDER_PASS_TRANSITION_MODE_END) */
{
vk_barrier->srcAccessMask = access;
vk_barrier->oldLayout = layout;
vk_barrier->newLayout = outside_render_pass_layout;
/* Dst access mask is generally 0 here since we are transitioning into an image layout
* which only serves as a stepping stone for other layout transitions. When we use the image,
* we are supposed to transition into another layout, and thus it is meaningless to make memory visible here.
* The exception is depth attachments, which can be used right away without an internal transition barrier.
* A case here is if the resource state is DEPTH_READ | RESOURCE. When we enter the enter pass,
* we transition it into the appropriate DS state. When we leave, we would use DS_READ_ONLY_OPTIMAL,
* which can be sampled from and used as a read-only depth attachment without any extra barrier.
* Thus, we have to complete that barrier here. */
if (vk_barrier->oldLayout != vk_barrier->newLayout)
{
if (vk_barrier->newLayout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL)
{
vk_barrier->dstAccessMask =
VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_2_SHADER_READ_BIT;
/* We don't know if we have DEPTH_READ | NON_PIXEL_RESOURCE or DEPTH_READ | PIXEL_RESOURCE. */
stages = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
}
else if (vk_barrier->newLayout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)
{
vk_barrier->dstAccessMask =
VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
}
}
vk_barrier->srcStageMask = stages;
vk_barrier->dstStageMask = stages;
/* The common case for color attachments is that this is a no-op.
* An exception here is color attachment with SIMULTANEOUS use, where we need to decay to COMMON state.
* Implicit decay or promotion does *not* happen for normal render targets, so we can rely on resource states.
* For read-only depth or read-write depth for non-resource DSVs, this is also a no-op. */
if (vk_barrier->oldLayout == vk_barrier->newLayout)
return false;
vk_barrier->srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_barrier->dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_barrier->image = resource->res.vk_image;
vk_barrier->subresourceRange = vk_subresource_range_from_view(view);
return true;
}
static void d3d12_command_list_track_resource_usage(struct d3d12_command_list *list,
struct d3d12_resource *resource, bool perform_initial_transition);
static void d3d12_command_list_update_subresource_data(struct d3d12_command_list *list,
struct d3d12_resource *resource, VkImageSubresourceLayers subresource)
{
struct vkd3d_subresource_tracking *entry;
VkImageAspectFlags aspect, aspect_mask;
uint32_t i;
bool skip;
assert(resource->flags & VKD3D_RESOURCE_LINEAR_STAGING_COPY);
aspect_mask = subresource.aspectMask;
while (aspect_mask)
{
skip = false;
aspect = aspect_mask & -aspect_mask;
aspect_mask &= aspect_mask - 1;
for (i = 0; i < list->subresource_tracking_count; )
{
entry = &list->subresource_tracking[i];
if (entry->resource == resource && entry->subresource.aspectMask == aspect && entry->subresource.mipLevel == subresource.mipLevel)
{
if (entry->subresource.baseArrayLayer <= subresource.baseArrayLayer &&
entry->subresource.baseArrayLayer + entry->subresource.layerCount >= subresource.baseArrayLayer + subresource.layerCount)
{
skip = true;
break;
}
else if (entry->subresource.baseArrayLayer <= subresource.baseArrayLayer + subresource.layerCount &&
entry->subresource.baseArrayLayer + entry->subresource.layerCount >= subresource.baseArrayLayer)
{
subresource.baseArrayLayer = min(entry->subresource.baseArrayLayer, subresource.baseArrayLayer);
subresource.layerCount = max(entry->subresource.baseArrayLayer + entry->subresource.layerCount,
subresource.baseArrayLayer - subresource.layerCount) - entry->subresource.baseArrayLayer;
*entry = list->subresource_tracking[--list->subresource_tracking_count];
continue;
}
}
i++;
}
if (skip)
continue;
if (!vkd3d_array_reserve((void **)&list->subresource_tracking, &list->subresource_tracking_size,
list->subresource_tracking_count + 1, sizeof(*list->subresource_tracking)))
{
ERR("Failed to add subresource update.\n");
return;
}
entry = &list->subresource_tracking[list->subresource_tracking_count++];
entry->resource = resource;
entry->subresource = subresource;
entry->subresource.aspectMask = aspect;
}
}
static void d3d12_command_list_flush_subresource_updates(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkCopyImageToBufferInfo2 copy_info;
VkBufferImageCopy2 copy_region;
VkDependencyInfo dep_info;
VkMemoryBarrier2 barrier;
uint32_t i;
if (!list->subresource_tracking_count)
return;
/* Images may not be in COMMON state anymore by the time the subresource
* updates get resolved, however we should still perform the update. Emit
* a full barrier to reduce the amount of tracking needed. */
memset(&barrier, 0, sizeof(barrier));
barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
barrier.srcStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
barrier.srcAccessMask = VK_ACCESS_2_MEMORY_WRITE_BIT;
barrier.dstStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
barrier.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT | VK_ACCESS_2_TRANSFER_READ_BIT;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
for (i = 0; i < list->subresource_tracking_count; i++)
{
const struct vkd3d_subresource_tracking *entry = &list->subresource_tracking[i];
memset(&copy_region, 0, sizeof(copy_region));
copy_region.sType = VK_STRUCTURE_TYPE_BUFFER_IMAGE_COPY_2;
copy_region.bufferOffset = entry->resource->mem.offset;
copy_region.imageSubresource = entry->subresource;
copy_region.imageExtent = d3d12_resource_desc_get_vk_subresource_extent(&entry->resource->desc, entry->resource->format, &entry->subresource);
memset(&copy_info, 0, sizeof(copy_info));
copy_info.sType = VK_STRUCTURE_TYPE_COPY_IMAGE_TO_BUFFER_INFO_2;
copy_info.srcImage = entry->resource->res.vk_image;
copy_info.srcImageLayout = VK_IMAGE_LAYOUT_GENERAL;
copy_info.dstBuffer = entry->resource->mem.resource.vk_buffer;
copy_info.regionCount = 1;
copy_info.pRegions = &copy_region;
VK_CALL(vkCmdCopyImageToBuffer2(list->cmd.vk_command_buffer, &copy_info));
}
list->subresource_tracking_count = 0;
/* Do not emit another barrier here, let the caller handle that as
* necessary. If this is used at the end of a command buffer, no
* barrier is necessary as submissions will emit a host barrier. */
}
static void d3d12_command_list_emit_render_pass_transition(struct d3d12_command_list *list,
enum vkd3d_render_pass_transition_mode mode)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkImageMemoryBarrier2 vk_image_barriers[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT + 2];
VkImageSubresourceLayers vk_subresource_layers;
struct d3d12_rtv_desc *dsv;
VkDependencyInfo dep_info;
uint32_t i;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.imageMemoryBarrierCount = 0;
dep_info.pImageMemoryBarriers = vk_image_barriers;
for (i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
struct d3d12_rtv_desc *rtv = &list->rtvs[i];
if (!rtv->view)
continue;
if (mode == VKD3D_RENDER_PASS_TRANSITION_MODE_BEGIN)
{
d3d12_command_list_track_resource_usage(list, rtv->resource, true);
if (rtv->resource->flags & VKD3D_RESOURCE_LINEAR_STAGING_COPY)
{
vk_subresource_layers.aspectMask = rtv->view->info.texture.aspect_mask;
vk_subresource_layers.mipLevel = rtv->view->info.texture.miplevel_idx;
vk_subresource_layers.baseArrayLayer = rtv->view->info.texture.layer_idx;
vk_subresource_layers.layerCount = rtv->view->info.texture.layer_count;
d3d12_command_list_update_subresource_data(list, rtv->resource, vk_subresource_layers);
}
}
if ((vk_render_pass_barrier_from_view(list, rtv->view, rtv->resource,
mode, d3d12_resource_pick_layout(rtv->resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL),
&vk_image_barriers[dep_info.imageMemoryBarrierCount])))
dep_info.imageMemoryBarrierCount++;
}
dsv = &list->dsv;
/* The dsv_layout is updated in d3d12_command_list_begin_render_pass(). */
if (dsv->view && list->dsv_layout)
{
if ((vk_render_pass_barrier_from_view(list, dsv->view, dsv->resource,
mode, list->dsv_layout, &vk_image_barriers[dep_info.imageMemoryBarrierCount])))
dep_info.imageMemoryBarrierCount++;
/* We know for sure we will write something to these attachments now, so try to promote. */
if (mode == VKD3D_RENDER_PASS_TRANSITION_MODE_BEGIN)
{
d3d12_command_list_track_resource_usage(list, dsv->resource, true);
d3d12_command_list_notify_dsv_writes(list, dsv->resource, dsv->view, list->dsv_plane_optimal_mask);
}
}
/* Need to deduce DSV layouts again before we start a new render pass. */
if (mode == VKD3D_RENDER_PASS_TRANSITION_MODE_END)
list->dsv_layout = VK_IMAGE_LAYOUT_UNDEFINED;
/* Ignore VRS targets. They have to be in the appropriate resource state here. */
if (!dep_info.imageMemoryBarrierCount)
return;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
static inline bool d3d12_query_type_is_indexed(D3D12_QUERY_TYPE type)
{
return type >= D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0 &&
type <= D3D12_QUERY_TYPE_SO_STATISTICS_STREAM3;
}
static VkQueryControlFlags d3d12_query_type_get_vk_flags(D3D12_QUERY_TYPE type)
{
return type == D3D12_QUERY_TYPE_OCCLUSION
? VK_QUERY_CONTROL_PRECISE_BIT : 0;
}
static bool d3d12_command_list_add_pending_query(struct d3d12_command_list *list,
const struct vkd3d_active_query *query)
{
if (!vkd3d_array_reserve((void **)&list->pending_queries, &list->pending_queries_size,
list->pending_queries_count + 1, sizeof(*list->pending_queries)))
{
ERR("Failed to add pending query.\n");
return false;
}
list->pending_queries[list->pending_queries_count++] = *query;
return true;
}
static void d3d12_command_list_begin_active_query(struct d3d12_command_list *list,
struct vkd3d_active_query *query)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkQueryControlFlags flags = d3d12_query_type_get_vk_flags(query->type);
assert(query->state == VKD3D_ACTIVE_QUERY_RESET);
if (d3d12_query_type_is_indexed(query->type))
{
unsigned int stream = query->type - D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0;
VK_CALL(vkCmdBeginQueryIndexedEXT(list->cmd.vk_command_buffer, query->vk_pool, query->vk_index, flags, stream));
}
else
VK_CALL(vkCmdBeginQuery(list->cmd.vk_command_buffer, query->vk_pool, query->vk_index, flags));
query->state = VKD3D_ACTIVE_QUERY_BEGUN;
}
static void d3d12_command_list_end_active_query(struct d3d12_command_list *list,
struct vkd3d_active_query *query)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
assert(query->state == VKD3D_ACTIVE_QUERY_BEGUN);
if (d3d12_query_type_is_indexed(query->type))
{
unsigned int stream = query->type - D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0;
VK_CALL(vkCmdEndQueryIndexedEXT(list->cmd.vk_command_buffer, query->vk_pool, query->vk_index, stream));
}
else
VK_CALL(vkCmdEndQuery(list->cmd.vk_command_buffer, query->vk_pool, query->vk_index));
query->state = VKD3D_ACTIVE_QUERY_ENDED;
}
static void d3d12_command_list_reset_active_query(struct d3d12_command_list *list,
struct vkd3d_active_query *query)
{
if (!d3d12_command_list_add_pending_query(list, query))
return;
if (!d3d12_command_allocator_allocate_query_from_heap_type(list->allocator,
query->heap->desc.Type, &query->vk_pool, &query->vk_index))
return;
if (!d3d12_command_list_reset_query(list, query->vk_pool, query->vk_index))
return;
query->state = VKD3D_ACTIVE_QUERY_RESET;
}
static bool d3d12_command_list_enable_query(struct d3d12_command_list *list,
struct d3d12_query_heap *heap, uint32_t index, D3D12_QUERY_TYPE type)
{
struct vkd3d_active_query *query;
if (!vkd3d_array_reserve((void **)&list->active_queries, &list->active_queries_size,
list->active_queries_count + 1, sizeof(*list->active_queries)))
{
ERR("Failed to add query.\n");
return false;
}
query = &list->active_queries[list->active_queries_count++];
query->heap = heap;
query->index = index;
query->type = type;
query->state = VKD3D_ACTIVE_QUERY_RESET;
query->resolve_index = 0;
if (!d3d12_command_allocator_allocate_query_from_heap_type(list->allocator,
heap->desc.Type, &query->vk_pool, &query->vk_index))
return false;
return d3d12_command_list_reset_query(list, query->vk_pool, query->vk_index);
}
static bool d3d12_command_list_disable_query(struct d3d12_command_list *list,
struct d3d12_query_heap *heap, uint32_t index)
{
unsigned int i;
for (i = 0; i < list->active_queries_count; i++)
{
struct vkd3d_active_query *query = &list->active_queries[i];
if (query->heap == heap && query->index == index)
{
if (!d3d12_command_list_add_pending_query(list, query))
return false;
if (query->state == VKD3D_ACTIVE_QUERY_RESET)
d3d12_command_list_begin_active_query(list, query);
if (query->state == VKD3D_ACTIVE_QUERY_BEGUN)
d3d12_command_list_end_active_query(list, query);
*query = list->active_queries[--list->active_queries_count];
return true;
}
}
WARN("Query (%p, %u) not active.\n", heap, index);
return true;
}
static void d3d12_command_list_handle_active_queries(struct d3d12_command_list *list, bool end)
{
unsigned int i;
for (i = 0; i < list->active_queries_count; i++)
{
struct vkd3d_active_query *query = &list->active_queries[i];
if (query->state == VKD3D_ACTIVE_QUERY_ENDED && !end)
d3d12_command_list_reset_active_query(list, query);
if (query->state == VKD3D_ACTIVE_QUERY_RESET)
d3d12_command_list_begin_active_query(list, query);
if (query->state == VKD3D_ACTIVE_QUERY_BEGUN && end)
d3d12_command_list_end_active_query(list, query);
}
}
int vkd3d_compare_pending_query(const void* query_a, const void* query_b)
{
const struct vkd3d_active_query *a = query_a;
const struct vkd3d_active_query *b = query_b;
// Sort by D3D12 heap since we need to do one compute dispatch per buffer
if (a->heap < b->heap) return -1;
if (a->heap > b->heap) return 1;
// Sort by Vulkan query pool and index to batch query resolves
if (a->vk_pool > b->vk_pool) return -1;
if (a->vk_pool < b->vk_pool) return 1;
return (int)(a->vk_index - b->vk_index);
}
static size_t get_query_heap_stride(D3D12_QUERY_HEAP_TYPE heap_type)
{
if (heap_type == D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS)
return sizeof(D3D12_QUERY_DATA_PIPELINE_STATISTICS);
if (heap_type == D3D12_QUERY_HEAP_TYPE_SO_STATISTICS)
return sizeof(D3D12_QUERY_DATA_SO_STATISTICS);
return sizeof(uint64_t);
}
static bool d3d12_command_list_gather_pending_queries(struct d3d12_command_list *list)
{
/* TODO allocate arrays from command allocator in case
* games hit this path multiple times per frame */
VkDeviceSize resolve_buffer_size, resolve_buffer_stride, ssbo_alignment, entry_buffer_size;
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_scratch_allocation resolve_buffer, entry_buffer;
struct vkd3d_query_gather_info gather_pipeline;
const struct vkd3d_active_query *src_queries;
unsigned int i, j, k, workgroup_count;
uint32_t resolve_index, entry_offset;
struct vkd3d_query_gather_args args;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
bool result = false;
struct dispatch_entry
{
struct d3d12_query_heap *heap;
uint32_t virtual_query_count;
uint32_t unique_query_count;
uint32_t min_index;
uint32_t max_index;
VkDeviceSize resolve_buffer_offset;
VkDeviceSize resolve_buffer_size;
};
struct dispatch_entry *dispatches = NULL;
size_t dispatch_size = 0;
size_t dispatch_count = 0;
struct resolve_entry
{
VkQueryPool query_pool;
uint32_t first_query;
uint32_t query_count;
VkDeviceSize offset;
VkDeviceSize stride;
};
struct resolve_entry *resolves = NULL;
size_t resolve_size = 0;
size_t resolve_count = 0;
struct query_entry
{
uint32_t dst_index;
uint32_t src_index;
uint32_t next;
};
struct query_map
{
struct query_entry *entry;
unsigned int dispatch_id;
};
struct query_entry *dst_queries = NULL;
struct query_entry *query_list = NULL;
struct query_map *query_map = NULL;
size_t query_map_size = 0;
if (!list->pending_queries_count)
return true;
/* Sort pending query list so that we can batch commands */
qsort(list->pending_queries, list->pending_queries_count,
sizeof(*list->pending_queries), &vkd3d_compare_pending_query);
ssbo_alignment = d3d12_device_get_ssbo_alignment(list->device);
resolve_buffer_size = 0;
resolve_buffer_stride = 0;
resolve_index = 0;
for (i = 0; i < list->pending_queries_count; i++)
{
struct dispatch_entry *d = dispatches ? &dispatches[dispatch_count - 1] : NULL;
struct resolve_entry *r = resolves ? &resolves[resolve_count - 1] : NULL;
struct vkd3d_active_query *q = &list->pending_queries[i];
/* Prepare one compute dispatch per D3D12 query heap */
if (!d || d->heap != q->heap)
{
if (!vkd3d_array_reserve((void **)&dispatches, &dispatch_size, dispatch_count + 1, sizeof(*dispatches)))
{
ERR("Failed to allocate dispatch list.\n");
goto cleanup;
}
/* Force new resolve entry as well so that binding the scratch buffer
* doesn't get overly complicated when we need to deal with potential
* SSBO alignment issues on some hardware. */
resolve_buffer_stride = get_query_heap_stride(q->heap->desc.Type);
resolve_buffer_size = align(resolve_buffer_size, ssbo_alignment);
resolve_index = 0;
d = &dispatches[dispatch_count++];
d->min_index = q->index;
d->max_index = q->index;
d->heap = q->heap;
d->virtual_query_count = 1;
d->unique_query_count = 0;
d->resolve_buffer_offset = resolve_buffer_size;
r = NULL;
}
else
{
d->virtual_query_count++;
d->min_index = min(d->min_index, q->index);
d->max_index = max(d->max_index, q->index);
}
/* Prepare one resolve entry per Vulkan query range */
if (!r || r->query_pool != q->vk_pool || r->first_query + r->query_count != q->vk_index)
{
if (!vkd3d_array_reserve((void **)&resolves, &resolve_size, resolve_count + 1, sizeof(*resolves)))
{
ERR("Failed to allocate resolve list.\n");
goto cleanup;
}
r = &resolves[resolve_count++];
r->query_pool = q->vk_pool;
r->first_query = q->vk_index;
r->query_count = 1;
r->offset = resolve_buffer_size;
r->stride = get_query_heap_stride(q->heap->desc.Type);
}
else
r->query_count++;
resolve_buffer_size += resolve_buffer_stride;
d->resolve_buffer_size = resolve_buffer_size - d->resolve_buffer_offset;
q->resolve_index = resolve_index++;
}
/* Allocate scratch buffer and resolve virtual Vulkan queries into it */
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
resolve_buffer_size, max(ssbo_alignment, sizeof(uint64_t)), ~0u, &resolve_buffer))
goto cleanup;
for (i = 0; i < resolve_count; i++)
{
const struct resolve_entry *r = &resolves[i];
VK_CALL(vkCmdCopyQueryPoolResults(list->cmd.vk_command_buffer,
r->query_pool, r->first_query, r->query_count,
resolve_buffer.buffer, resolve_buffer.offset + r->offset,
r->stride, VK_QUERY_RESULT_WAIT_BIT | VK_QUERY_RESULT_64_BIT));
}
/* Allocate scratch buffer for query lists */
entry_buffer_size = sizeof(struct query_entry) * list->pending_queries_count;
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
entry_buffer_size, ssbo_alignment, ~0u, &entry_buffer))
goto cleanup;
for (i = 0; i < dispatch_count; i++)
{
const struct dispatch_entry *d = &dispatches[i];
query_map_size = max(query_map_size, d->max_index - d->min_index + 1);
}
if (!(query_map = vkd3d_calloc(query_map_size, sizeof(*query_map))) ||
!(query_list = vkd3d_malloc(sizeof(*query_list) * list->pending_queries_count)))
{
ERR("Failed to allocate query map.\n");
goto cleanup;
}
/* Active list for the current dispatch */
src_queries = list->pending_queries;
dst_queries = query_list;
for (i = 0; i < dispatch_count; i++)
{
struct dispatch_entry *d = &dispatches[i];
unsigned int dispatch_id = i + 1;
/* First pass that counts unique queries since the compute
* shader expects list heads to be packed first in the array */
for (j = 0; j < d->virtual_query_count; j++)
{
const struct vkd3d_active_query *q = &src_queries[j];
struct query_map *e = &query_map[q->index - d->min_index];
if (e->dispatch_id != dispatch_id)
{
e->entry = &dst_queries[d->unique_query_count++];
e->entry->dst_index = q->index;
e->entry->src_index = q->resolve_index;
e->entry->next = ~0u;
e->dispatch_id = dispatch_id;
}
}
/* Second pass that actually generates the query list. */
for (j = 0, k = d->unique_query_count; j < d->virtual_query_count; j++)
{
const struct vkd3d_active_query *q = &src_queries[j];
struct query_map *e = &query_map[q->index - d->min_index];
/* Skip entries that we already added in the first pass */
if (e->entry->src_index == q->resolve_index)
continue;
e->entry->next = k;
e->entry = &dst_queries[k++];
e->entry->dst_index = q->index;
e->entry->src_index = q->resolve_index;
e->entry->next = ~0u;
}
src_queries += d->virtual_query_count;
dst_queries += d->virtual_query_count;
}
/* Upload query lists in chunks since vkCmdUpdateBuffer is limited to
* 64kiB per invocation. Normally, one single iteration should suffice. */
for (i = 0; i < list->pending_queries_count; i += 2048)
{
unsigned int count = min(2048, list->pending_queries_count - i);
VK_CALL(vkCmdUpdateBuffer(list->cmd.vk_command_buffer, entry_buffer.buffer,
sizeof(struct query_entry) * i + entry_buffer.offset,
sizeof(struct query_entry) * count, &query_list[i]));
}
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.dstAccessMask = VK_ACCESS_2_SHADER_READ_BIT;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
/* Gather virtual query results and store
* them in the query heap's buffer */
entry_offset = 0;
for (i = 0; i < dispatch_count; i++)
{
const struct dispatch_entry *d = &dispatches[i];
if (!(vkd3d_meta_get_query_gather_pipeline(&list->device->meta_ops,
d->heap->desc.Type, &gather_pipeline)))
goto cleanup;
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer,
VK_PIPELINE_BIND_POINT_COMPUTE, gather_pipeline.vk_pipeline));
args.dst_va = d->heap->va;
args.src_va = resolve_buffer.va + d->resolve_buffer_offset;
args.map_va = entry_buffer.va + entry_offset * sizeof(struct query_entry);
args.query_count = d->unique_query_count;
entry_offset += d->virtual_query_count;
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer,
gather_pipeline.vk_pipeline_layout,
VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(args), &args));
workgroup_count = vkd3d_compute_workgroup_count(d->unique_query_count, VKD3D_QUERY_OP_WORKGROUP_SIZE);
VK_CALL(vkCmdDispatch(list->cmd.vk_command_buffer, workgroup_count, 1, 1));
}
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_2_COPY_BIT;
vk_barrier.dstAccessMask = VK_ACCESS_2_SHADER_READ_BIT | VK_ACCESS_2_TRANSFER_READ_BIT;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
list->pending_queries_count = 0;
result = true;
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
VKD3D_BREADCRUMB_COMMAND(GATHER_VIRTUAL_QUERY);
cleanup:
vkd3d_free(resolves);
vkd3d_free(dispatches);
vkd3d_free(query_list);
vkd3d_free(query_map);
return result;
}
void d3d12_command_list_end_current_render_pass(struct d3d12_command_list *list, bool suspend)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
d3d12_command_list_handle_active_queries(list, true);
#ifdef VKD3D_ENABLE_PROFILING
vkd3d_timestamp_profiler_end_render_pass(list->device->timestamp_profiler, list);
#endif
if (list->xfb_buffer_count)
{
VK_CALL(vkCmdEndTransformFeedbackEXT(list->cmd.vk_command_buffer, 0, list->xfb_buffer_count,
list->so_counter_buffers, list->so_counter_buffer_offsets));
}
if (list->rendering_info.state_flags & VKD3D_RENDERING_ACTIVE)
{
VK_CALL(vkCmdEndRendering(list->cmd.vk_command_buffer));
d3d12_command_list_sync_tiler_renderpass_writes(list, &list->rendering_info.info);
d3d12_command_list_debug_mark_end_region(list);
}
/* Don't emit barriers for temporary suspension of the render pass */
if (!suspend && (list->rendering_info.state_flags & (VKD3D_RENDERING_ACTIVE | VKD3D_RENDERING_SUSPENDED)))
d3d12_command_list_emit_render_pass_transition(list, VKD3D_RENDER_PASS_TRANSITION_MODE_END);
if (suspend && (list->rendering_info.state_flags & (VKD3D_RENDERING_ACTIVE)))
list->rendering_info.state_flags |= VKD3D_RENDERING_SUSPENDED;
else if (!suspend)
list->rendering_info.state_flags &= ~VKD3D_RENDERING_SUSPENDED;
list->rendering_info.state_flags &= ~VKD3D_RENDERING_ACTIVE;
if (list->xfb_buffer_count)
{
/* We need a barrier between pause and resume. */
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_TRANSFORM_FEEDBACK_BIT_EXT;
vk_barrier.srcAccessMask = VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFORM_FEEDBACK_BIT_EXT;
vk_barrier.dstAccessMask = VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
list->xfb_buffer_count = 0u;
}
d3d12_command_list_flush_query_resolves(list);
d3d12_command_list_end_wbi_batch(list);
}
static void d3d12_command_list_invalidate_push_constants(struct vkd3d_pipeline_bindings *bindings)
{
if (bindings->root_signature->descriptor_table_count)
bindings->dirty_flags |= VKD3D_PIPELINE_DIRTY_DESCRIPTOR_TABLE_OFFSETS;
bindings->root_descriptor_dirty_mask =
bindings->root_signature->root_descriptor_raw_va_mask |
bindings->root_signature->root_descriptor_push_mask;
if (vkd3d_descriptor_debug_active_instruction_qa_checks())
{
/* Even if root signature itself doesn't have root descriptors, force us to go through that path. */
bindings->root_descriptor_dirty_mask = UINT64_MAX;
}
bindings->root_constant_dirty_mask = bindings->root_signature->root_constant_mask;
}
void d3d12_command_list_invalidate_root_parameters(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, bool invalidate_descriptor_heaps,
struct vkd3d_pipeline_bindings *sibling_push_domain)
{
/* For scenarios where we're emitting push constants to one bind point in meta shaders,
* this will invalidate push constants for the other bind points as well. */
if (sibling_push_domain && sibling_push_domain->root_signature)
d3d12_command_list_invalidate_push_constants(sibling_push_domain);
if (!bindings->root_signature)
return;
/* Previously dirty states may no longer be dirty
* if the new root signature does not use them */
bindings->dirty_flags = 0;
if (bindings->root_signature->vk_sampler_descriptor_layout)
bindings->dirty_flags |= VKD3D_PIPELINE_DIRTY_STATIC_SAMPLER_SET;
if (bindings->root_signature->hoist_info.num_desc)
bindings->dirty_flags |= VKD3D_PIPELINE_DIRTY_HOISTED_DESCRIPTORS;
d3d12_command_list_invalidate_push_constants(bindings);
if (invalidate_descriptor_heaps)
{
struct d3d12_device *device = bindings->root_signature->device;
bindings->descriptor_heap_dirty_mask = (1ull << device->bindless_state.set_count) - 1;
}
}
static void vk_access_and_stage_flags_from_d3d12_resource_state(const struct d3d12_command_list *list,
const struct d3d12_resource *resource, uint32_t state_mask, VkQueueFlags vk_queue_flags,
VkPipelineStageFlags2 *stages, VkAccessFlags2 *access)
{
struct d3d12_device *device = list->device;
VkPipelineStageFlags2 queue_shader_stages;
uint32_t unhandled_state = 0;
queue_shader_stages = vk_queue_shader_stages(list->device, vk_queue_flags);
if (state_mask == D3D12_RESOURCE_STATE_COMMON)
{
*stages |= VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
*access |= VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT;
}
while (state_mask)
{
uint32_t state = state_mask & -state_mask;
switch (state)
{
case D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER:
*stages |= queue_shader_stages;
*access |= VK_ACCESS_2_UNIFORM_READ_BIT;
if (device->bindless_state.flags & (VKD3D_BINDLESS_CBV_AS_SSBO | VKD3D_RAW_VA_ROOT_DESCRIPTOR_CBV))
*access |= VK_ACCESS_2_SHADER_READ_BIT;
if (vk_queue_flags & VK_QUEUE_GRAPHICS_BIT)
{
*stages |= VK_PIPELINE_STAGE_2_VERTEX_ATTRIBUTE_INPUT_BIT;
*access |= VK_ACCESS_2_VERTEX_ATTRIBUTE_READ_BIT;
}
break;
case D3D12_RESOURCE_STATE_INDEX_BUFFER:
*stages |= VK_PIPELINE_STAGE_2_INDEX_INPUT_BIT;
*access |= VK_ACCESS_2_INDEX_READ_BIT;
break;
case D3D12_RESOURCE_STATE_RENDER_TARGET:
*stages |= VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
*access |= VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT;
break;
case D3D12_RESOURCE_STATE_UNORDERED_ACCESS:
*stages |= queue_shader_stages;
*access |= VK_ACCESS_2_SHADER_READ_BIT | VK_ACCESS_2_SHADER_WRITE_BIT;
if ((vk_queue_flags & VK_QUEUE_COMPUTE_BIT) &&
d3d12_device_supports_ray_tracing_tier_1_0(device))
{
/* UNORDERED_ACCESS state is also used for scratch buffers.
* Acceleration structures cannot transition their state,
* and must use UAV barriers. This is still relevant for scratch buffers however. */
*stages |= VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_BUILD_BIT_KHR;
*access |= VK_ACCESS_2_ACCELERATION_STRUCTURE_READ_BIT_KHR |
VK_ACCESS_2_ACCELERATION_STRUCTURE_WRITE_BIT_KHR;
if (d3d12_device_supports_ray_tracing_tier_1_2(device))
{
*stages |= VK_PIPELINE_STAGE_2_MICROMAP_BUILD_BIT_EXT;
*access |= VK_ACCESS_2_MICROMAP_READ_BIT_EXT |
VK_ACCESS_2_MICROMAP_WRITE_BIT_EXT;
}
}
break;
case D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE:
if ((vk_queue_flags & VK_QUEUE_COMPUTE_BIT) &&
d3d12_device_supports_ray_tracing_tier_1_0(device))
{
*stages |= VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_BUILD_BIT_KHR |
VK_PIPELINE_STAGE_2_RAY_TRACING_SHADER_BIT_KHR;
*access |= VK_ACCESS_2_ACCELERATION_STRUCTURE_WRITE_BIT_KHR |
VK_ACCESS_2_ACCELERATION_STRUCTURE_READ_BIT_KHR;
if (d3d12_device_supports_ray_tracing_tier_1_2(device))
{
*stages |= VK_PIPELINE_STAGE_2_MICROMAP_BUILD_BIT_EXT;
*access |= VK_ACCESS_2_MICROMAP_WRITE_BIT_EXT |
VK_ACCESS_2_MICROMAP_READ_BIT_EXT;
}
}
break;
case D3D12_RESOURCE_STATE_DEPTH_WRITE:
/* If our DS layout is attachment optimal in any way, we might not perform implicit
* memory barriers as part of a render pass. */
if (d3d12_command_list_get_depth_stencil_resource_layout(list, resource, NULL) !=
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL)
{
*access |= VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
/* fallthrough */
case D3D12_RESOURCE_STATE_DEPTH_READ:
*stages |= VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
*access |= VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
break;
case D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE:
*stages |= queue_shader_stages & ~VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
*access |= VK_ACCESS_2_SHADER_READ_BIT;
if ((vk_queue_flags & VK_QUEUE_COMPUTE_BIT) &&
d3d12_device_supports_ray_tracing_tier_1_0(device))
{
/* Vertex / index / transform buffer inputs are NON_PIXEL_SHADER_RESOURCES in DXR.
* They access SHADER_READ_BIT in Vulkan, so just need to add the stage. */
*stages |= VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_BUILD_BIT_KHR;
if (d3d12_device_supports_ray_tracing_tier_1_2(device))
*stages |= VK_PIPELINE_STAGE_2_MICROMAP_BUILD_BIT_EXT;
}
break;
case D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE:
*stages |= VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
*access |= VK_ACCESS_2_SHADER_READ_BIT;
break;
case D3D12_RESOURCE_STATE_STREAM_OUT:
*stages |= VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT | VK_PIPELINE_STAGE_2_TRANSFORM_FEEDBACK_BIT_EXT;
*access |= VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT | VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT |
VK_ACCESS_2_TRANSFORM_FEEDBACK_WRITE_BIT_EXT;
break;
case D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT:
*stages |= VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT;
*access |= VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT;
/* We might use preprocessing. */
if (list->device->device_info.device_generated_commands_features_nv.deviceGeneratedCommands ||
list->device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands)
{
*stages |= VK_PIPELINE_STAGE_2_COMMAND_PREPROCESS_BIT_EXT;
*access |= VK_ACCESS_2_COMMAND_PREPROCESS_READ_BIT_EXT;
}
/* D3D12_RESOURCE_STATE_PREDICATION is an alias.
* Add SHADER_READ_BIT here since we might read the indirect buffer in compute for
* patching reasons. */
*stages |= VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
*access |= VK_ACCESS_2_SHADER_READ_BIT;
break;
case D3D12_RESOURCE_STATE_COPY_DEST:
*stages |= VK_PIPELINE_STAGE_2_COPY_BIT;
/* When we have unified layouts we don't need to transition layouts to do copies,
* so we can do it "properly". */
if (d3d12_device_supports_unified_layouts(device) || d3d12_resource_is_buffer(resource))
*access |= VK_ACCESS_2_TRANSFER_WRITE_BIT;
break;
case D3D12_RESOURCE_STATE_COPY_SOURCE:
*stages |= VK_PIPELINE_STAGE_2_COPY_BIT;
/* When we have unified layouts we don't need to transition layouts to do copies,
* so we can do it "properly". */
if (d3d12_device_supports_unified_layouts(device) || d3d12_resource_is_buffer(resource))
*access |= VK_ACCESS_2_TRANSFER_READ_BIT;
break;
case D3D12_RESOURCE_STATE_RESOLVE_DEST:
if (d3d12_resource_desc_is_sampler_feedback(&resource->desc))
{
/* ENCODE is always done with compute. It performs its own memory barriers. */
*stages |= VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
}
else
{
/* Needs COPY stage for D3D12_RESOLVE_MODE_DECOMPRESS */
*stages |= VK_PIPELINE_STAGE_2_RESOLVE_BIT | VK_PIPELINE_STAGE_2_COPY_BIT;
if (d3d12_device_supports_unified_layouts(device))
*access |= VK_ACCESS_2_TRANSFER_WRITE_BIT;
}
break;
case D3D12_RESOURCE_STATE_RESOLVE_SOURCE:
if (d3d12_resource_desc_is_sampler_feedback(&resource->desc))
{
/* We can decode in either fragment or compute paths. It performs its own memory barriers. */
*stages |= VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
}
else
{
/* Needs COPY stage for D3D12_RESOLVE_MODE_DECOMPRESS */
*stages |= VK_PIPELINE_STAGE_2_RESOLVE_BIT | VK_PIPELINE_STAGE_2_COPY_BIT;
if (d3d12_device_supports_unified_layouts(device) || d3d12_resource_is_buffer(resource))
*access |= VK_ACCESS_2_TRANSFER_READ_BIT;
}
break;
case D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE:
*stages |= VK_PIPELINE_STAGE_2_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR;
*access |= VK_ACCESS_2_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT_KHR;
break;
default:
unhandled_state |= state;
}
state_mask &= ~state;
}
if (unhandled_state)
FIXME("Unhandled resource state %#x.\n", unhandled_state);
}
static void d3d12_command_list_add_transition(struct d3d12_command_list *list, struct vkd3d_initial_transition *transition)
{
bool skip;
size_t i;
/* Search in reverse as we're more likely to use same resource again. */
for (i = list->init_transitions_count; i; i--)
{
if (list->init_transitions[i - 1].type != transition->type)
continue;
switch (transition->type)
{
case VKD3D_INITIAL_TRANSITION_TYPE_RESOURCE:
skip = list->init_transitions[i - 1].resource.resource == transition->resource.resource;
break;
case VKD3D_INITIAL_TRANSITION_TYPE_QUERY_HEAP:
skip = list->init_transitions[i - 1].query_heap == transition->query_heap;
break;
default:
ERR("Unhandled transition type %u.\n", transition->type);
continue;
}
if (skip)
return;
}
if (!vkd3d_array_reserve((void**)&list->init_transitions, &list->init_transitions_size,
list->init_transitions_count + 1, sizeof(*list->init_transitions)))
{
ERR("Failed to allocate memory.\n");
return;
}
switch (transition->type)
{
case VKD3D_INITIAL_TRANSITION_TYPE_RESOURCE:
TRACE("Adding initial resource transition for resource %p (%s).\n",
transition->resource.resource, transition->resource.perform_initial_transition ? "yes" : "no");
break;
case VKD3D_INITIAL_TRANSITION_TYPE_QUERY_HEAP:
TRACE("Adding initialization for query heap %p.\n", transition->query_heap);
break;
default:
ERR("Unhandled transition type %u.\n", transition->type);
}
list->init_transitions[list->init_transitions_count++] = *transition;
}
static void d3d12_command_list_track_resource_usage(struct d3d12_command_list *list,
struct d3d12_resource *resource, bool perform_initial_transition)
{
struct vkd3d_initial_transition transition;
/* When a command queue has confirmed that it has received a command list for submission, this flag will eventually
* be cleared. The command queue will only perform the transition once.
* Until that point, we must keep submitting initial transitions like this. */
if (vkd3d_atomic_uint32_load_explicit(&resource->initial_layout_transition, vkd3d_memory_order_relaxed))
{
transition.type = VKD3D_INITIAL_TRANSITION_TYPE_RESOURCE;
transition.resource.resource = resource;
transition.resource.perform_initial_transition = perform_initial_transition;
d3d12_command_list_add_transition(list, &transition);
}
d3d12_command_list_register_used_resource(list, resource);
}
static void d3d12_command_list_track_query_heap(struct d3d12_command_list *list,
struct d3d12_query_heap *heap)
{
struct vkd3d_initial_transition transition;
if (!vkd3d_atomic_uint32_load_explicit(&heap->initialized, vkd3d_memory_order_relaxed))
{
transition.type = VKD3D_INITIAL_TRANSITION_TYPE_QUERY_HEAP;
transition.query_heap = heap;
d3d12_command_list_add_transition(list, &transition);
}
}
extern ULONG STDMETHODCALLTYPE d3d12_command_list_vkd3d_ext_AddRef(d3d12_command_list_vkd3d_ext_iface *iface);
HRESULT STDMETHODCALLTYPE d3d12_command_list_QueryInterface(d3d12_command_list_iface *iface,
REFIID iid, void **object)
{
struct d3d12_command_list *command_list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object);
if (!object)
return E_POINTER;
if (IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList1)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList2)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList3)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList4)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList5)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList6)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList7)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList8)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList9)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandList10)
|| IsEqualGUID(iid, &IID_ID3D12CommandList)
|| IsEqualGUID(iid, &IID_ID3D12DeviceChild)
|| IsEqualGUID(iid, &IID_ID3D12Object)
|| IsEqualGUID(iid, &IID_IUnknown))
{
ID3D12GraphicsCommandList10_AddRef(iface);
*object = iface;
return S_OK;
}
if (IsEqualGUID(iid, &IID_ID3D12GraphicsCommandListExt)
|| IsEqualGUID(iid, &IID_ID3D12GraphicsCommandListExt1))
{
d3d12_command_list_vkd3d_ext_AddRef(&command_list->ID3D12GraphicsCommandListExt_iface);
*object = &command_list->ID3D12GraphicsCommandListExt_iface;
return S_OK;
}
if (IsEqualGUID(iid, &IID_ID3DDestructionNotifier))
{
ID3DDestructionNotifier_AddRef(&command_list->destruction_notifier.ID3DDestructionNotifier_iface);
*object = &command_list->destruction_notifier.ID3DDestructionNotifier_iface;
return S_OK;
}
TRACE("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*object = NULL;
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE d3d12_command_list_AddRef(d3d12_command_list_iface *iface)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
ULONG refcount = InterlockedIncrement(&list->refcount);
TRACE("%p increasing refcount to %u.\n", list, refcount);
return refcount;
}
ULONG STDMETHODCALLTYPE d3d12_command_list_Release(d3d12_command_list_iface *iface)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
ULONG refcount = InterlockedDecrement(&list->refcount);
TRACE("%p decreasing refcount to %u.\n", list, refcount);
if (!refcount)
{
struct d3d12_device *device = list->device;
size_t i;
d3d_destruction_notifier_free(&list->destruction_notifier);
vkd3d_private_store_destroy(&list->private_store);
/* When command pool is destroyed, all command buffers are implicitly freed. */
if (list->allocator)
d3d12_command_allocator_free_command_buffer(list->allocator, list);
#ifdef VKD3D_ENABLE_PROFILING
vkd3d_timestamp_profiler_reset_command_list(list->device->timestamp_profiler, list);
vkd3d_free(list->timestamp_profiler.work);
#endif
vkd3d_free(list->rtv_resolves);
vkd3d_free(list->rtv_resolve_regions);
vkd3d_free(list->init_transitions);
vkd3d_free(list->query_ranges);
vkd3d_free(list->active_queries);
vkd3d_free(list->pending_queries);
vkd3d_free(list->dsv_resource_tracking);
vkd3d_free(list->subresource_tracking);
vkd3d_free(list->query_resolves);
for (i = 0; i < list->retained_resources_count; i++)
d3d12_resource_decref_weak(list->retained_resources[i]);
vkd3d_free(list->retained_resources);
hash_map_free(&list->query_resolve_lut);
d3d12_command_list_free_rtas_batch(list);
vkd3d_free_aligned(list);
d3d12_device_release(device);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE d3d12_command_list_GetPrivateData(d3d12_command_list_iface *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_get_private_data(&list->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_list_SetPrivateData(d3d12_command_list_iface *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_set_private_data(&list->private_store, guid, data_size, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_list_SetPrivateDataInterface(d3d12_command_list_iface *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return vkd3d_set_private_data_interface(&list->private_store, guid, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_list_GetDevice(d3d12_command_list_iface *iface, REFIID iid, void **device)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, iid %s, device %p.\n", iface, debugstr_guid(iid), device);
return d3d12_device_query_interface(list->device, iid, device);
}
static D3D12_COMMAND_LIST_TYPE STDMETHODCALLTYPE d3d12_command_list_GetType(d3d12_command_list_iface *iface)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p.\n", iface);
return list->type;
}
static HRESULT d3d12_command_list_batch_reset_query_pools(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
HRESULT hr;
size_t i;
for (i = 0; i < list->query_ranges_count; i++)
{
const struct vkd3d_query_range *range = &list->query_ranges[i];
if (!(range->flags & VKD3D_QUERY_RANGE_RESET))
continue;
if (FAILED(hr = d3d12_command_allocator_allocate_init_command_buffer(list->allocator, list)))
return hr;
VK_CALL(vkCmdResetQueryPool(list->cmd.vk_init_commands,
range->vk_pool, range->index, range->count));
}
return S_OK;
}
static HRESULT d3d12_command_list_build_init_commands(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
const struct d3d12_command_list_iteration *iteration;
VkDependencyInfo dep_info;
VkMemoryBarrier2 barrier;
unsigned int i;
VkResult vr;
HRESULT hr;
if (FAILED(hr = d3d12_command_list_batch_reset_query_pools(list)))
return hr;
for (i = 0; i < list->cmd.iteration_count; i++)
{
iteration = &list->cmd.iterations[i];
if (!iteration->vk_init_commands)
continue;
if (iteration->indirect_meta.need_compute_to_indirect_barrier)
{
/* We've patched an indirect command stream here, so do the final barrier now. */
memset(&barrier, 0, sizeof(barrier));
barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
barrier.dstStageMask = VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT;
barrier.dstAccessMask = VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT;
if (iteration->indirect_meta.need_compute_to_cbv_barrier)
{
barrier.dstAccessMask |= VK_ACCESS_2_UNIFORM_READ_BIT;
barrier.dstStageMask |= VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
}
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &barrier;
VK_CALL(vkCmdPipelineBarrier2(iteration->vk_init_commands, &dep_info));
}
if (iteration->indirect_meta.need_preprocess_barrier)
{
memset(&barrier, 0, sizeof(barrier));
barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMMAND_PREPROCESS_BIT_NV;
barrier.srcAccessMask = VK_ACCESS_2_COMMAND_PREPROCESS_WRITE_BIT_NV;
/* vkCmdExecuteGeneratedCommands consumes in draw indirect stage. */
barrier.dstStageMask = VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT;
barrier.dstAccessMask = VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &barrier;
VK_CALL(vkCmdPipelineBarrier2(iteration->vk_init_commands, &dep_info));
}
if ((vr = VK_CALL(vkEndCommandBuffer(iteration->vk_init_commands))) < 0)
{
WARN("Failed to end command buffer, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
}
return S_OK;
}
void d3d12_command_list_decay_tracked_state(struct d3d12_command_list *list)
{
/* TODO: Revisit this w.r.t. splitting VkCommandBuffer */
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_end_transfer_batch(list);
d3d12_command_list_flush_rtas_batch(list);
/* If we have kept some DSV resources in optimal layout throughout the command buffer,
* now is the time to decay them. */
d3d12_command_list_decay_optimal_dsv_resources(list);
/* If we have some pending copy barriers, need to resolve those now, since we cannot track across command lists. */
d3d12_command_list_resolve_transfer_waw(list);
/* If there are pending subresource updates, execute them now that all other operations have completed */
d3d12_command_list_flush_subresource_updates(list);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_list_Close(d3d12_command_list_iface *iface)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkResult vr;
HRESULT hr;
TRACE("iface %p.\n", iface);
if (!list->is_recording)
{
WARN("Command list is not in the recording state.\n");
return E_FAIL;
}
#ifdef VKD3D_ENABLE_PROFILING
vkd3d_timestamp_profiler_end_command_buffer(list->device->timestamp_profiler, list);
#endif
d3d12_command_list_debug_mark_end_region(list); /* CommandList region */
/* Ensure that any non-temporal writes from CopyDescriptors are ordered properly. */
if (d3d12_device_use_embedded_mutable_descriptors(list->device))
vkd3d_memcpy_non_temporal_barrier();
d3d12_command_list_decay_tracked_state(list);
if (list->predication.enabled_on_command_buffer)
VK_CALL(vkCmdEndConditionalRenderingEXT(list->cmd.vk_command_buffer));
if (!d3d12_command_list_gather_pending_queries(list))
d3d12_command_list_mark_as_invalid(list, "Failed to gather virtual queries.\n");
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "Close called with an active render pass.\n");
#ifdef VKD3D_ENABLE_BREADCRUMBS
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS)
vkd3d_breadcrumb_tracer_end_command_list(list);
#endif
if (FAILED(hr = d3d12_command_list_build_init_commands(list)))
return hr;
if ((vr = VK_CALL(vkEndCommandBuffer(list->cmd.vk_command_buffer))) < 0)
{
WARN("Failed to end command buffer, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
assert(list->cmd.iteration_count);
list->cmd.iterations[list->cmd.iteration_count - 1].estimated_cost = list->cmd.estimated_cost;
if (list->allocator)
{
d3d12_command_allocator_free_command_buffer(list->allocator, list);
list->submit_allocator = list->allocator;
list->allocator = NULL;
}
list->is_recording = false;
vkd3d_queue_timeline_trace_close_command_list(&list->device->queue_timeline_trace, list->timeline_cookie);
if (!list->is_valid)
{
WARN("Error occurred during command list recording.\n");
return E_INVALIDARG;
}
return S_OK;
}
static bool d3d12_command_list_find_query(struct d3d12_command_list *list,
VkQueryPool vk_pool, uint32_t index, size_t *out_pos)
{
const struct vkd3d_query_range *range;
size_t hi = list->query_ranges_count;
size_t lo = 0;
while (lo < hi)
{
size_t pos = lo + (hi - lo) / 2;
range = &list->query_ranges[pos];
if (vk_pool < range->vk_pool)
hi = pos;
else if (vk_pool > range->vk_pool)
lo = pos + 1;
else if (index < range->index)
hi = pos;
else if (index >= range->index + range->count)
lo = pos + 1;
else
{
if (out_pos)
*out_pos = pos;
return true;
}
}
if (out_pos)
*out_pos = lo;
return false;
}
static void d3d12_command_list_insert_query_range(struct d3d12_command_list *list, size_t *where,
VkQueryPool vk_pool, uint32_t index, uint32_t count, uint32_t flags)
{
struct vkd3d_query_range *range;
unsigned int move_count;
bool merge_lo, merge_hi;
size_t pos = *where;
merge_lo = false;
merge_hi = false;
if (pos > 0)
{
range = &list->query_ranges[pos - 1];
merge_lo = range->vk_pool == vk_pool
&& range->flags == flags
&& range->index + range->count == index;
}
if (pos < list->query_ranges_count)
{
range = &list->query_ranges[pos];
merge_hi = range->vk_pool == vk_pool
&& range->flags == flags
&& range->index == index + count;
}
/* The idea is that 'where' will point to the range that contains
* the original range it was pointing to before the insertion, which
* may be moved around depending on which ranges get merged. */
if (merge_lo)
{
range = &list->query_ranges[pos - 1];
range[0].count += count;
if (merge_hi)
{
range[0].count += range[1].count;
move_count = (--list->query_ranges_count) - pos;
memmove(&range[1], &range[2], sizeof(*range) * move_count);
(*where)--;
}
}
else if (merge_hi)
{
range = &list->query_ranges[pos];
range->index = index;
range->count += count;
}
else
{
vkd3d_array_reserve((void**)&list->query_ranges, &list->query_ranges_size,
list->query_ranges_count + 1, sizeof(*list->query_ranges));
range = &list->query_ranges[pos];
move_count = (list->query_ranges_count++) - pos;
memmove(range + 1, range, sizeof(*range) * move_count);
range->vk_pool = vk_pool;
range->index = index;
range->count = count;
range->flags = flags;
(*where)++;
}
}
static void d3d12_command_list_read_query_range(struct d3d12_command_list *list,
VkQueryPool vk_pool, uint32_t index, uint32_t count)
{
const struct vkd3d_query_range *range;
size_t hi = index + count;
size_t lo = index;
size_t pos;
/* pos contains either the location of an existing range
* containing the first query of the new range, or the
* location where we need to insert it */
d3d12_command_list_find_query(list, vk_pool, index, &pos);
/* Avoid overriding already existing ranges by splitting
* this range into pieces so that each query is contained
* in at most one range. */
while (lo < hi)
{
range = list->query_ranges + pos;
if (pos < list->query_ranges_count && range->vk_pool == vk_pool)
{
if (lo >= range->index)
{
lo = max(lo, range->index + range->count);
pos += 1;
}
else
{
size_t range_end = min(hi, range->index);
d3d12_command_list_insert_query_range(list, &pos,
vk_pool, lo, range_end - lo, 0);
lo = range_end;
}
}
else
{
d3d12_command_list_insert_query_range(list, &pos,
vk_pool, lo, hi - lo, 0);
lo = hi;
}
}
}
bool d3d12_command_list_reset_query(struct d3d12_command_list *list,
VkQueryPool vk_pool, uint32_t index)
{
size_t pos;
if (d3d12_command_list_find_query(list, vk_pool, index, &pos))
return false;
d3d12_command_list_insert_query_range(list, &pos,
vk_pool, index, 1, VKD3D_QUERY_RANGE_RESET);
return true;
}
static void d3d12_command_list_init_default_descriptor_buffers(struct d3d12_command_list *list)
{
if (d3d12_device_uses_descriptor_buffers(list->device))
{
list->descriptor_heap.buffers.heap_va_resource = list->device->global_descriptor_buffer.resource.va;
list->descriptor_heap.buffers.heap_va_sampler = list->device->global_descriptor_buffer.sampler.va;
list->descriptor_heap.buffers.vk_buffer_resource = list->device->global_descriptor_buffer.resource.vk_buffer;
list->descriptor_heap.buffers.heap_dirty = true;
}
}
static void d3d12_command_list_reset_rtv_resolves(struct d3d12_command_list *list)
{
list->rtv_resolve_count = 0;
list->rtv_resolve_region_count = 0;
}
static void d3d12_command_list_reset_api_state(struct d3d12_command_list *list,
ID3D12PipelineState *initial_pipeline_state)
{
const VkPhysicalDeviceLimits *limits = &list->device->device_info.properties2.properties.limits;
d3d12_command_list_iface *iface = &list->ID3D12GraphicsCommandList_iface;
list->index_buffer.dxgi_format = DXGI_FORMAT_UNKNOWN;
list->is_inside_render_pass = false;
list->render_pass_flags = 0;
memset(list->rtvs, 0, sizeof(list->rtvs));
memset(&list->dsv, 0, sizeof(list->dsv));
d3d12_command_list_reset_rtv_resolves(list);
list->dsv_layout = VK_IMAGE_LAYOUT_UNDEFINED;
list->dsv_plane_optimal_mask = 0;
/* Initial state is considered unbound render targets.
* Also need to mark rendering_info as dirty. */
list->rendering_info.state_flags = 0;
list->fb_width = limits->maxFramebufferWidth;
list->fb_height = limits->maxFramebufferHeight;
list->fb_layer_count = limits->maxFramebufferLayers;
list->xfb_buffer_count = 0u;
memset(&list->predication, 0, sizeof(list->predication));
list->index_buffer.buffer = VK_NULL_HANDLE;
list->index_buffer.is_dirty = true;
list->current_pipeline = VK_NULL_HANDLE;
list->command_buffer_pipeline = VK_NULL_HANDLE;
memset(&list->dynamic_state, 0, sizeof(list->dynamic_state));
list->dynamic_state.blend_constants[0] = D3D12_DEFAULT_BLEND_FACTOR_RED;
list->dynamic_state.blend_constants[1] = D3D12_DEFAULT_BLEND_FACTOR_GREEN;
list->dynamic_state.blend_constants[2] = D3D12_DEFAULT_BLEND_FACTOR_BLUE;
list->dynamic_state.blend_constants[3] = D3D12_DEFAULT_BLEND_FACTOR_ALPHA;
list->dynamic_state.min_depth_bounds = 0.0f;
list->dynamic_state.max_depth_bounds = 1.0f;
list->dynamic_state.primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
list->dynamic_state.vk_primitive_topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
list->dynamic_state.fragment_shading_rate.fragment_size = (VkExtent2D) { 1u, 1u };
list->dynamic_state.fragment_shading_rate.combiner_ops[0] = VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR;
list->dynamic_state.fragment_shading_rate.combiner_ops[1] = VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR;
memset(&list->graphics_bindings, 0, sizeof(list->graphics_bindings));
memset(&list->compute_bindings, 0, sizeof(list->compute_bindings));
memset(&list->descriptor_heap, 0, sizeof(list->descriptor_heap));
if (vkd3d_descriptor_debug_active_instruction_qa_checks())
{
/* Even if root signature does not have root descriptors, force us to go through that path. */
list->graphics_bindings.root_descriptor_dirty_mask = UINT64_MAX;
list->compute_bindings.root_descriptor_dirty_mask = UINT64_MAX;
}
d3d12_command_list_init_default_descriptor_buffers(list);
list->state = NULL;
list->rt_state = NULL;
memset(&list->wg_state, 0, sizeof(list->wg_state));
list->active_pipeline_type = VKD3D_PIPELINE_TYPE_NONE;
memset(list->so_buffers, 0, sizeof(list->so_buffers));
memset(list->so_buffer_offsets, 0, sizeof(list->so_buffer_offsets));
memset(list->so_buffer_sizes, 0, sizeof(list->so_buffer_sizes));
memset(list->so_counter_buffers, 0, sizeof(list->so_counter_buffers));
memset(list->so_counter_buffer_offsets, 0, sizeof(list->so_counter_buffer_offsets));
list->cbv_srv_uav_descriptors_view = NULL;
list->vrs_image = NULL;
ID3D12GraphicsCommandList10_SetPipelineState(iface, initial_pipeline_state);
}
static void d3d12_command_list_reset_internal_state(struct d3d12_command_list *list)
{
size_t i;
#ifdef VKD3D_ENABLE_RENDERDOC
list->debug_capture = vkd3d_renderdoc_active() && vkd3d_renderdoc_should_capture_shader_hash(0);
#else
list->debug_capture = false;
#endif
list->has_replaced_shaders = false;
list->init_transitions_count = 0;
list->query_ranges_count = 0;
list->active_queries_count = 0;
list->pending_queries_count = 0;
list->dsv_resource_tracking_count = 0;
list->subresource_tracking_count = 0;
list->transfer_batch.tracked_copy_buffer_count = 0;
list->wbi_batch.batch_len = 0;
list->query_resolve_count = 0;
list->submit_allocator = NULL;
for (i = 0; i < list->retained_resources_count; i++)
d3d12_resource_decref_weak(list->retained_resources[i]);
list->retained_resources_count = 0;
#ifdef VKD3D_ENABLE_PROFILING
vkd3d_timestamp_profiler_reset_command_list(list->device->timestamp_profiler, list);
#endif
d3d12_command_list_clear_rtas_batch(list);
}
static void d3d12_command_list_reset_state(struct d3d12_command_list *list,
ID3D12PipelineState *initial_pipeline_state)
{
d3d12_command_list_reset_api_state(list, initial_pipeline_state);
d3d12_command_list_reset_internal_state(list);
}
void d3d12_command_list_invalidate_all_state(struct d3d12_command_list *list)
{
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->graphics_bindings, true, NULL);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, NULL);
list->index_buffer.is_dirty = true;
}
static HRESULT STDMETHODCALLTYPE d3d12_command_list_Reset(d3d12_command_list_iface *iface,
ID3D12CommandAllocator *allocator, ID3D12PipelineState *initial_pipeline_state)
{
struct d3d12_command_allocator *allocator_impl = d3d12_command_allocator_from_iface(allocator);
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
HRESULT hr;
TRACE("iface %p, allocator %p, initial_pipeline_state %p.\n",
iface, allocator, initial_pipeline_state);
if (!allocator_impl || allocator_impl->type != list->type)
{
WARN("Invalid command allocator.\n");
return E_INVALIDARG;
}
if (list->is_recording)
{
WARN("Command list is in the recording state.\n");
return E_FAIL;
}
if (SUCCEEDED(hr = d3d12_command_allocator_allocate_command_buffer(allocator_impl, list)))
{
list->allocator = allocator_impl;
d3d12_command_list_reset_state(list, initial_pipeline_state);
}
return hr;
}
static void STDMETHODCALLTYPE d3d12_command_list_ClearState(d3d12_command_list_iface *iface,
ID3D12PipelineState *pipeline_state)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, pipline_state %p!\n", iface, pipeline_state);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "ClearState called within a render pass.\n");
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_reset_api_state(list, pipeline_state);
}
static bool d3d12_command_list_has_depth_stencil_view(struct d3d12_command_list *list)
{
const struct d3d12_graphics_pipeline_state *graphics;
assert(d3d12_pipeline_state_is_graphics(list->state));
graphics = &list->state->graphics;
return list->dsv.format && (graphics->dsv_format ||
d3d12_graphics_pipeline_state_has_unknown_dsv_format_with_test(graphics));
}
static void d3d12_command_list_get_fb_extent(struct d3d12_command_list *list,
uint32_t *width, uint32_t *height, uint32_t *layer_count)
{
struct d3d12_graphics_pipeline_state *graphics = &list->state->graphics;
struct d3d12_device *device = list->device;
if (graphics->rt_count || d3d12_command_list_has_depth_stencil_view(list))
{
*width = list->fb_width;
*height = list->fb_height;
if (layer_count)
*layer_count = list->fb_layer_count;
}
else
{
*width = device->vk_info.device_limits.maxFramebufferWidth;
*height = device->vk_info.device_limits.maxFramebufferHeight;
if (layer_count)
{
/* Layered rendering works with no attachments. */
*layer_count = device->vk_info.device_limits.maxFramebufferLayers;
}
}
}
static bool d3d12_command_list_update_rendering_info(struct d3d12_command_list *list)
{
struct vkd3d_rendering_info *rendering_info = &list->rendering_info;
struct d3d12_graphics_pipeline_state *graphics;
VkExtent2D old_extent;
unsigned int i;
if (rendering_info->state_flags & VKD3D_RENDERING_CURRENT)
return true;
graphics = &list->state->graphics;
rendering_info->rtv_mask = graphics->rtv_active_mask;
rendering_info->info.colorAttachmentCount = graphics->rt_count;
/* The pipeline has fallback PSO in case we're attempting to render to unbound RTV. */
for (i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
VkRenderingAttachmentInfo *attachment = &rendering_info->rtv[i];
if ((graphics->rtv_active_mask & (1u << i)) && list->rtvs[i].view)
{
attachment->imageView = list->rtvs[i].view->vk_image_view;
attachment->imageLayout = d3d12_resource_pick_layout(
list->rtvs[i].resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
else
{
attachment->imageView = VK_NULL_HANDLE;
attachment->imageLayout = VK_IMAGE_LAYOUT_UNDEFINED;
}
}
rendering_info->info.pDepthAttachment = NULL;
rendering_info->info.pStencilAttachment = NULL;
if (d3d12_command_list_has_depth_stencil_view(list))
{
rendering_info->dsv.imageView = list->dsv.view->vk_image_view;
rendering_info->dsv.imageLayout = list->dsv_layout;
/* Spec says that to use pDepthAttachment or pStencilAttachment, with non-NULL image view,
* the format must have the aspect mask set. */
if (list->dsv.view->format->vk_aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT)
rendering_info->info.pDepthAttachment = &rendering_info->dsv;
if (list->dsv.view->format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT)
rendering_info->info.pStencilAttachment = &rendering_info->dsv;
}
else
{
rendering_info->dsv.imageView = VK_NULL_HANDLE;
rendering_info->dsv.imageLayout = VK_IMAGE_LAYOUT_UNDEFINED;
}
if (list->vrs_image)
{
rendering_info->vrs.imageView = list->vrs_image->vrs_view;
rendering_info->vrs.imageLayout = d3d12_resource_pick_layout(list->vrs_image,
VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR);
}
else
{
rendering_info->vrs.imageView = VK_NULL_HANDLE;
rendering_info->vrs.imageLayout = VK_IMAGE_LAYOUT_UNDEFINED;
}
old_extent = rendering_info->info.renderArea.extent;
d3d12_command_list_get_fb_extent(list,
&rendering_info->info.renderArea.extent.width,
&rendering_info->info.renderArea.extent.height,
&rendering_info->info.layerCount);
/* It is robust in D3D12 to render with a scissor rect that out of bounds, but not so in Vulkan,
* so we might have to re-clamp the scissor state. */
if (old_extent.width != rendering_info->info.renderArea.extent.width ||
old_extent.height != rendering_info->info.renderArea.extent.height)
{
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_SCISSOR;
}
return true;
}
static bool d3d12_command_list_update_compute_pipeline(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
if (list->current_pipeline != VK_NULL_HANDLE)
return true;
if (!d3d12_pipeline_state_is_compute(list->state))
{
WARN("Pipeline state %p is not a compute pipeline.\n", list->state);
return false;
}
if (list->command_buffer_pipeline != list->state->compute.vk_pipeline)
{
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer,
vk_bind_point_from_pipeline_type(list->state->pipeline_type),
list->state->compute.vk_pipeline));
list->command_buffer_pipeline = list->state->compute.vk_pipeline;
}
list->current_pipeline = list->state->compute.vk_pipeline;
list->dynamic_state.active_flags = 0;
return true;
}
static bool d3d12_command_list_update_raygen_pipeline(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
bool stack_size_dirty = false;
unsigned int i;
if (list->current_pipeline != VK_NULL_HANDLE)
return true;
if (!list->rt_state)
{
WARN("Pipeline state %p is not a raygen pipeline.\n", list->rt_state);
return false;
}
/* We need to bind the RTPSO that is compatible. */
list->rt_state_variant = NULL;
for (i = 0; i < list->rt_state->pipelines_count; i++)
{
if (d3d12_root_signature_is_layout_compatible(
list->rt_state->pipelines[i].global_root_signature,
list->compute_bindings.root_signature))
{
/* We might have degenerate variants. */
if (list->rt_state->pipelines[i].pipeline)
list->rt_state_variant = &list->rt_state->pipelines[i];
break;
}
}
if (!list->rt_state_variant)
{
WARN("Global root signature compatible with the RTPSO.\n");
return false;
}
if (list->command_buffer_pipeline != list->rt_state_variant->pipeline)
{
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer,
VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR,
list->rt_state_variant->pipeline));
list->command_buffer_pipeline = list->rt_state_variant->pipeline;
list->dynamic_state.active_flags = 0;
stack_size_dirty = true;
}
else
{
stack_size_dirty = list->dynamic_state.pipeline_stack_size != list->rt_state->pipeline_stack_size;
}
if (stack_size_dirty)
{
/* Pipeline stack size is part of the PSO, not any command buffer state for some reason ... */
VK_CALL(vkCmdSetRayTracingPipelineStackSizeKHR(list->cmd.vk_command_buffer,
list->rt_state->pipeline_stack_size));
list->dynamic_state.pipeline_stack_size = list->rt_state->pipeline_stack_size;
}
return true;
}
static void d3d12_command_list_check_vbo_alignment(struct d3d12_command_list *list)
{
const uint32_t *stride_masks;
VkDeviceSize *offsets;
uint32_t update_vbos;
unsigned int index;
stride_masks = list->state->graphics.vertex_buffer_stride_align_mask;
update_vbos = list->state->graphics.vertex_buffer_mask;
offsets = list->dynamic_state.vertex_offsets;
while (update_vbos)
{
index = vkd3d_bitmask_iter32(&update_vbos);
if (stride_masks[index] & offsets[index])
list->dynamic_state.dirty_vbos |= 1u << index;
}
}
static bool d3d12_command_list_update_graphics_pipeline(struct d3d12_command_list *list,
enum vkd3d_pipeline_type pipeline_type)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
uint32_t dsv_plane_optimal_mask;
uint32_t new_active_flags;
VkImageLayout dsv_layout;
VkPipeline vk_pipeline;
if (list->current_pipeline != VK_NULL_HANDLE)
return true;
if (!list->state)
{
WARN("No graphics pipeline bound, skipping draw.\n");
return false;
}
if (list->state->pipeline_type != pipeline_type)
{
WARN("Pipeline state %p is is of type %u, expected type %u.\n",
list->state, list->state->pipeline_type, pipeline_type);
return false;
}
/* Try to grab the pipeline we compiled ahead of time. If we cannot do so, fall back. */
if (!(vk_pipeline = d3d12_pipeline_state_get_pipeline(list->state,
&list->dynamic_state, list->dsv.format, &new_active_flags)))
{
if (!(vk_pipeline = d3d12_pipeline_state_get_or_create_pipeline(list->state,
&list->dynamic_state, list->dsv.format, &new_active_flags)))
return false;
}
if (d3d12_command_list_has_depth_stencil_view(list))
{
/* Select new dsv_layout. Any new PSO write we didn't observe yet must be updated here. */
dsv_plane_optimal_mask = list->dsv_plane_optimal_mask | list->state->graphics.dsv_plane_optimal_mask;
dsv_layout = dsv_plane_optimal_mask_to_layout(dsv_plane_optimal_mask, list->dsv.format->vk_aspect_mask);
}
else
{
dsv_plane_optimal_mask = 0;
dsv_layout = VK_IMAGE_LAYOUT_UNDEFINED;
}
/* If we need to bind or unbind certain render targets or if the DSV layout changed, interrupt rendering.
* It's also possible that rtv_active_mask is constant, but rt_count increases (if last RT format is NULL). */
if ((list->state->graphics.rtv_active_mask != list->rendering_info.rtv_mask) ||
(list->state->graphics.rt_count != list->rendering_info.info.colorAttachmentCount) ||
(dsv_layout != list->rendering_info.dsv.imageLayout))
{
d3d12_command_list_invalidate_rendering_info(list);
d3d12_command_list_end_current_render_pass(list, false);
}
/* We can't change pipelines while transform feedback is active, so end the render pass here if necessary. */
if (list->command_buffer_pipeline != vk_pipeline && list->xfb_buffer_count)
d3d12_command_list_end_current_render_pass(list, true);
list->dsv_plane_optimal_mask = dsv_plane_optimal_mask;
list->dsv_layout = dsv_layout;
if (list->command_buffer_pipeline != vk_pipeline)
{
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer,
vk_bind_point_from_pipeline_type(list->state->pipeline_type),
vk_pipeline));
/* If we bind a new pipeline, make sure that we end up binding VBOs that are aligned.
* It is fine to do it here, since we are binding a pipeline right before we perform
* a draw call. If we trip any dirty check here, VBO offsets will be fixed up when emitting
* dynamic state after this. */
d3d12_command_list_check_vbo_alignment(list);
/* The application did set vertex buffers that we didn't bind because of the pipeline vbo mask.
* The new pipeline could use those so we need to rebind vertex buffers. */
if ((new_active_flags & VKD3D_DYNAMIC_STATE_VERTEX_BUFFER_STRIDE) && list->dynamic_state.dirty_vbos)
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_VERTEX_BUFFER_STRIDE;
/* Reapply all dynamic states that were not dynamic in previously bound pipeline.
* If we didn't use to have dynamic vertex strides, but we then bind a pipeline with dynamic strides,
* we will need to rebind all VBOs. Mark dynamic stride as dirty in this case. */
if (new_active_flags & ~list->dynamic_state.active_flags & VKD3D_DYNAMIC_STATE_VERTEX_BUFFER_STRIDE)
list->dynamic_state.dirty_vbos = ~0u;
list->dynamic_state.dirty_flags |= new_active_flags & ~list->dynamic_state.active_flags;
list->command_buffer_pipeline = vk_pipeline;
}
/* If no render targets are bound, we use PSO state to determine the sample count, but we do
* not track this as part of command list state. This is only relevant if the PSO statically
* enables any DSV or RTV but none are bound to the command list. */
if (!list->dynamic_state.rasterization_samples)
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_RASTERIZATION_SAMPLES;
list->dynamic_state.active_flags = new_active_flags;
list->current_pipeline = vk_pipeline;
return true;
}
static void d3d12_command_list_update_descriptor_table_offsets(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, VkPipelineLayout layout, VkShaderStageFlags push_stages)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
const struct vkd3d_shader_descriptor_table *table;
uint32_t table_offsets[D3D12_MAX_ROOT_COST];
unsigned int root_parameter_index;
uint64_t descriptor_table_mask;
assert(root_signature->descriptor_table_count);
descriptor_table_mask = root_signature->descriptor_table_mask;
while (descriptor_table_mask)
{
root_parameter_index = vkd3d_bitmask_iter64(&descriptor_table_mask);
table = root_signature_get_descriptor_table(root_signature, root_parameter_index);
table_offsets[table->table_index] = bindings->descriptor_tables[root_parameter_index];
}
/* Set descriptor offsets */
if (push_stages)
{
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer,
layout, push_stages,
root_signature->descriptor_table_offset,
root_signature->descriptor_table_count * sizeof(uint32_t),
table_offsets));
}
bindings->dirty_flags &= ~VKD3D_PIPELINE_DIRTY_DESCRIPTOR_TABLE_OFFSETS;
}
static void vk_write_descriptor_set_from_root_descriptor(struct d3d12_command_list *list,
VkWriteDescriptorSet *vk_descriptor_write, const struct vkd3d_shader_root_parameter *root_parameter,
const struct vkd3d_root_descriptor_info *descriptor)
{
vk_descriptor_write->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_write->pNext = NULL;
vk_descriptor_write->dstSet = VK_NULL_HANDLE;
vk_descriptor_write->dstBinding = root_parameter->descriptor.binding->binding.binding;
vk_descriptor_write->dstArrayElement = 0;
vk_descriptor_write->descriptorType = descriptor->vk_descriptor_type;
vk_descriptor_write->descriptorCount = 1;
vk_descriptor_write->pImageInfo = NULL;
vk_descriptor_write->pBufferInfo = &descriptor->info.buffer;
vk_descriptor_write->pTexelBufferView = &descriptor->info.buffer_view;
}
static void vk_write_descriptor_set_from_scratch_push_ubo(VkWriteDescriptorSet *vk_descriptor_write,
VkDescriptorBufferInfo *vk_buffer_info,
const struct vkd3d_scratch_allocation *alloc,
VkDeviceSize size, uint32_t vk_binding)
{
vk_descriptor_write->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_write->pNext = NULL;
vk_descriptor_write->dstSet = VK_NULL_HANDLE;
vk_descriptor_write->descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
vk_descriptor_write->dstArrayElement = 0;
vk_descriptor_write->dstBinding = vk_binding;
vk_descriptor_write->descriptorCount = 1;
vk_descriptor_write->pBufferInfo = vk_buffer_info;
vk_descriptor_write->pImageInfo = NULL;
vk_descriptor_write->pTexelBufferView = NULL;
vk_buffer_info->buffer = alloc->buffer;
vk_buffer_info->offset = alloc->offset;
vk_buffer_info->range = size;
}
/* This is a big stall on some GPUs so need to track this separately. */
void d3d12_command_list_update_descriptor_buffers(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkDescriptorBufferBindingPushDescriptorBufferHandleEXT buffer_handle;
VkDescriptorBufferBindingInfoEXT global_buffers[2];
if (d3d12_device_uses_descriptor_buffers(list->device) &&
list->descriptor_heap.buffers.heap_dirty)
{
global_buffers[0].sType = VK_STRUCTURE_TYPE_DESCRIPTOR_BUFFER_BINDING_INFO_EXT;
global_buffers[0].pNext = NULL;
global_buffers[0].usage = list->device->global_descriptor_buffer.resource.usage;
global_buffers[0].address = list->descriptor_heap.buffers.heap_va_resource;
if (global_buffers[0].usage & VK_BUFFER_USAGE_PUSH_DESCRIPTORS_DESCRIPTOR_BUFFER_BIT_EXT)
{
global_buffers[0].pNext = &buffer_handle;
buffer_handle.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_BUFFER_BINDING_PUSH_DESCRIPTOR_BUFFER_HANDLE_EXT;
buffer_handle.pNext = NULL;
buffer_handle.buffer = list->descriptor_heap.buffers.vk_buffer_resource;
}
global_buffers[1].sType = VK_STRUCTURE_TYPE_DESCRIPTOR_BUFFER_BINDING_INFO_EXT;
global_buffers[1].pNext = NULL;
global_buffers[1].usage = list->device->global_descriptor_buffer.sampler.usage;
global_buffers[1].address = list->descriptor_heap.buffers.heap_va_sampler;
VK_CALL(vkCmdBindDescriptorBuffersEXT(list->cmd.vk_command_buffer,
ARRAY_SIZE(global_buffers), global_buffers));
list->descriptor_heap.buffers.heap_dirty = false;
}
}
static void d3d12_command_list_update_descriptor_heaps(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, VkPipelineBindPoint vk_bind_point,
VkPipelineLayout layout)
{
const struct vkd3d_bindless_state *bindless_state = &list->device->bindless_state;
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
if (!bindings->descriptor_heap_dirty_mask)
return;
if (d3d12_device_uses_descriptor_buffers(list->device))
{
d3d12_command_list_update_descriptor_buffers(list);
/* Prefer binding everything in one go. There is no risk of null descriptor sets here. */
if (bindings->descriptor_heap_dirty_mask)
{
VK_CALL(vkCmdSetDescriptorBufferOffsetsEXT(list->cmd.vk_command_buffer, vk_bind_point,
layout, 0, bindless_state->set_count,
bindless_state->vk_descriptor_buffer_indices,
list->descriptor_heap.buffers.vk_offsets));
bindings->descriptor_heap_dirty_mask = 0;
}
}
else
{
while (bindings->descriptor_heap_dirty_mask)
{
unsigned int heap_index = vkd3d_bitmask_iter64(&bindings->descriptor_heap_dirty_mask);
if (list->descriptor_heap.sets.vk_sets[heap_index])
{
VK_CALL(vkCmdBindDescriptorSets(list->cmd.vk_command_buffer, vk_bind_point,
layout, heap_index, 1,
&list->descriptor_heap.sets.vk_sets[heap_index], 0, NULL));
}
}
}
}
static void d3d12_command_list_update_static_samplers(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, VkPipelineBindPoint vk_bind_point,
VkPipelineLayout layout)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
if (bindings->static_sampler_set)
{
VK_CALL(vkCmdBindDescriptorSets(list->cmd.vk_command_buffer, vk_bind_point,
layout,
root_signature->sampler_descriptor_set,
1, &bindings->static_sampler_set, 0, NULL));
}
else if (root_signature->vk_sampler_descriptor_layout)
{
VK_CALL(vkCmdBindDescriptorBufferEmbeddedSamplersEXT(list->cmd.vk_command_buffer, vk_bind_point,
layout, root_signature->sampler_descriptor_set));
}
bindings->dirty_flags &= ~VKD3D_PIPELINE_DIRTY_STATIC_SAMPLER_SET;
}
static void d3d12_command_list_update_root_constants(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings,
VkPipelineLayout layout, VkShaderStageFlags push_stages)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
const struct vkd3d_shader_root_constant *root_constant;
unsigned int root_parameter_index;
if (!push_stages)
{
bindings->root_constant_dirty_mask = 0;
return;
}
while (bindings->root_constant_dirty_mask)
{
root_parameter_index = vkd3d_bitmask_iter64(&bindings->root_constant_dirty_mask);
root_constant = root_signature_get_32bit_constants(root_signature, root_parameter_index);
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer,
layout, push_stages,
root_constant->constant_index * sizeof(uint32_t),
root_constant->constant_count * sizeof(uint32_t),
&bindings->root_constants[root_constant->constant_index]));
}
}
static unsigned int d3d12_command_list_fetch_root_descriptor_vas(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, union vkd3d_root_parameter_data *dst_data)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
uint64_t root_descriptor_mask = root_signature->root_descriptor_raw_va_mask;
unsigned int va_idx = 0;
/* Ignore dirty mask. We'll always update all VAs either via push constants
* in order to reduce API calls, or an inline uniform buffer in which case
* we need to re-upload all data anyway. */
while (root_descriptor_mask)
{
unsigned int root_parameter_index = vkd3d_bitmask_iter64(&root_descriptor_mask);
dst_data->root_descriptor_vas[va_idx++] = bindings->root_descriptors[root_parameter_index].info.va;
}
return va_idx;
}
static void d3d12_command_list_fetch_root_parameter_uniform_block_data(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, union vkd3d_root_parameter_data *dst_data)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
uint64_t root_constant_mask = root_signature->root_constant_mask;
const struct vkd3d_shader_root_constant *root_constant;
const uint32_t *src_data = bindings->root_constants;
const struct vkd3d_shader_descriptor_table *table;
unsigned int root_parameter_index;
uint64_t descriptor_table_mask;
uint32_t first_table_offset;
/* Root descriptors are already filled in dst_data. */
while (root_constant_mask)
{
root_parameter_index = vkd3d_bitmask_iter64(&root_constant_mask);
root_constant = root_signature_get_32bit_constants(root_signature, root_parameter_index);
memcpy(&dst_data->root_constants[root_constant->constant_index],
&src_data[root_constant->constant_index],
root_constant->constant_count * sizeof(uint32_t));
}
first_table_offset = root_signature->descriptor_table_offset / sizeof(uint32_t);
descriptor_table_mask = root_signature->descriptor_table_mask;
while (descriptor_table_mask)
{
root_parameter_index = vkd3d_bitmask_iter64(&descriptor_table_mask);
table = root_signature_get_descriptor_table(root_signature, root_parameter_index);
dst_data->root_constants[first_table_offset + table->table_index] =
bindings->descriptor_tables[root_parameter_index];
}
}
void d3d12_command_list_fetch_root_parameter_data(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, union vkd3d_root_parameter_data *dst_data)
{
d3d12_command_list_fetch_root_descriptor_vas(list, bindings, dst_data);
d3d12_command_list_fetch_root_parameter_uniform_block_data(list, bindings, dst_data);
}
static void d3d12_command_list_update_root_descriptors(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, VkPipelineBindPoint vk_bind_point,
VkPipelineLayout layout, VkShaderStageFlags push_stages, uint32_t root_signature_flags)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkWriteDescriptorSet descriptor_writes[D3D12_MAX_ROOT_COST / 2];
const struct vkd3d_shader_root_parameter *root_parameter;
union vkd3d_root_parameter_data *ptr_root_parameter_data;
union vkd3d_root_parameter_data root_parameter_data;
unsigned int descriptor_write_count = 0;
struct vkd3d_scratch_allocation alloc;
VkDescriptorBufferInfo buffer_info;
unsigned int root_parameter_index;
unsigned int va_count = 0;
uint64_t dirty_push_mask;
if (root_signature_flags & VKD3D_ROOT_SIGNATURE_USE_PUSH_CONSTANT_UNIFORM_BLOCK)
{
d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_UNIFORM_UPLOAD, sizeof(root_parameter_data),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, ~0u, &alloc);
ptr_root_parameter_data = alloc.host_ptr;
/* Dirty all state that enters push UBO block to make sure it's emitted.
* Push descriptors that are not raw VA can be emitted on a partial basis.
* Root constants and tables are always considered dirty here, so omit that. */
bindings->root_descriptor_dirty_mask |= root_signature->root_descriptor_raw_va_mask;
}
else
ptr_root_parameter_data = &root_parameter_data;
if (bindings->root_descriptor_dirty_mask)
{
/* If any raw VA descriptor is dirty, we need to update all of them. */
if (root_signature->root_descriptor_raw_va_mask & bindings->root_descriptor_dirty_mask)
va_count = d3d12_command_list_fetch_root_descriptor_vas(list, bindings, ptr_root_parameter_data);
/* TODO bind null descriptors for inactive root descriptors. */
dirty_push_mask =
bindings->root_descriptor_dirty_mask &
root_signature->root_descriptor_push_mask &
bindings->root_descriptor_active_mask;
while (dirty_push_mask)
{
root_parameter_index = vkd3d_bitmask_iter64(&dirty_push_mask);
root_parameter = root_signature_get_root_descriptor(root_signature, root_parameter_index);
vk_write_descriptor_set_from_root_descriptor(list,
&descriptor_writes[descriptor_write_count], root_parameter,
&bindings->root_descriptors[root_parameter_index]);
descriptor_write_count += 1;
}
bindings->root_descriptor_dirty_mask = 0;
}
if (root_signature_flags & VKD3D_ROOT_SIGNATURE_USE_PUSH_CONSTANT_UNIFORM_BLOCK)
{
d3d12_command_list_fetch_root_parameter_uniform_block_data(list, bindings, ptr_root_parameter_data);
/* Reset dirty flags to avoid redundant updates in the future.
* We consume all constants / tables here regardless of dirty state. */
bindings->dirty_flags &= ~VKD3D_PIPELINE_DIRTY_DESCRIPTOR_TABLE_OFFSETS;
bindings->root_constant_dirty_mask = 0;
vk_write_descriptor_set_from_scratch_push_ubo(&descriptor_writes[descriptor_write_count],
&buffer_info, &alloc, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
root_signature->push_constant_ubo_binding.binding);
descriptor_write_count += 1;
}
else if (va_count && push_stages)
{
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer,
layout, push_stages,
0, va_count * sizeof(*root_parameter_data.root_descriptor_vas),
root_parameter_data.root_descriptor_vas));
}
#ifdef VKD3D_ENABLE_DESCRIPTOR_QA
if (vkd3d_descriptor_debug_active_instruction_qa_checks())
{
VkWriteDescriptorSet *write = &descriptor_writes[descriptor_write_count];
memset(write, 0, 2 * sizeof(*write));
write[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
write[0].descriptorCount = 1;
write[0].dstBinding = root_signature->descriptor_qa_control_binding.binding;
write[0].pBufferInfo = vkd3d_descriptor_debug_get_control_info_descriptor(list->device->descriptor_qa_global_info);
write[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
write[1].descriptorCount = 1;
write[1].dstBinding = root_signature->descriptor_qa_payload_binding.binding;
write[1].pBufferInfo = vkd3d_descriptor_debug_get_payload_info_descriptor(list->device->descriptor_qa_global_info);
descriptor_write_count += 2;
}
#endif
if (descriptor_write_count)
{
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, vk_bind_point,
layout, root_signature->root_descriptor_set,
descriptor_write_count, descriptor_writes));
}
}
static void d3d12_command_list_update_hoisted_descriptors(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings)
{
const struct d3d12_root_signature *rs = bindings->root_signature;
const struct vkd3d_descriptor_hoist_desc *hoist_desc;
struct vkd3d_root_descriptor_info *root_parameter;
const struct vkd3d_descriptor_metadata_view *view;
const struct vkd3d_unique_resource *resource;
union vkd3d_descriptor_info *info;
unsigned int i;
/* We don't track dirty table index, just update every hoisted descriptor.
* Uniform buffers tend to be updated all the time anyways, so this should be fine. */
for (i = 0; i < rs->hoist_info.num_desc; i++)
{
hoist_desc = &rs->hoist_info.desc[i];
view = list->cbv_srv_uav_descriptors_view;
if (view)
view += bindings->descriptor_tables[hoist_desc->table_index] + hoist_desc->table_offset;
root_parameter = &bindings->root_descriptors[hoist_desc->parameter_index];
bindings->root_descriptor_dirty_mask |= 1ull << hoist_desc->parameter_index;
bindings->root_descriptor_active_mask |= 1ull << hoist_desc->parameter_index;
root_parameter->vk_descriptor_type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
info = &root_parameter->info;
if (view && (view->info.buffer.flags & VKD3D_DESCRIPTOR_FLAG_BUFFER_VA_RANGE))
{
/* Buffer descriptors must be valid on recording time. */
resource = vkd3d_va_map_deref(&list->device->memory_allocator.va_map, view->info.buffer.va);
if (resource)
{
info->buffer.buffer = resource->vk_buffer;
info->buffer.offset = view->info.buffer.va - resource->va;
info->buffer.range = min(view->info.buffer.range, resource->size - info->buffer.offset);
}
else
{
info->buffer.buffer = VK_NULL_HANDLE;
info->buffer.offset = 0;
info->buffer.range = VK_WHOLE_SIZE;
}
}
else
{
info->buffer.buffer = VK_NULL_HANDLE;
info->buffer.offset = 0;
info->buffer.range = VK_WHOLE_SIZE;
}
}
bindings->dirty_flags &= ~VKD3D_PIPELINE_DIRTY_HOISTED_DESCRIPTORS;
}
static void d3d12_command_list_update_descriptors(struct d3d12_command_list *list)
{
struct vkd3d_pipeline_bindings *bindings = d3d12_command_list_get_bindings(list, list->active_pipeline_type);
const struct d3d12_root_signature *rs = bindings->root_signature;
const struct d3d12_bind_point_layout *bind_point_layout;
VkPipelineBindPoint vk_bind_point;
VkShaderStageFlags push_stages;
VkPipelineLayout layout;
if (!rs)
return;
bind_point_layout = d3d12_root_signature_get_layout(rs, list->active_pipeline_type);
layout = bind_point_layout->vk_pipeline_layout;
push_stages = bind_point_layout->vk_push_stages;
vk_bind_point = vk_bind_point_from_pipeline_type(list->active_pipeline_type);
if (bindings->descriptor_heap_dirty_mask)
d3d12_command_list_update_descriptor_heaps(list, bindings, vk_bind_point, layout);
if (bindings->dirty_flags & VKD3D_PIPELINE_DIRTY_STATIC_SAMPLER_SET)
d3d12_command_list_update_static_samplers(list, bindings, vk_bind_point, layout);
/* If we can, hoist descriptors from the descriptor heap into fake root parameters. */
if (bindings->dirty_flags & VKD3D_PIPELINE_DIRTY_HOISTED_DESCRIPTORS)
d3d12_command_list_update_hoisted_descriptors(list, bindings);
if (bind_point_layout->flags & VKD3D_ROOT_SIGNATURE_USE_PUSH_CONSTANT_UNIFORM_BLOCK)
{
/* Root constants and descriptor table offsets are part of the root descriptor set */
if (bindings->root_descriptor_dirty_mask || bindings->root_constant_dirty_mask
|| (bindings->dirty_flags & VKD3D_PIPELINE_DIRTY_DESCRIPTOR_TABLE_OFFSETS))
{
d3d12_command_list_update_root_descriptors(list, bindings, vk_bind_point, layout, push_stages,
bind_point_layout->flags);
}
}
else
{
if (bindings->root_descriptor_dirty_mask)
{
d3d12_command_list_update_root_descriptors(list, bindings, vk_bind_point, layout, push_stages,
bind_point_layout->flags);
}
if (bindings->root_constant_dirty_mask)
d3d12_command_list_update_root_constants(list, bindings, layout, push_stages);
if (bindings->dirty_flags & VKD3D_PIPELINE_DIRTY_DESCRIPTOR_TABLE_OFFSETS)
d3d12_command_list_update_descriptor_table_offsets(list, bindings, layout, push_stages);
}
}
static void d3d12_command_list_update_descriptors_post_indirect_buffer(struct d3d12_command_list *list)
{
/* Pretend for a moment that the post indirect buffer is the main command buffer.
* Set all dirty bits so we force-flush state to a different command buffer.
* Not the most elegant solution, but avoids us having to reimplement everything
* just to plumb thorugh a different set of dirty masks, etc. */
struct vkd3d_pipeline_bindings *bindings = d3d12_command_list_get_bindings(list, list->active_pipeline_type);
const struct d3d12_root_signature *rs = bindings->root_signature;
uint32_t old_root_descriptor_dirty_mask;
uint32_t old_descriptor_heap_dirty_mask;
uint32_t old_root_constant_dirty_mask;
VkCommandBuffer old_cmd_buffer;
bool old_heap_dirty = false;
uint32_t old_dirty_flags;
if (!rs)
return;
old_root_descriptor_dirty_mask = bindings->root_descriptor_dirty_mask;
old_descriptor_heap_dirty_mask = bindings->descriptor_heap_dirty_mask;
old_root_constant_dirty_mask = bindings->root_constant_dirty_mask;
old_dirty_flags = bindings->dirty_flags;
old_cmd_buffer = list->cmd.vk_command_buffer;
/* This is bad, but the current NV implementation does not actually
* do anything bad when rebinding descriptor buffers, so just roll with it.
* Can be fixed if necessary. */
if (d3d12_device_uses_descriptor_buffers(list->device))
old_heap_dirty = list->descriptor_heap.buffers.heap_dirty;
/* Override state. */
list->cmd.vk_command_buffer = list->cmd.vk_init_commands_post_indirect_barrier;
if (d3d12_device_uses_descriptor_buffers(list->device))
list->descriptor_heap.buffers.heap_dirty = true;
d3d12_command_list_invalidate_root_parameters(list, bindings, true, NULL);
d3d12_command_list_update_descriptors(list);
/* Restore state. */
bindings->root_descriptor_dirty_mask = old_root_descriptor_dirty_mask;
bindings->descriptor_heap_dirty_mask = old_descriptor_heap_dirty_mask;
bindings->root_constant_dirty_mask = old_root_constant_dirty_mask;
bindings->dirty_flags = old_dirty_flags;
list->cmd.vk_command_buffer = old_cmd_buffer;
if (d3d12_device_uses_descriptor_buffers(list->device))
list->descriptor_heap.buffers.heap_dirty = old_heap_dirty;
}
static void d3d12_command_list_check_pre_compute_barrier(
struct d3d12_command_list *list, VkPipelineStageFlagBits2 vk_dst_stage);
static bool d3d12_command_list_update_compute_state(struct d3d12_command_list *list)
{
d3d12_command_list_end_current_render_pass(list, false);
if (!d3d12_command_list_update_compute_pipeline(list))
return false;
d3d12_command_list_check_pre_compute_barrier(list, VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT);
d3d12_command_list_update_descriptors(list);
#ifdef VKD3D_ENABLE_PROFILING
vkd3d_timestamp_profiler_mark_pre_command(list->device->timestamp_profiler, list);
#endif
return true;
}
static bool d3d12_command_list_update_raygen_state(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
d3d12_command_list_end_current_render_pass(list, false);
if (!d3d12_command_list_update_raygen_pipeline(list))
return false;
/* DXR uses compute bind point for descriptors, we will redirect internally to
* raygen bind point in Vulkan. */
d3d12_command_list_check_pre_compute_barrier(list, VK_PIPELINE_STAGE_2_RAY_TRACING_SHADER_BIT_KHR);
d3d12_command_list_update_descriptors(list);
/* If we have a static sampler set for local root signatures, bind it now.
* Don't bother with dirty tracking of this for time being.
* Should be very rare that this path is even hit. */
if (list->rt_state_variant->local_static_sampler.set_layout)
{
if (list->rt_state_variant->local_static_sampler.desc_set)
{
VK_CALL(vkCmdBindDescriptorSets(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR,
list->rt_state_variant->local_static_sampler.pipeline_layout,
list->rt_state_variant->local_static_sampler.set_index,
1, &list->rt_state_variant->local_static_sampler.desc_set,
0, NULL));
}
else
{
VK_CALL(vkCmdBindDescriptorBufferEmbeddedSamplersEXT(list->cmd.vk_command_buffer,
VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR,
list->rt_state_variant->local_static_sampler.pipeline_layout,
list->rt_state_variant->local_static_sampler.set_index));
}
}
return true;
}
static void d3d12_command_list_update_dynamic_state(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
VkDepthBiasRepresentationInfoEXT depth_bias_representation;
VkSampleCountFlagBits rasterization_samples;
VkDepthBiasInfoEXT depth_bias_info;
const uint32_t *stride_align_masks;
struct vkd3d_bitmask_range range;
uint32_t update_vbos;
unsigned int i;
/* Make sure we only update states that are dynamic in the pipeline */
dyn_state->dirty_flags &= list->dynamic_state.active_flags;
if (dyn_state->viewport_count)
{
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_VIEWPORT)
{
VK_CALL(vkCmdSetViewportWithCount(list->cmd.vk_command_buffer,
dyn_state->viewport_count, dyn_state->viewports));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_SCISSOR)
{
/* Rendering with OOB scissor seems to work fine in D3D12,
* but it's out of spec in Vulkan,
* and NV can crash GPU if scissor is out of bounds in some cases. */
VkRect2D clamped_scissors[D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
VkExtent2D max_sci_extent, max_fb_extent;
const VkRect2D *scissor;
max_fb_extent = list->rendering_info.info.renderArea.extent;
for (i = 0; i < dyn_state->viewport_count; i++)
{
scissor = &dyn_state->scissors[i];
max_sci_extent.width = max((int)max_fb_extent.width - scissor->offset.x, 0);
max_sci_extent.height = max((int)max_fb_extent.height - scissor->offset.y, 0);
clamped_scissors[i].offset = scissor->offset;
clamped_scissors[i].extent.width = min(max_sci_extent.width, scissor->extent.width);
clamped_scissors[i].extent.height = min(max_sci_extent.height, scissor->extent.height);
}
VK_CALL(vkCmdSetScissorWithCount(list->cmd.vk_command_buffer,
dyn_state->viewport_count, clamped_scissors));
}
}
else
{
/* Zero viewports disables rasterization. Emit dummy viewport / scissor rects.
* For non-dynamic fallbacks, we force viewportCount to be at least 1. */
static const VkViewport dummy_vp = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
static const VkRect2D dummy_rect = { { 0, 0 }, { 0, 0 } };
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_VIEWPORT)
VK_CALL(vkCmdSetViewportWithCount(list->cmd.vk_command_buffer, 1, &dummy_vp));
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_SCISSOR)
VK_CALL(vkCmdSetScissorWithCount(list->cmd.vk_command_buffer, 1, &dummy_rect));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_BLEND_CONSTANTS)
{
VK_CALL(vkCmdSetBlendConstants(list->cmd.vk_command_buffer,
dyn_state->blend_constants));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_STENCIL_REFERENCE)
{
VK_CALL(vkCmdSetStencilReference(list->cmd.vk_command_buffer,
VK_STENCIL_FACE_FRONT_BIT, dyn_state->stencil_front.reference));
VK_CALL(vkCmdSetStencilReference(list->cmd.vk_command_buffer,
VK_STENCIL_FACE_BACK_BIT, dyn_state->stencil_back.reference));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_DEPTH_WRITE_ENABLE)
{
VK_CALL(vkCmdSetDepthWriteEnable(list->cmd.vk_command_buffer,
(dyn_state->dsv_plane_write_enable & (1u << 0)) ? VK_TRUE : VK_FALSE));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_STENCIL_WRITE_MASK)
{
/* Binding read-only DSV for stencil disable stencil writes. */
VK_CALL(vkCmdSetStencilWriteMask(list->cmd.vk_command_buffer, VK_STENCIL_FACE_FRONT_BIT,
(dyn_state->dsv_plane_write_enable & (1u << 1)) ? dyn_state->stencil_front.write_mask : 0));
VK_CALL(vkCmdSetStencilWriteMask(list->cmd.vk_command_buffer, VK_STENCIL_FACE_BACK_BIT,
(dyn_state->dsv_plane_write_enable & (1u << 1)) ? dyn_state->stencil_back.write_mask : 0));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_DEPTH_BOUNDS)
{
VK_CALL(vkCmdSetDepthBounds(list->cmd.vk_command_buffer,
dyn_state->min_depth_bounds, dyn_state->max_depth_bounds));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_DEPTH_BIAS)
{
VK_CALL(vkCmdSetDepthBiasEnable(list->cmd.vk_command_buffer,
dyn_state->depth_bias.constant_factor != 0.0f ||
dyn_state->depth_bias.slope_factor != 0.0f));
if (list->device->device_info.depth_bias_control_features.depthBiasControl)
{
vkd3d_get_depth_bias_representation(&depth_bias_representation, list->device,
list->dsv.format ? list->dsv.format->dxgi_format : DXGI_FORMAT_UNKNOWN);
memset(&depth_bias_info, 0, sizeof(depth_bias_info));
depth_bias_info.sType = VK_STRUCTURE_TYPE_DEPTH_BIAS_INFO_EXT;
depth_bias_info.pNext = &depth_bias_representation;
depth_bias_info.depthBiasConstantFactor = dyn_state->depth_bias.constant_factor;
depth_bias_info.depthBiasSlopeFactor = dyn_state->depth_bias.slope_factor;
depth_bias_info.depthBiasClamp = dyn_state->depth_bias.clamp;
VK_CALL(vkCmdSetDepthBias2EXT(list->cmd.vk_command_buffer, &depth_bias_info));
}
else
{
VK_CALL(vkCmdSetDepthBias(list->cmd.vk_command_buffer,
dyn_state->depth_bias.constant_factor, dyn_state->depth_bias.clamp,
dyn_state->depth_bias.slope_factor));
}
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_TOPOLOGY)
{
VK_CALL(vkCmdSetPrimitiveTopology(list->cmd.vk_command_buffer,
dyn_state->vk_primitive_topology));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_PATCH_CONTROL_POINTS)
{
VK_CALL(vkCmdSetPatchControlPointsEXT(list->cmd.vk_command_buffer,
dyn_state->primitive_topology - D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + 1));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_PRIMITIVE_RESTART)
{
VK_CALL(vkCmdSetPrimitiveRestartEnable(list->cmd.vk_command_buffer,
dyn_state->index_buffer_strip_cut_value != D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED &&
vk_primitive_topology_supports_restart(dyn_state->vk_primitive_topology)));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_VERTEX_BUFFER_STRIDE)
{
update_vbos = dyn_state->dirty_vbos & list->state->graphics.vertex_buffer_mask;
dyn_state->dirty_vbos &= ~update_vbos;
stride_align_masks = list->state->graphics.vertex_buffer_stride_align_mask;
while (update_vbos)
{
range = vkd3d_bitmask_iter32_range(&update_vbos);
for (i = 0; i < range.count; i++)
{
if (dyn_state->vertex_offsets[i + range.offset] & stride_align_masks[i + range.offset])
{
FIXME("Binding VBO at offset %"PRIu64", but required alignment is %u.\n",
dyn_state->vertex_offsets[i + range.offset],
stride_align_masks[i + range.offset] + 1);
/* This modifies global state, but if app hits this, it's already buggy. */
dyn_state->vertex_offsets[i + range.offset] &= ~(VkDeviceSize)stride_align_masks[i + range.offset];
}
if (dyn_state->vertex_strides[i + range.offset] & stride_align_masks[i + range.offset])
{
FIXME("Binding VBO with stride %"PRIu64", but required alignment is %u.\n",
dyn_state->vertex_strides[i + range.offset],
stride_align_masks[i + range.offset] + 1);
/* This modifies global state, but if app hits this, it's already buggy.
* Round up, so that we don't hit offset > size case with dynamic strides. */
dyn_state->vertex_strides[i + range.offset] =
(dyn_state->vertex_strides[i + range.offset] + stride_align_masks[i + range.offset]) &
~(VkDeviceSize)stride_align_masks[i + range.offset];
}
}
VK_CALL(vkCmdBindVertexBuffers2(list->cmd.vk_command_buffer,
range.offset, range.count,
dyn_state->vertex_buffers + range.offset,
dyn_state->vertex_offsets + range.offset,
dyn_state->vertex_sizes + range.offset,
dyn_state->vertex_strides + range.offset));
}
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_FRAGMENT_SHADING_RATE)
{
VK_CALL(vkCmdSetFragmentShadingRateKHR(list->cmd.vk_command_buffer,
&dyn_state->fragment_shading_rate.fragment_size,
dyn_state->fragment_shading_rate.combiner_ops));
}
if (dyn_state->dirty_flags & VKD3D_DYNAMIC_STATE_RASTERIZATION_SAMPLES)
{
rasterization_samples = dyn_state->rasterization_samples;
if (!rasterization_samples)
rasterization_samples = list->state->graphics.ms_desc.rasterizationSamples;
VK_CALL(vkCmdSetRasterizationSamplesEXT(list->cmd.vk_command_buffer, rasterization_samples));
}
dyn_state->dirty_flags = 0;
}
static void d3d12_command_list_promote_dsv_layout(struct d3d12_command_list *list)
{
/* If we know at this point that the image is DSV optimal in some way, promote the layout
* so that we can select the appropriate render pass right away and ignore any
* read-state shenanigans. If we cannot promote yet, the pipeline will override dsv_layout as required
* by write enable bits. */
if (list->dsv_layout == VK_IMAGE_LAYOUT_UNDEFINED &&
d3d12_pipeline_state_is_graphics(list->state) &&
d3d12_command_list_has_depth_stencil_view(list) &&
list->dsv.resource)
{
list->dsv_layout = d3d12_command_list_get_depth_stencil_resource_layout(list, list->dsv.resource,
&list->dsv_plane_optimal_mask);
}
}
static bool d3d12_command_list_fixup_null_xfb_buffers(struct d3d12_command_list *list, unsigned int count)
{
struct vkd3d_scratch_allocation scratch;
unsigned int i;
memset(&scratch, 0, sizeof(scratch));
for (i = 0; i < count; i++)
{
if (list->so_buffers[i])
continue;
/* We can't bind actual null buffers for transform feedback, so just allocate a minimal
* amount of scratch memory. This is safe because out-of-bounds writes will be discarded.
* We never expect to hit this path in practice, so don't try to be clever about caching
* the allocation or anything, just make sure not to crash. */
if (!scratch.buffer)
{
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE, VKD3D_NULL_BUFFER_SIZE, 4u, ~0u, &scratch))
{
ERR("Failed to allocate scratch memory for null xfb buffer.\n");
return false;
}
}
list->so_buffers[i] = scratch.buffer;
list->so_buffer_offsets[i] = scratch.offset;
list->so_buffer_sizes[i] = VKD3D_NULL_BUFFER_SIZE;
}
return true;
}
static void d3d12_command_list_check_render_pass_barrier(struct d3d12_command_list *list)
{
if ((list->current_meta_flags & VKD3D_SHADER_META_FLAG_FORCE_GRAPHICS_BARRIER_BEFORE_RENDER_PASS) ||
list->cmd.clear_uav_pending)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkMemoryBarrier2 vk_barriers[2];
VkMemoryBarrier2 *vk_barrier;
VkDependencyInfo dep_info;
memset(vk_barriers, 0, sizeof(vk_barriers));
memset(&dep_info, 0, sizeof(dep_info));
if (list->current_meta_flags & VKD3D_SHADER_META_FLAG_FORCE_GRAPHICS_BARRIER_BEFORE_RENDER_PASS)
{
vk_barrier = &vk_barriers[dep_info.memoryBarrierCount++];
vk_barrier->sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier->srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT |
VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
vk_barrier->srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
vk_barrier->dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
vk_barrier->dstAccessMask = VK_ACCESS_2_SHADER_READ_BIT;
}
if (list->cmd.clear_uav_pending)
{
vk_barrier = &vk_barriers[dep_info.memoryBarrierCount++];
vk_barrier->sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier->srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier->srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_barrier->dstStageMask = VK_PIPELINE_STAGE_2_PRE_RASTERIZATION_SHADERS_BIT |
VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
vk_barrier->dstAccessMask = VK_ACCESS_2_SHADER_READ_BIT | VK_ACCESS_2_SHADER_WRITE_BIT;
list->cmd.clear_uav_pending = false;
}
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.pMemoryBarriers = vk_barriers;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
VKD3D_BREADCRUMB_TAG("ForceRenderPassBarrier");
VKD3D_BREADCRUMB_COMMAND(BARRIER);
d3d12_command_list_debug_mark_label(list, "ForceRenderPassBarrier", 1.0f, 1.0f, 0.0f, 1.0f);
list->current_meta_flags &= ~VKD3D_SHADER_META_FLAG_FORCE_GRAPHICS_BARRIER_BEFORE_RENDER_PASS;
}
}
static bool d3d12_command_list_begin_render_pass(struct d3d12_command_list *list,
enum vkd3d_pipeline_type pipeline_type)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct d3d12_graphics_pipeline_state *graphics;
d3d12_command_list_end_transfer_batch(list);
d3d12_command_list_flush_rtas_batch(list);
d3d12_command_list_promote_dsv_layout(list);
if (!d3d12_command_list_update_graphics_pipeline(list, pipeline_type))
return false;
if (!d3d12_command_list_update_rendering_info(list))
return false;
if (list->dynamic_state.dirty_flags)
d3d12_command_list_update_dynamic_state(list);
d3d12_command_list_update_descriptors(list);
if (list->rendering_info.state_flags & VKD3D_RENDERING_ACTIVE)
{
d3d12_command_list_handle_active_queries(list, false);
#ifdef VKD3D_ENABLE_PROFILING
vkd3d_timestamp_profiler_mark_pre_command(list->device->timestamp_profiler, list);
#endif
return true;
}
if (!(list->rendering_info.state_flags & VKD3D_RENDERING_SUSPENDED))
{
d3d12_command_list_check_render_pass_barrier(list);
d3d12_command_list_emit_render_pass_transition(list, VKD3D_RENDER_PASS_TRANSITION_MODE_BEGIN);
}
d3d12_command_list_debug_mark_begin_region(list, "RenderPass");
VK_CALL(vkCmdBeginRendering(list->cmd.vk_command_buffer, &list->rendering_info.info));
list->rendering_info.state_flags |= VKD3D_RENDERING_ACTIVE;
list->rendering_info.state_flags &= ~VKD3D_RENDERING_SUSPENDED;
graphics = &list->state->graphics;
if (graphics->xfb_buffer_count)
{
list->xfb_buffer_count = graphics->xfb_buffer_count;
if (!d3d12_command_list_fixup_null_xfb_buffers(list, list->xfb_buffer_count))
return false;
VK_CALL(vkCmdBindTransformFeedbackBuffersEXT(list->cmd.vk_command_buffer, 0, list->xfb_buffer_count,
list->so_buffers, list->so_buffer_offsets, list->so_buffer_sizes));
VK_CALL(vkCmdBeginTransformFeedbackEXT(list->cmd.vk_command_buffer, 0, list->xfb_buffer_count,
list->so_counter_buffers, list->so_counter_buffer_offsets));
}
#ifdef VKD3D_ENABLE_PROFILING
vkd3d_timestamp_profiler_mark_pre_command(list->device->timestamp_profiler, list);
#endif
d3d12_command_list_handle_active_queries(list, false);
return true;
}
static void d3d12_command_list_check_index_buffer_strip_cut_value(struct d3d12_command_list *list)
{
struct d3d12_graphics_pipeline_state *graphics = &list->state->graphics;
if (TRACE_ON())
{
/* In Vulkan, the strip cut value is derived from the index buffer format. */
switch (graphics->index_buffer_strip_cut_value)
{
case D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF:
if (list->index_buffer.dxgi_format != DXGI_FORMAT_R16_UINT)
{
TRACE("Strip cut value 0xffff is not supported with index buffer format %#x.\n",
list->index_buffer.dxgi_format);
}
break;
case D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF:
if (list->index_buffer.dxgi_format != DXGI_FORMAT_R32_UINT)
{
TRACE("Strip cut value 0xffffffff is not supported with index buffer format %#x.\n",
list->index_buffer.dxgi_format);
}
break;
default:
break;
}
}
}
static bool d3d12_command_list_emit_multi_dispatch_indirect_count(struct d3d12_command_list *list,
VkDeviceAddress indirect_args, uint32_t stride, uint32_t max_commands,
VkDeviceAddress count_arg,
struct vkd3d_scratch_allocation *scratch)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_multi_dispatch_indirect_info pipeline_info;
struct vkd3d_multi_dispatch_indirect_args args;
VkCommandBuffer vk_patch_cmd_buffer;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
vkd3d_meta_get_multi_dispatch_indirect_pipeline(&list->device->meta_ops, &pipeline_info);
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
sizeof(VkDispatchIndirectCommand) * max_commands, sizeof(uint32_t), ~0u, scratch))
return false;
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_end_transfer_batch(list);
d3d12_command_allocator_allocate_init_post_indirect_command_buffer(list->allocator, list);
vk_patch_cmd_buffer = list->cmd.vk_init_commands_post_indirect_barrier;
if (vk_patch_cmd_buffer == list->cmd.vk_command_buffer)
{
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
}
else
{
list->cmd.indirect_meta->need_compute_to_indirect_barrier = true;
list->cmd.indirect_meta->need_compute_to_cbv_barrier = true;
}
args.indirect_va = indirect_args;
args.count_va = count_arg;
args.output_va = scratch->va;
args.stride_words = stride / sizeof(uint32_t);
args.max_commands = max_commands;
VK_CALL(vkCmdBindPipeline(vk_patch_cmd_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline_info.vk_pipeline));
VK_CALL(vkCmdPushConstants(vk_patch_cmd_buffer,
pipeline_info.vk_pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT,
0, sizeof(args), &args));
VK_CALL(vkCmdDispatch(vk_patch_cmd_buffer,
vkd3d_compute_workgroup_count(max_commands, vkd3d_meta_get_multi_dispatch_indirect_workgroup_size()),
1, 1));
if (vk_patch_cmd_buffer == list->cmd.vk_command_buffer)
{
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT;
vk_barrier.dstAccessMask = VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT;
VK_CALL(vkCmdPipelineBarrier2(vk_patch_cmd_buffer, &dep_info));
}
VKD3D_BREADCRUMB_COMMAND(EXECUTE_INDIRECT_PATCH_COMPUTE);
return true;
}
static bool d3d12_command_list_emit_multi_dispatch_indirect_count_state(struct d3d12_command_list *list,
struct d3d12_command_signature *signature,
VkDeviceAddress indirect_args,
uint32_t stride, uint32_t max_commands,
VkDeviceAddress count_arg,
struct vkd3d_scratch_allocation *dispatch_scratch,
struct vkd3d_scratch_allocation *ubo_scratch)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_multi_dispatch_indirect_info pipeline_info;
struct vkd3d_multi_dispatch_indirect_state_args args;
struct vkd3d_scratch_allocation template_scratch;
VkCommandBuffer vk_patch_cmd_buffer;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
vkd3d_meta_get_multi_dispatch_indirect_state_pipeline(&list->device->meta_ops, &pipeline_info);
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_UNIFORM_UPLOAD,
D3D12_MAX_ROOT_COST * sizeof(uint32_t) +
sizeof(signature->state_template.compute.source_offsets),
sizeof(uint32_t), ~0u, &template_scratch))
return false;
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
sizeof(VkDispatchIndirectCommand) * max_commands,
sizeof(uint32_t), ~0u, dispatch_scratch))
return false;
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
(D3D12_MAX_ROOT_COST * sizeof(uint32_t)) * max_commands,
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
~0u, ubo_scratch))
return false;
d3d12_command_list_fetch_root_parameter_data(list, &list->compute_bindings, template_scratch.host_ptr);
memcpy(void_ptr_offset(template_scratch.host_ptr, D3D12_MAX_ROOT_COST * sizeof(uint32_t)),
signature->state_template.compute.source_offsets,
sizeof(signature->state_template.compute.source_offsets));
args.indirect_va = indirect_args;
args.count_va = count_arg;
args.dispatch_va = dispatch_scratch->va;
args.root_parameters_va = ubo_scratch->va;
args.root_parameter_template_va = template_scratch.va;
args.stride_words = stride / sizeof(uint32_t);
args.dispatch_offset_words = signature->state_template.compute.dispatch_offset_words;
d3d12_command_allocator_allocate_init_post_indirect_command_buffer(list->allocator, list);
vk_patch_cmd_buffer = list->cmd.vk_init_commands_post_indirect_barrier;
if (vk_patch_cmd_buffer == list->cmd.vk_command_buffer)
{
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
}
else
{
list->cmd.indirect_meta->need_compute_to_indirect_barrier = true;
list->cmd.indirect_meta->need_compute_to_cbv_barrier = true;
}
VK_CALL(vkCmdBindPipeline(vk_patch_cmd_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline_info.vk_pipeline));
VK_CALL(vkCmdPushConstants(vk_patch_cmd_buffer,
pipeline_info.vk_pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT,
0, sizeof(args), &args));
VK_CALL(vkCmdDispatch(vk_patch_cmd_buffer, max_commands, 1, 1));
if (vk_patch_cmd_buffer == list->cmd.vk_command_buffer)
{
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT | VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.dstAccessMask = VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT | VK_ACCESS_2_UNIFORM_READ_BIT;
VK_CALL(vkCmdPipelineBarrier2(vk_patch_cmd_buffer, &dep_info));
}
VKD3D_BREADCRUMB_COMMAND(EXECUTE_INDIRECT_PATCH_STATE_COMPUTE);
return true;
}
static bool d3d12_command_list_emit_predicated_command(struct d3d12_command_list *list,
enum vkd3d_predicate_command_type command_type, VkDeviceAddress indirect_args,
const union vkd3d_predicate_command_direct_args *direct_args, struct vkd3d_scratch_allocation *scratch)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_predicate_command_info pipeline_info;
struct vkd3d_predicate_command_args args;
VkCommandBuffer vk_patch_cmd_buffer;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
vkd3d_meta_get_predicate_pipeline(&list->device->meta_ops, command_type, &pipeline_info);
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
pipeline_info.data_size, sizeof(uint32_t), ~0u, scratch))
return false;
d3d12_command_allocator_allocate_init_post_indirect_command_buffer(list->allocator, list);
vk_patch_cmd_buffer = list->cmd.vk_init_commands_post_indirect_barrier;
if (vk_patch_cmd_buffer == list->cmd.vk_command_buffer)
d3d12_command_list_end_current_render_pass(list, true);
args.predicate_va = list->predication.va;
args.dst_arg_va = scratch->va;
args.src_arg_va = indirect_args;
args.args = *direct_args;
VK_CALL(vkCmdBindPipeline(vk_patch_cmd_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline_info.vk_pipeline));
VK_CALL(vkCmdPushConstants(vk_patch_cmd_buffer,
pipeline_info.vk_pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT,
0, sizeof(args), &args));
VK_CALL(vkCmdDispatch(vk_patch_cmd_buffer, 1, 1, 1));
if (vk_patch_cmd_buffer == list->cmd.vk_command_buffer)
{
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT;
vk_barrier.dstAccessMask = VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
}
else
list->cmd.indirect_meta->need_compute_to_indirect_barrier = true;
return true;
}
static void STDMETHODCALLTYPE d3d12_command_list_DrawInstanced(d3d12_command_list_iface *iface,
UINT vertex_count_per_instance, UINT instance_count, UINT start_vertex_location,
UINT start_instance_location)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_scratch_allocation scratch;
TRACE("iface %p, vertex_count_per_instance %u, instance_count %u, "
"start_vertex_location %u, start_instance_location %u.\n",
iface, vertex_count_per_instance, instance_count,
start_vertex_location, start_instance_location);
if (list->predication.fallback_enabled)
{
union vkd3d_predicate_command_direct_args args;
args.draw.vertexCount = vertex_count_per_instance;
args.draw.instanceCount = instance_count;
args.draw.firstVertex = start_vertex_location;
args.draw.firstInstance = start_instance_location;
if (!d3d12_command_list_emit_predicated_command(list, VKD3D_PREDICATE_COMMAND_DRAW, 0, &args, &scratch))
return;
}
if (!d3d12_command_list_begin_render_pass(list, VKD3D_PIPELINE_TYPE_GRAPHICS))
{
WARN("Failed to begin render pass, ignoring draw call.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH;
if (!list->predication.fallback_enabled)
VK_CALL(vkCmdDraw(list->cmd.vk_command_buffer, vertex_count_per_instance,
instance_count, start_vertex_location, start_instance_location));
else
VK_CALL(vkCmdDrawIndirect(list->cmd.vk_command_buffer, scratch.buffer, scratch.offset, 1, 0));
VKD3D_BREADCRUMB_AUX32(vertex_count_per_instance);
VKD3D_BREADCRUMB_AUX32(instance_count);
VKD3D_BREADCRUMB_AUX32(start_vertex_location);
VKD3D_BREADCRUMB_AUX32(start_instance_location);
VKD3D_BREADCRUMB_COMMAND(DRAW);
}
static bool d3d12_command_list_update_index_buffer(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
if (list->index_buffer.is_dirty)
{
if (!list->index_buffer.buffer)
{
if (list->device->device_info.maintenance_6_features.maintenance6)
{
VK_CALL(vkCmdBindIndexBuffer2KHR(list->cmd.vk_command_buffer, VK_NULL_HANDLE, 0, 0, VK_INDEX_TYPE_UINT16));
}
else
{
/* NULL index buffers are expected to behave as if all indices are 0. Since this is only
* observable in edge cases involving streamout or geometry shaders, skip the draw call
* for now if the Vulkan implementation does not support this. */
FIXME_ONCE("Application attempts to perform an indexed draw call without index buffer bound.\n");
return false;
}
}
else if (list->device->device_info.maintenance_5_features.maintenance5)
{
VK_CALL(vkCmdBindIndexBuffer2KHR(list->cmd.vk_command_buffer, list->index_buffer.buffer,
list->index_buffer.offset, list->index_buffer.size, list->index_buffer.vk_type));
}
else
{
VK_CALL(vkCmdBindIndexBuffer(list->cmd.vk_command_buffer, list->index_buffer.buffer,
list->index_buffer.offset, list->index_buffer.vk_type));
}
list->index_buffer.is_dirty = false;
}
return true;
}
static void STDMETHODCALLTYPE d3d12_command_list_DrawIndexedInstanced(d3d12_command_list_iface *iface,
UINT index_count_per_instance, UINT instance_count, UINT start_vertex_location,
INT base_vertex_location, UINT start_instance_location)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_scratch_allocation scratch;
TRACE("iface %p, index_count_per_instance %u, instance_count %u, start_vertex_location %u, "
"base_vertex_location %d, start_instance_location %u.\n",
iface, index_count_per_instance, instance_count, start_vertex_location,
base_vertex_location, start_instance_location);
if (!d3d12_command_list_update_index_buffer(list))
return;
if (list->predication.fallback_enabled)
{
union vkd3d_predicate_command_direct_args args;
args.draw_indexed.indexCount = index_count_per_instance;
args.draw_indexed.instanceCount = instance_count;
args.draw_indexed.firstIndex = start_vertex_location;
args.draw_indexed.vertexOffset = base_vertex_location;
args.draw_indexed.firstInstance = start_instance_location;
if (!d3d12_command_list_emit_predicated_command(list, VKD3D_PREDICATE_COMMAND_DRAW_INDEXED, 0, &args, &scratch))
return;
}
if (!d3d12_command_list_begin_render_pass(list, VKD3D_PIPELINE_TYPE_GRAPHICS))
{
WARN("Failed to begin render pass, ignoring draw call.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH;
d3d12_command_list_check_index_buffer_strip_cut_value(list);
if (!list->predication.fallback_enabled)
VK_CALL(vkCmdDrawIndexed(list->cmd.vk_command_buffer, index_count_per_instance,
instance_count, start_vertex_location, base_vertex_location, start_instance_location));
else
VK_CALL(vkCmdDrawIndexedIndirect(list->cmd.vk_command_buffer, scratch.buffer, scratch.offset, 1, 0));
VKD3D_BREADCRUMB_AUX32(index_count_per_instance);
VKD3D_BREADCRUMB_AUX32(instance_count);
VKD3D_BREADCRUMB_AUX32(start_vertex_location);
VKD3D_BREADCRUMB_AUX32(base_vertex_location);
VKD3D_BREADCRUMB_AUX32(start_instance_location);
VKD3D_BREADCRUMB_COMMAND(DRAW_INDEXED);
}
static void d3d12_command_list_check_pre_compute_barrier(
struct d3d12_command_list *list, VkPipelineStageFlagBits2 vk_dst_stage)
{
vkd3d_descriptor_debug_sync_validation_barrier(list->device->descriptor_qa_global_info,
list->device, list->cmd.vk_command_buffer);
if ((list->current_meta_flags & (VKD3D_SHADER_META_FLAG_FORCE_GRAPHICS_BEFORE_DISPATCH |
VKD3D_SHADER_META_FLAG_FORCE_PRE_RASTERIZATION_BEFORE_DISPATCH |
VKD3D_SHADER_META_FLAG_FORCE_COMPUTE_BARRIER_BEFORE_DISPATCH)) || list->cmd.clear_uav_pending)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VKD3D_UNUSED uint32_t cookie;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
memset(&vk_barrier, 0, sizeof(vk_barrier));
memset(&dep_info, 0, sizeof(dep_info));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
if (list->current_meta_flags & VKD3D_SHADER_META_FLAG_FORCE_GRAPHICS_BEFORE_DISPATCH)
{
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT |
VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
vk_barrier.dstStageMask = vk_dst_stage;
vk_barrier.dstAccessMask = VK_ACCESS_2_SHADER_READ_BIT;
}
else if (list->current_meta_flags & VKD3D_SHADER_META_FLAG_FORCE_PRE_RASTERIZATION_BEFORE_DISPATCH)
{
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_PRE_RASTERIZATION_SHADERS_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_barrier.dstStageMask = vk_dst_stage;
vk_barrier.dstAccessMask = VK_ACCESS_2_SHADER_READ_BIT;
}
if ((list->current_meta_flags & VKD3D_SHADER_META_FLAG_FORCE_COMPUTE_BARRIER_BEFORE_DISPATCH) ||
list->cmd.clear_uav_pending)
{
vk_barrier.srcStageMask |= VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.srcAccessMask |= VK_ACCESS_2_SHADER_WRITE_BIT;
vk_barrier.dstStageMask |= vk_dst_stage;
vk_barrier.dstAccessMask |= VK_ACCESS_2_SHADER_READ_BIT | VK_ACCESS_2_SHADER_WRITE_BIT;
}
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
VKD3D_BREADCRUMB_TAG("ForcePreBarrier");
VKD3D_BREADCRUMB_COMMAND(BARRIER);
d3d12_command_list_debug_mark_label(list, "ForcePreBarrier", 1.0f, 1.0f, 0.0f, 1.0f);
list->current_meta_flags &= ~(VKD3D_SHADER_META_FLAG_FORCE_GRAPHICS_BEFORE_DISPATCH |
VKD3D_SHADER_META_FLAG_FORCE_PRE_RASTERIZATION_BEFORE_DISPATCH |
VKD3D_SHADER_META_FLAG_FORCE_COMPUTE_BARRIER_BEFORE_DISPATCH);
list->cmd.clear_uav_pending = false;
cookie = vkd3d_descriptor_debug_clear_bloom_filter(list->device->descriptor_qa_global_info,
list->device, list->cmd.vk_command_buffer);
VKD3D_BREADCRUMB_AUX32(cookie);
VKD3D_BREADCRUMB_COMMAND(SYNC_VAL_CLEAR);
}
}
static void d3d12_command_list_check_compute_barrier(struct d3d12_command_list *list)
{
bool force_barrier = !!(list->current_meta_flags & VKD3D_SHADER_META_FLAG_FORCE_COMPUTE_BARRIER_AFTER_DISPATCH);
#ifdef VKD3D_ENABLE_BREADCRUMBS
if (vkd3d_breadcrumb_tracer_shader_hash_forces_barrier(&list->device->breadcrumb_tracer,
list->state->compute.code.meta.hash) & VKD3D_SHADER_META_FLAG_FORCE_COMPUTE_BARRIER_AFTER_DISPATCH)
{
force_barrier = true;
}
#endif
if (force_barrier)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VKD3D_UNUSED uint32_t cookie;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
memset(&vk_barrier, 0, sizeof(vk_barrier));
memset(&dep_info, 0, sizeof(dep_info));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
vk_barrier.dstAccessMask = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT;
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
VKD3D_BREADCRUMB_TAG("ForceBarrier");
VKD3D_BREADCRUMB_COMMAND(BARRIER);
d3d12_command_list_debug_mark_label(list, "ForcePostBarrier", 1.0f, 1.0f, 0.0f, 1.0f);
cookie = vkd3d_descriptor_debug_clear_bloom_filter(list->device->descriptor_qa_global_info,
list->device, list->cmd.vk_command_buffer);
VKD3D_BREADCRUMB_AUX32(cookie);
VKD3D_BREADCRUMB_COMMAND(SYNC_VAL_CLEAR);
}
vkd3d_descriptor_debug_sync_validation_barrier(list->device->descriptor_qa_global_info,
list->device, list->cmd.vk_command_buffer);
}
static void STDMETHODCALLTYPE d3d12_command_list_Dispatch(d3d12_command_list_iface *iface,
UINT x, UINT y, UINT z)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_scratch_allocation scratch;
TRACE("iface %p, x %u, y %u, z %u.\n", iface, x, y, z);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "Dispatch called within a render pass.\n");
if (list->predication.fallback_enabled)
{
union vkd3d_predicate_command_direct_args args;
args.dispatch.x = x;
args.dispatch.y = y;
args.dispatch.z = z;
if (!d3d12_command_list_emit_predicated_command(list, VKD3D_PREDICATE_COMMAND_DISPATCH, 0, &args, &scratch))
return;
}
d3d12_command_list_end_transfer_batch(list);
if (!d3d12_command_list_update_compute_state(list))
{
WARN("Failed to update compute state, ignoring dispatch.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH;
if (!list->predication.fallback_enabled)
VK_CALL(vkCmdDispatch(list->cmd.vk_command_buffer, x, y, z));
else
VK_CALL(vkCmdDispatchIndirect(list->cmd.vk_command_buffer, scratch.buffer, scratch.offset));
VKD3D_BREADCRUMB_AUX32(x);
VKD3D_BREADCRUMB_AUX32(y);
VKD3D_BREADCRUMB_AUX32(z);
VKD3D_BREADCRUMB_COMMAND(DISPATCH);
d3d12_command_list_check_compute_barrier(list);
}
static void STDMETHODCALLTYPE d3d12_command_list_CopyBufferRegion(d3d12_command_list_iface *iface,
ID3D12Resource *dst, UINT64 dst_offset, ID3D12Resource *src, UINT64 src_offset, UINT64 byte_count)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_resource *dst_resource, *src_resource;
const struct vkd3d_vk_device_procs *vk_procs;
VkCopyBufferInfo2 copy_info;
VkBufferCopy2 buffer_copy;
TRACE("iface %p, dst_resource %p, dst_offset %#"PRIx64", src_resource %p, "
"src_offset %#"PRIx64", byte_count %#"PRIx64".\n",
iface, dst, dst_offset, src, src_offset, byte_count);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "CopyBufferRegion called within a render pass.\n");
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
vk_procs = &list->device->vk_procs;
dst_resource = impl_from_ID3D12Resource(dst);
assert(d3d12_resource_is_buffer(dst_resource));
src_resource = impl_from_ID3D12Resource(src);
assert(d3d12_resource_is_buffer(src_resource));
d3d12_command_list_track_resource_usage(list, dst_resource, true);
d3d12_command_list_track_resource_usage(list, src_resource, true);
d3d12_command_list_end_current_render_pass(list, true);
d3d12_command_list_end_transfer_batch(list);
buffer_copy.sType = VK_STRUCTURE_TYPE_BUFFER_COPY_2;
buffer_copy.pNext = NULL;
buffer_copy.srcOffset = src_offset + src_resource->mem.offset;
buffer_copy.dstOffset = dst_offset + dst_resource->mem.offset;
buffer_copy.size = byte_count;
copy_info.sType = VK_STRUCTURE_TYPE_COPY_BUFFER_INFO_2;
copy_info.pNext = NULL;
copy_info.srcBuffer = src_resource->res.vk_buffer;
copy_info.dstBuffer = dst_resource->res.vk_buffer;
copy_info.regionCount = 1;
copy_info.pRegions = &buffer_copy;
VKD3D_BREADCRUMB_TAG("Buffer -> Buffer");
VKD3D_BREADCRUMB_RESOURCE(src_resource);
VKD3D_BREADCRUMB_RESOURCE(dst_resource);
VKD3D_BREADCRUMB_BUFFER_COPY(&buffer_copy);
d3d12_command_list_mark_copy_buffer_write(list, copy_info.dstBuffer, buffer_copy.dstOffset, buffer_copy.size,
!!(dst_resource->flags & VKD3D_RESOURCE_RESERVED));
VK_CALL(vkCmdCopyBuffer2(list->cmd.vk_command_buffer, &copy_info));
VKD3D_BREADCRUMB_COMMAND(COPY);
}
VkImageSubresourceLayers vk_image_subresource_layers_from_d3d12(
const struct vkd3d_format *format, unsigned int sub_resource_idx,
unsigned int miplevel_count, unsigned int layer_count)
{
VkImageSubresourceLayers layers;
VkImageSubresource sub;
sub = vk_image_subresource_from_d3d12(format, sub_resource_idx, miplevel_count, layer_count, false);
layers.aspectMask = sub.aspectMask;
layers.mipLevel = sub.mipLevel;
layers.baseArrayLayer = sub.arrayLayer;
layers.layerCount = 1;
return layers;
}
static void vk_buffer_image_copy_from_d3d12(VkBufferImageCopy2 *copy,
const D3D12_PLACED_SUBRESOURCE_FOOTPRINT *footprint, unsigned int sub_resource_idx,
const D3D12_RESOURCE_DESC1 *image_desc, const struct vkd3d_format *src_format,
const struct vkd3d_format *dst_format, const D3D12_BOX *src_box, unsigned int dst_x,
unsigned int dst_y, unsigned int dst_z)
{
copy->bufferOffset = footprint->Offset;
if (src_box)
{
VkDeviceSize row_count = footprint->Footprint.Height / src_format->block_height;
copy->bufferOffset += vkd3d_format_get_data_offset(src_format, footprint->Footprint.RowPitch,
row_count * footprint->Footprint.RowPitch, src_box->left, src_box->top, src_box->front);
}
copy->bufferRowLength = footprint->Footprint.RowPitch /
(src_format->byte_count * src_format->block_byte_count) * src_format->block_width;
copy->bufferImageHeight = align(footprint->Footprint.Height, src_format->block_height);
copy->imageSubresource = vk_image_subresource_layers_from_d3d12(
dst_format, sub_resource_idx, image_desc->MipLevels,
d3d12_resource_desc_get_layer_count(image_desc));
copy->imageOffset.x = dst_x;
copy->imageOffset.y = dst_y;
copy->imageOffset.z = dst_z;
copy->imageExtent = d3d12_resource_desc_get_vk_subresource_extent(image_desc, dst_format, &copy->imageSubresource);
copy->imageExtent.width -= copy->imageOffset.x;
copy->imageExtent.height -= copy->imageOffset.y;
copy->imageExtent.depth -= copy->imageOffset.z;
if (src_box)
{
copy->imageExtent.width = min(copy->imageExtent.width, src_box->right - src_box->left);
copy->imageExtent.height = min(copy->imageExtent.height, src_box->bottom - src_box->top);
copy->imageExtent.depth = min(copy->imageExtent.depth, src_box->back - src_box->front);
}
else
{
copy->imageExtent.width = min(copy->imageExtent.width, footprint->Footprint.Width);
copy->imageExtent.height = min(copy->imageExtent.height, footprint->Footprint.Height);
copy->imageExtent.depth = min(copy->imageExtent.depth, footprint->Footprint.Depth);
}
}
static void vk_image_buffer_copy_from_d3d12(VkBufferImageCopy2 *copy, VkDeviceSize *footprint_size,
const D3D12_PLACED_SUBRESOURCE_FOOTPRINT *footprint, unsigned int sub_resource_idx,
const D3D12_RESOURCE_DESC1 *image_desc,
const struct vkd3d_format *src_format, const struct vkd3d_format *dst_format,
const D3D12_BOX *src_box, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z)
{
VkDeviceSize extent_row_count;
VkDeviceSize row_count;
copy->bufferImageHeight = align(footprint->Footprint.Height, dst_format->block_height);
row_count = copy->bufferImageHeight / dst_format->block_height;
copy->bufferOffset = footprint->Offset + vkd3d_format_get_data_offset(dst_format,
footprint->Footprint.RowPitch, row_count * footprint->Footprint.RowPitch, dst_x, dst_y, dst_z);
copy->bufferRowLength = footprint->Footprint.RowPitch /
(dst_format->byte_count * dst_format->block_byte_count) * dst_format->block_width;
copy->imageSubresource = vk_image_subresource_layers_from_d3d12(
src_format, sub_resource_idx, image_desc->MipLevels,
d3d12_resource_desc_get_layer_count(image_desc));
copy->imageOffset.x = src_box ? src_box->left : 0;
copy->imageOffset.y = src_box ? src_box->top : 0;
copy->imageOffset.z = src_box ? src_box->front : 0;
if (src_box)
{
copy->imageExtent.width = src_box->right - src_box->left;
copy->imageExtent.height = src_box->bottom - src_box->top;
copy->imageExtent.depth = src_box->back - src_box->front;
}
else
{
copy->imageExtent = d3d12_resource_desc_get_vk_subresource_extent(image_desc, src_format, &copy->imageSubresource);
}
extent_row_count = align(copy->imageExtent.height, dst_format->block_height) /
dst_format->block_height;
*footprint_size = extent_row_count * footprint->Footprint.RowPitch;
/* PLACED_FOOTPRINT isn't necessarily a tightly packed copy. */
if (copy->imageExtent.depth > 1)
*footprint_size += row_count * footprint->Footprint.RowPitch * (copy->imageExtent.depth - 1);
}
static bool vk_image_copy_from_d3d12(VkImageCopy2 *image_copy,
unsigned int src_sub_resource_idx, unsigned int dst_sub_resource_idx,
const D3D12_RESOURCE_DESC1 *src_desc, const D3D12_RESOURCE_DESC1 *dst_desc,
const struct vkd3d_format *src_format, const struct vkd3d_format *dst_format,
const D3D12_BOX *src_box, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z)
{
VkExtent3D dst_extent, src_extent, src_blocks, src_raw_extent;
VkOffset3D dst_offset, src_offset;
memset(image_copy, 0, sizeof(*image_copy));
image_copy->sType = VK_STRUCTURE_TYPE_IMAGE_COPY_2;
image_copy->srcSubresource = vk_image_subresource_layers_from_d3d12(
src_format, src_sub_resource_idx, src_desc->MipLevels,
d3d12_resource_desc_get_layer_count(src_desc));
image_copy->dstSubresource = vk_image_subresource_layers_from_d3d12(
dst_format, dst_sub_resource_idx, dst_desc->MipLevels,
d3d12_resource_desc_get_layer_count(dst_desc));
/* Perform all math on units of compressed blocks in order to ensure correct
* behaviour when copying between compressed and non-compressed image formats */
dst_offset.x = dst_x;
dst_offset.y = dst_y;
dst_offset.z = dst_z;
dst_offset = vkd3d_compute_block_offset(dst_offset, dst_format);
src_raw_extent = d3d12_resource_desc_get_vk_subresource_extent(
src_desc, src_format, &image_copy->srcSubresource);
src_extent = vkd3d_compute_block_count(src_raw_extent, src_format);
dst_extent = vkd3d_compute_block_count(d3d12_resource_desc_get_vk_subresource_extent(
dst_desc, dst_format, &image_copy->dstSubresource), dst_format);
dst_extent.width -= dst_offset.x;
dst_extent.height -= dst_offset.y;
dst_extent.depth -= dst_offset.z;
if (src_box)
{
src_blocks.width = max(src_box->right, src_box->left) - src_box->left;
src_blocks.height = max(src_box->bottom, src_box->top) - src_box->top;
src_blocks.depth = max(src_box->back, src_box->front) - src_box->front;
src_blocks = vkd3d_compute_block_count(src_blocks, src_format);
src_offset.x = src_box->left;
src_offset.y = src_box->top;
src_offset.z = src_box->front;
src_offset = vkd3d_compute_block_offset(src_offset, src_format);
src_offset.x = min(src_offset.x, (int32_t)src_extent.width);
src_offset.y = min(src_offset.y, (int32_t)src_extent.height);
src_offset.z = min(src_offset.z, (int32_t)src_extent.depth);
src_extent.width -= src_offset.x;
src_extent.height -= src_offset.y;
src_extent.depth -= src_offset.z;
src_extent.width = min(src_blocks.width, src_extent.width);
src_extent.height = min(src_blocks.height, src_extent.height);
src_extent.depth = min(src_blocks.depth, src_extent.depth);
}
else
{
src_offset.x = 0;
src_offset.y = 0;
src_offset.z = 0;
}
src_extent.width = min(src_extent.width, dst_extent.width);
src_extent.height = min(src_extent.height, dst_extent.height);
src_extent.depth = min(src_extent.depth, dst_extent.depth);
/* Valid usage (06668, 06669, 06670) states that degenerate copy is not allowed.
* Can happen if the clipped copy rect is out of bounds.
* This is not allowed in D3D12 either, but e.g. Witcher 3 next-gen update can hit invalid scenarios. */
if (!min(min(src_extent.width, src_extent.height), src_extent.depth))
return false;
image_copy->srcOffset = vkd3d_compute_texel_offset_from_blocks(src_offset, src_format);
image_copy->dstOffset = vkd3d_compute_texel_offset_from_blocks(dst_offset, dst_format);
/* Ensure that source offset + extent are within bounds of the source mip */
src_raw_extent.width -= image_copy->srcOffset.x;
src_raw_extent.height -= image_copy->srcOffset.y;
image_copy->extent = vkd3d_compute_texel_count_from_blocks(src_extent, src_format);
image_copy->extent.width = min(image_copy->extent.width, src_raw_extent.width);
image_copy->extent.height = min(image_copy->extent.height, src_raw_extent.height);
return true;
}
static void d3d12_command_list_transition_image_layout_with_global_memory_barrier(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
VkImage vk_image, const VkImageSubresourceLayers *vk_subresource,
VkPipelineStageFlags2 src_stages, VkAccessFlags2 src_access, VkImageLayout old_layout,
VkPipelineStageFlags2 dst_stages, VkAccessFlags2 dst_access, VkImageLayout new_layout,
VkAccessFlags2 global_src_access, VkAccessFlags2 global_dst_access)
{
VkImageMemoryBarrier2 vk_barrier;
bool need_global_barrier;
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = src_stages;
vk_barrier.srcAccessMask = src_access;
vk_barrier.dstStageMask = dst_stages;
vk_barrier.dstAccessMask = dst_access;
vk_barrier.oldLayout = old_layout;
vk_barrier.newLayout = new_layout;
vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_barrier.image = vk_image;
vk_barrier.subresourceRange = vk_subresource_range_from_layers(vk_subresource);
need_global_barrier = global_src_access || global_dst_access;
if (need_global_barrier)
{
d3d12_command_list_barrier_batch_add_global_transition(list, batch,
src_stages, global_src_access, dst_stages, global_dst_access);
}
d3d12_command_list_barrier_batch_add_layout_transition(list, batch, &vk_barrier);
}
static void d3d12_command_list_transition_image_layout(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
VkImage vk_image, const VkImageSubresourceLayers *vk_subresource,
VkPipelineStageFlags2 src_stages, VkAccessFlags2 src_access, VkImageLayout old_layout,
VkPipelineStageFlags2 dst_stages, VkAccessFlags2 dst_access, VkImageLayout new_layout)
{
d3d12_command_list_transition_image_layout_with_global_memory_barrier(list, batch,
vk_image, vk_subresource,
src_stages, src_access, old_layout,
dst_stages, dst_access, new_layout,
0, 0);
}
struct d3d12_image_copy_barrier
{
/* Barrier flags that apply during the copy pass */
struct
{
VkPipelineStageFlagBits2 stages;
VkAccessFlagBits2 access;
VkImageLayout layout;
} src, dst;
bool use_copy;
bool dst_is_depth_stencil;
};
/* maintenance8 enables copies between:
• 32-bit depth (VK_FORMAT_D32_SFLOAT, VK_FORMAT_D32_SFLOAT_S8_UINT)
◦ VK_FORMAT_R32_SFLOAT, VK_FORMAT_R32_SINT, VK_FORMAT_R32_UINT
• 24-bit depth (VK_FORMAT_X8_D24_UNORM_PACK32, VK_FORMAT_D24_UNORM_S8_UINT)
◦ VK_FORMAT_R32_SFLOAT, VK_FORMAT_R32_SINT, VK_FORMAT_R32_UINT
• 16-bit depth (VK_FORMAT_D16_UNORM, VK_FORMAT_D16_UNORM_S8_UINT)
◦ VK_FORMAT_R16_SFLOAT, VK_FORMAT_R16_UNORM, VK_FORMAT_R16_SNORM, VK_FORMAT_R16_UINT, VK_FORMAT_R16_SINT
• 8-bit stencil (VK_FORMAT_S8_UINT, VK_FORMAT_D16_UNORM_S8_UINT, VK_FORMAT_D24_UNORM_S8_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT)
◦ VK_FORMAT_R8_UINT, VK_FORMAT_R8_SINT, VK_FORMAT_R8_UNORM, VK_FORMAT_R8_SNORM
* assume if one format is depth/stencil and the other is color then it is allowed
*/
static bool d3d12_command_list_check_ds_color_copy_compatibility(struct d3d12_command_list *list,
const struct vkd3d_format *dst_format, const struct vkd3d_format *src_format)
{
VkImageAspectFlags ds_bits = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
const struct vkd3d_format *ds_format = dst_format->vk_aspect_mask & ds_bits ? dst_format : src_format;
const struct vkd3d_format *color_format = ds_format == dst_format ? src_format : dst_format;
/* TODO: maintenance8 only allows GRAPHICS queue DS<->COLOR, but future extensions may allow on other queues */
if (list->type != D3D12_COMMAND_LIST_TYPE_DIRECT || !list->device->device_info.maintenance_8_features.maintenance8)
return false;
/* ensure formats detected as expected */
if ((ds_format->vk_aspect_mask & ds_bits) == 0 ||
(color_format->vk_aspect_mask & VK_IMAGE_ASPECT_COLOR_BIT) == 0)
return false;
return true;
}
static void d3d12_command_list_copy_image_barrier_flags(struct d3d12_command_list *list,
struct d3d12_image_copy_barrier *barrier,
const struct d3d12_resource *dst_resource, const struct vkd3d_format *dst_format,
const struct d3d12_resource *src_resource, const struct vkd3d_format *src_format,
const VkImageCopy2 *region, bool overlapping_subresource)
{
/* Individual aspects of planar images are treated as-if they were using a view-compatible
* format, so we can copy between planes and color images as long as the formats are of the
* same size. */
static const VkImageAspectFlags compatible_aspects = VK_IMAGE_ASPECT_COLOR_BIT |
VK_IMAGE_ASPECT_PLANE_0_BIT | VK_IMAGE_ASPECT_PLANE_1_BIT | VK_IMAGE_ASPECT_PLANE_2_BIT;
barrier->use_copy = dst_format->vk_aspect_mask == src_format->vk_aspect_mask ||
((dst_format->vk_aspect_mask & compatible_aspects) && (src_format->vk_aspect_mask & compatible_aspects)) ||
d3d12_command_list_check_ds_color_copy_compatibility(list, dst_format, src_format);
barrier->dst_is_depth_stencil = !!(dst_format->vk_aspect_mask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT));
if (barrier->use_copy)
{
if (overlapping_subresource)
{
barrier->src.layout = VK_IMAGE_LAYOUT_GENERAL;
barrier->dst.layout = VK_IMAGE_LAYOUT_GENERAL;
}
else
{
barrier->src.layout = d3d12_resource_pick_layout(src_resource, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
barrier->dst.layout = d3d12_resource_pick_layout(dst_resource, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
}
barrier->src.stages = VK_PIPELINE_STAGE_2_COPY_BIT;
barrier->src.access = VK_ACCESS_2_TRANSFER_READ_BIT;
barrier->dst.stages = VK_PIPELINE_STAGE_2_COPY_BIT;
barrier->dst.access = VK_ACCESS_2_TRANSFER_WRITE_BIT;
}
else
{
barrier->src.layout = d3d12_resource_pick_layout(src_resource, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
barrier->src.stages = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
barrier->src.access = VK_ACCESS_2_SHADER_READ_BIT;
if (barrier->dst_is_depth_stencil)
{
/* We will only promote one aspect out of common layout. */
if (dst_resource->flags & VKD3D_RESOURCE_GENERAL_LAYOUT)
{
barrier->dst.layout = VK_IMAGE_LAYOUT_GENERAL;
}
else if (region->dstSubresource.aspectMask == VK_IMAGE_ASPECT_DEPTH_BIT)
{
barrier->dst.layout = dst_resource->common_layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL ?
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL
: VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL;
}
else if (region->dstSubresource.aspectMask == VK_IMAGE_ASPECT_STENCIL_BIT)
{
barrier->dst.layout = dst_resource->common_layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL ?
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL
: VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL;
}
else
barrier->dst.layout = d3d12_resource_pick_layout(dst_resource, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
barrier->dst.stages = VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
barrier->dst.access = VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
else
{
barrier->dst.layout = d3d12_resource_pick_layout(dst_resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
barrier->dst.stages = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
barrier->dst.access = VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
}
}
}
static void d3d12_command_list_copy_image_transition_images(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
struct d3d12_resource *dst_resource, const struct vkd3d_format *dst_format,
struct d3d12_resource *src_resource, const struct vkd3d_format *src_format,
const VkImageCopy2 *region, bool writes_full_subresource, bool overlapping_subresource)
{
struct d3d12_image_copy_barrier barrier;
VkAccessFlags2 dst_copy_pass_access;
bool unified;
unified = d3d12_device_supports_unified_layouts(list->device);
d3d12_command_list_copy_image_barrier_flags(list, &barrier,
dst_resource, dst_format,
src_resource, src_format,
region, overlapping_subresource);
dst_copy_pass_access = barrier.dst.access;
if (overlapping_subresource)
dst_copy_pass_access |= barrier.src.access;
/* With unified layout, only have to care if we need to discard the image.
* If we have to add non-transfer reads due to fallback copies, that warrants a barrier as well. */
if (writes_full_subresource || !unified || (dst_copy_pass_access & ~VK_ACCESS_2_TRANSFER_WRITE_BIT))
{
d3d12_command_list_transition_image_layout(list, batch, dst_resource->res.vk_image,
&region->dstSubresource,
VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_NONE,
writes_full_subresource ? VK_IMAGE_LAYOUT_UNDEFINED : dst_resource->common_layout,
barrier.dst.stages, dst_copy_pass_access, barrier.dst.layout);
}
/* Source textures never have to be transitioned with unified layouts,
* since we know they're in GENERAL, and we already did TRANSFER_READ_BIT.
* If we have to add non-transfer reads due to fallback copies, that warrants a barrier as well. */
if (!overlapping_subresource && (!unified || (barrier.src.access & ~VK_ACCESS_2_TRANSFER_READ_BIT)))
{
d3d12_command_list_transition_image_layout(list, batch, src_resource->res.vk_image,
&region->srcSubresource, VK_PIPELINE_STAGE_2_COPY_BIT,
VK_ACCESS_2_NONE, src_resource->common_layout,
barrier.src.stages, barrier.src.access, barrier.src.layout);
}
}
static void d3d12_command_list_copy_image(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
struct d3d12_resource *dst_resource, const struct vkd3d_format *dst_format,
struct d3d12_resource *src_resource, const struct vkd3d_format *src_format,
const VkImageCopy2 *region, bool writes_full_subresource, bool overlapping_subresource)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_texture_view_desc dst_view_desc, src_view_desc;
struct vkd3d_copy_image_pipeline_key pipeline_key;
struct vkd3d_copy_image_info pipeline_info;
VkRenderingAttachmentInfo attachment_info;
VkWriteDescriptorSet vk_descriptor_write;
struct d3d12_image_copy_barrier barrier;
struct vkd3d_copy_image_args push_args;
struct vkd3d_view *dst_view, *src_view;
VkDescriptorImageInfo vk_image_info;
VkRenderingInfo rendering_info;
VkCopyImageInfo2 copy_info;
VkViewport viewport;
unsigned int i;
bool unified;
HRESULT hr;
unified = d3d12_device_supports_unified_layouts(list->device);
d3d12_command_list_copy_image_barrier_flags(list, &barrier,
dst_resource, dst_format,
src_resource, src_format,
region, overlapping_subresource);
VKD3D_BREADCRUMB_TAG("Image -> Image");
VKD3D_BREADCRUMB_RESOURCE(src_resource);
VKD3D_BREADCRUMB_RESOURCE(dst_resource);
VKD3D_BREADCRUMB_IMAGE_COPY(region);
if (barrier.use_copy)
{
copy_info.sType = VK_STRUCTURE_TYPE_COPY_IMAGE_INFO_2;
copy_info.pNext = NULL;
copy_info.srcImage = src_resource->res.vk_image;
copy_info.srcImageLayout = barrier.src.layout;
copy_info.dstImage = dst_resource->res.vk_image;
copy_info.dstImageLayout = barrier.dst.layout;
copy_info.regionCount = 1;
copy_info.pRegions = region;
VK_CALL(vkCmdCopyImage2(list->cmd.vk_command_buffer, &copy_info));
}
else
{
VKD3D_BREADCRUMB_TAG("CopyWithRenderpass");
dst_view = src_view = NULL;
if (!(dst_format = vkd3d_meta_get_copy_image_attachment_format(&list->device->meta_ops, dst_format, src_format,
region->dstSubresource.aspectMask,
region->srcSubresource.aspectMask)))
{
ERR("No attachment format found for source format %u.\n", src_format->vk_format);
goto cleanup;
}
memset(&pipeline_key, 0, sizeof(pipeline_key));
pipeline_key.format = dst_format;
pipeline_key.view_type = vkd3d_meta_get_copy_image_view_type(dst_resource->desc.Dimension);
pipeline_key.sample_count = vk_samples_from_dxgi_sample_desc(&dst_resource->desc.SampleDesc);
pipeline_key.dst_aspect_mask = region->dstSubresource.aspectMask;
if (FAILED(hr = vkd3d_meta_get_copy_image_pipeline(&list->device->meta_ops, &pipeline_key, &pipeline_info)))
{
ERR("Failed to obtain pipeline, format %u, view_type %u, sample_count %u.\n",
pipeline_key.format->vk_format, pipeline_key.view_type, pipeline_key.sample_count);
goto cleanup;
}
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->graphics_bindings, true, &list->compute_bindings);
d3d12_command_list_update_descriptor_buffers(list);
memset(&dst_view_desc, 0, sizeof(dst_view_desc));
dst_view_desc.image = dst_resource->res.vk_image;
dst_view_desc.view_type = pipeline_key.view_type;
dst_view_desc.format = dst_format;
dst_view_desc.miplevel_idx = region->dstSubresource.mipLevel;
dst_view_desc.miplevel_count = 1;
dst_view_desc.layer_idx = region->dstSubresource.baseArrayLayer;
dst_view_desc.layer_count = region->dstSubresource.layerCount;
/* A render pass must cover all depth-stencil aspects. */
dst_view_desc.aspect_mask = dst_resource->format->vk_aspect_mask;
dst_view_desc.image_usage = (pipeline_key.dst_aspect_mask & VK_IMAGE_ASPECT_COLOR_BIT) ?
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT : VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
dst_view_desc.allowed_swizzle = false;
memset(&src_view_desc, 0, sizeof(src_view_desc));
src_view_desc.image = src_resource->res.vk_image;
src_view_desc.view_type = pipeline_key.view_type;
src_view_desc.format = src_format;
src_view_desc.miplevel_idx = region->srcSubresource.mipLevel;
src_view_desc.miplevel_count = 1;
src_view_desc.layer_idx = region->srcSubresource.baseArrayLayer;
src_view_desc.layer_count = region->srcSubresource.layerCount;
src_view_desc.aspect_mask = region->srcSubresource.aspectMask;
src_view_desc.image_usage = VK_IMAGE_USAGE_SAMPLED_BIT;
src_view_desc.allowed_swizzle = false;
if (!vkd3d_create_texture_view(list->device, &dst_view_desc, &dst_view) ||
!vkd3d_create_texture_view(list->device, &src_view_desc, &src_view))
{
ERR("Failed to create image views.\n");
goto cleanup;
}
if (!d3d12_command_allocator_add_view(list->allocator, dst_view) ||
!d3d12_command_allocator_add_view(list->allocator, src_view))
{
ERR("Failed to add views.\n");
goto cleanup;
}
memset(&attachment_info, 0, sizeof(attachment_info));
attachment_info.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
attachment_info.imageView = dst_view->vk_image_view;
attachment_info.imageLayout = barrier.dst.layout;
attachment_info.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_info.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
if (pipeline_info.needs_stencil_mask)
attachment_info.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
memset(&rendering_info, 0, sizeof(rendering_info));
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea.offset.x = region->dstOffset.x;
rendering_info.renderArea.offset.y = region->dstOffset.y;
rendering_info.renderArea.extent.width = region->extent.width;
rendering_info.renderArea.extent.height = region->extent.height;
rendering_info.layerCount = dst_view_desc.layer_count;
if (region->dstSubresource.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT)
{
rendering_info.colorAttachmentCount = 1;
rendering_info.pColorAttachments = &attachment_info;
}
else
{
/* It is valid to not render to DS aspects we don't want to touch.
* Otherwise, we will falsely discard aspects with LOAD_OP_DONT_CARE. */
if (region->dstSubresource.aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT)
rendering_info.pDepthAttachment = &attachment_info;
if (region->dstSubresource.aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT)
rendering_info.pStencilAttachment = &attachment_info;
}
viewport.x = (float)region->dstOffset.x;
viewport.y = (float)region->dstOffset.y;
viewport.width = (float)region->extent.width;
viewport.height = (float)region->extent.height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
memset(&push_args, 0, sizeof(push_args));
push_args.offset.x = region->srcOffset.x - region->dstOffset.x;
push_args.offset.y = region->srcOffset.y - region->dstOffset.y;
vk_image_info.sampler = VK_NULL_HANDLE;
vk_image_info.imageView = src_view->vk_image_view;
vk_image_info.imageLayout = barrier.src.layout;
vk_descriptor_write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_write.pNext = NULL;
vk_descriptor_write.dstSet = VK_NULL_HANDLE;
vk_descriptor_write.dstBinding = 0;
vk_descriptor_write.dstArrayElement = 0;
vk_descriptor_write.descriptorCount = 1;
vk_descriptor_write.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
vk_descriptor_write.pImageInfo = &vk_image_info;
vk_descriptor_write.pBufferInfo = NULL;
vk_descriptor_write.pTexelBufferView = NULL;
d3d12_command_list_debug_mark_begin_region(list, "CopyRenderPass");
VK_CALL(vkCmdBeginRendering(list->cmd.vk_command_buffer, &rendering_info));
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_info.vk_pipeline));
VK_CALL(vkCmdSetViewport(list->cmd.vk_command_buffer, 0, 1, &viewport));
VK_CALL(vkCmdSetScissor(list->cmd.vk_command_buffer, 0, 1, &rendering_info.renderArea));
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline_info.vk_pipeline_layout, 0, 1, &vk_descriptor_write));
if (pipeline_info.needs_stencil_mask)
{
for (i = 0; i < 8; i++)
{
push_args.bit_mask = 1u << i;
VK_CALL(vkCmdSetStencilWriteMask(list->cmd.vk_command_buffer, VK_STENCIL_FACE_FRONT_AND_BACK, push_args.bit_mask));
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer, pipeline_info.vk_pipeline_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(push_args), &push_args));
VK_CALL(vkCmdDraw(list->cmd.vk_command_buffer, 3, region->dstSubresource.layerCount, 0, 0));
}
}
else
{
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer, pipeline_info.vk_pipeline_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(push_args), &push_args));
VK_CALL(vkCmdDraw(list->cmd.vk_command_buffer, 3, region->dstSubresource.layerCount, 0, 0));
}
VK_CALL(vkCmdEndRendering(list->cmd.vk_command_buffer));
d3d12_command_list_debug_mark_end_region(list);
cleanup:
if (dst_view)
vkd3d_view_decref(dst_view, list->device);
if (src_view)
vkd3d_view_decref(src_view, list->device);
}
if (!unified || (barrier.dst.access & ~VK_ACCESS_2_TRANSFER_WRITE_BIT))
{
d3d12_command_list_transition_image_layout(list, batch, dst_resource->res.vk_image,
&region->dstSubresource, barrier.dst.stages,
barrier.dst.access, barrier.dst.layout,
VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_NONE,
dst_resource->common_layout);
}
if (!overlapping_subresource && !unified)
{
d3d12_command_list_transition_image_layout(list, batch, src_resource->res.vk_image,
&region->srcSubresource, barrier.src.stages,
VK_ACCESS_2_NONE, barrier.src.layout,
VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_NONE,
src_resource->common_layout);
}
if (dst_resource->flags & VKD3D_RESOURCE_LINEAR_STAGING_COPY)
d3d12_command_list_update_subresource_data(list, dst_resource, region->dstSubresource);
}
static bool validate_d3d12_box(const D3D12_BOX *box)
{
return box->right > box->left
&& box->bottom > box->top
&& box->back > box->front;
}
static bool d3d12_command_list_init_copy_texture_region(struct d3d12_command_list *list,
const D3D12_TEXTURE_COPY_LOCATION *dst,
UINT dst_x, UINT dst_y, UINT dst_z,
const D3D12_TEXTURE_COPY_LOCATION *src,
const D3D12_BOX *src_box,
struct vkd3d_image_copy_info *out)
{
struct d3d12_resource *dst_resource, *src_resource;
memset(out, 0, sizeof(*out));
out->src = *src;
out->dst = *dst;
dst_resource = impl_from_ID3D12Resource(dst->pResource);
src_resource = impl_from_ID3D12Resource(src->pResource);
out->copy.buffer_image.sType = VK_STRUCTURE_TYPE_BUFFER_IMAGE_COPY_2;
out->copy.buffer_image.pNext = NULL;
if (src->Type == D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX && dst->Type == D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT)
{
assert(d3d12_resource_is_buffer(dst_resource));
assert(d3d12_resource_is_texture(src_resource));
if (!(out->src_format = vkd3d_format_from_d3d12_resource_desc(list->device, &src_resource->desc,
DXGI_FORMAT_UNKNOWN)))
{
WARN("Invalid format %#x.\n", dst->PlacedFootprint.Footprint.Format);
return false;
}
if (!(out->dst_format = vkd3d_get_format(list->device, dst->PlacedFootprint.Footprint.Format, true)))
{
WARN("Invalid format %#x.\n", dst->PlacedFootprint.Footprint.Format);
return false;
}
vk_image_buffer_copy_from_d3d12(&out->copy.buffer_image, &out->buffer_footprint_size,
&dst->PlacedFootprint, src->SubresourceIndex,
&src_resource->desc, out->src_format, out->dst_format, src_box, dst_x, dst_y, dst_z);
out->copy.buffer_image.bufferOffset += dst_resource->mem.offset;
out->src_layout = d3d12_resource_pick_layout(src_resource, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
out->batch_type = VKD3D_BATCH_TYPE_COPY_IMAGE_TO_BUFFER;
}
else if (src->Type == D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT && dst->Type == D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX)
{
assert(d3d12_resource_is_texture(dst_resource));
assert(d3d12_resource_is_buffer(src_resource));
if (!(out->dst_format = vkd3d_format_from_d3d12_resource_desc(list->device, &dst_resource->desc,
DXGI_FORMAT_UNKNOWN)))
{
WARN("Invalid format %#x.\n", dst_resource->desc.Format);
return false;
}
if (!(out->src_format = vkd3d_get_format(list->device, src->PlacedFootprint.Footprint.Format, true)))
{
WARN("Invalid format %#x.\n", src->PlacedFootprint.Footprint.Format);
return false;
}
vk_buffer_image_copy_from_d3d12(&out->copy.buffer_image, &src->PlacedFootprint, dst->SubresourceIndex,
&dst_resource->desc, out->src_format, out->dst_format, src_box, dst_x, dst_y, dst_z);
out->copy.buffer_image.bufferOffset += src_resource->mem.offset;
out->dst_layout = d3d12_resource_pick_layout(dst_resource, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
out->writes_full_subresource = d3d12_image_copy_writes_full_subresource(dst_resource,
&out->copy.buffer_image.imageExtent, &out->copy.buffer_image.imageSubresource);
out->batch_type = VKD3D_BATCH_TYPE_COPY_BUFFER_TO_IMAGE;
out->writes_full_resource =
out->writes_full_subresource && d3d12_resource_get_sub_resource_count(dst_resource) == 1;
}
else if (src->Type == D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX && dst->Type == D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX)
{
assert(d3d12_resource_is_texture(dst_resource));
assert(d3d12_resource_is_texture(src_resource));
out->dst_format = dst_resource->format;
out->src_format = src_resource->format;
out->overlapping_subresource = dst_resource == src_resource && src->SubresourceIndex == dst->SubresourceIndex;
if (!vk_image_copy_from_d3d12(&out->copy.image, src->SubresourceIndex, dst->SubresourceIndex,
&src_resource->desc, &dst_resource->desc, out->src_format, out->dst_format,
src_box, dst_x, dst_y, dst_z))
{
WARN("Degenerate copy, skipping.\n");
return false;
}
/* Writing full subresource with overlapping subresource is bogus.
* Need to skip any UNDEFINED transition here. Similar concern as in D3D12_RESOLVE_MODE_DECOMPRESS. */
out->writes_full_subresource = d3d12_image_copy_writes_full_subresource(dst_resource,
&out->copy.image.extent,
&out->copy.image.dstSubresource) && !out->overlapping_subresource;
out->batch_type = VKD3D_BATCH_TYPE_COPY_IMAGE;
out->writes_full_resource =
out->writes_full_subresource && d3d12_resource_get_sub_resource_count(dst_resource) == 1;
}
else
{
FIXME("Copy type %#x -> %#x not implemented.\n", src->Type, dst->Type);
return false;
}
/* If we don't have to do UNDEFINED -> GENERAL, we can avoid useless barriers by pretending
* we're not doing full damage copies. */
if (d3d12_device_supports_unified_layouts(list->device) && !d3d12_resource_may_alias_other_resources(dst_resource))
{
out->writes_full_resource = false;
out->writes_full_subresource = false;
}
return true;
}
static void d3d12_command_list_merge_copy_tracking(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch);
static void d3d12_command_list_register_pending_transfer_image_write(struct d3d12_command_list *list,
VkImage vk_image, uint32_t subresource_index, VkPipelineStageFlags2 vk_stages)
{
struct d3d12_tracked_texture_copy *copy;
assert(list->transfer_batch.tracked_copy_texture_count < ARRAY_SIZE(list->transfer_batch.tracked_copy_textures));
copy = &list->transfer_batch.tracked_copy_textures[list->transfer_batch.tracked_copy_texture_count++];
copy->vk_image = vk_image;
copy->subresource_index = subresource_index;
list->transfer_batch.vk_stages |= vk_stages;
}
static bool d3d12_command_list_check_pending_transfer_image_write(struct d3d12_command_list *list,
VkImage vk_image, uint32_t subresource_index)
{
bool has_hazard;
unsigned int i;
if (!d3d12_device_supports_unified_layouts(list->device) || !list->transfer_batch.tracked_copy_texture_count)
return false;
has_hazard = list->transfer_batch.tracked_copy_texture_count == ARRAY_SIZE(list->transfer_batch.tracked_copy_textures);
for (i = 0; i < list->transfer_batch.tracked_copy_texture_count && !has_hazard; i++)
{
has_hazard = list->transfer_batch.tracked_copy_textures[i].vk_image == vk_image &&
(list->transfer_batch.tracked_copy_textures[i].subresource_index == subresource_index ||
list->transfer_batch.tracked_copy_textures[i].subresource_index == UINT32_MAX ||
subresource_index == UINT32_MAX);
}
return has_hazard;
}
static void d3d12_command_list_check_and_resolve_pending_transfer_image_write(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *barriers,
VkImage vk_image, uint32_t subresource_index)
{
if (d3d12_command_list_check_pending_transfer_image_write(list, vk_image, subresource_index))
{
d3d12_command_list_debug_mark_label(list, "Transfer WAW (image)", 0.8f, 1.0f, 0.8f, 1.0f);
d3d12_command_list_merge_copy_tracking(list, barriers);
}
}
static bool d3d12_command_list_copy_requires_complex_barrier(
struct d3d12_command_list *list, struct vkd3d_image_copy_info *info)
{
if (!d3d12_device_supports_unified_layouts(list->device))
return true;
/* We always handle these inline. */
if (info->batch_type == VKD3D_BATCH_TYPE_COPY_IMAGE_TO_BUFFER)
return false;
/* Simple WAW hazards are OK, we can handle those inline. Mismatch in aspects might require fallback copies. */
return info->writes_full_subresource ||
(info->batch_type == VKD3D_BATCH_TYPE_COPY_IMAGE &&
info->dst_format->vk_aspect_mask != info->src_format->vk_aspect_mask);
}
static void d3d12_command_list_before_copy_texture_region(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
struct vkd3d_image_copy_info *info)
{
struct d3d12_resource *dst_resource, *src_resource;
VkAccessFlags2 global_transfer_access;
bool unified;
dst_resource = impl_from_ID3D12Resource(info->dst.pResource);
src_resource = impl_from_ID3D12Resource(info->src.pResource);
d3d12_command_list_track_resource_usage(list, src_resource, true);
unified = d3d12_device_supports_unified_layouts(list->device);
/* General idea with unified layout is that we are already in proper layout, and
* we already performed a visibility operation when resolving barrier.
* Ideally we only perform a barrier here if we are forced to do UNDEFINED -> GENERAL transition.
* This should only apply to placed resources since a full subresource copy write can take aliasing ownership.
* For committed we should never have to transition ever once we have left UNDEFINED. */
if (info->batch_type == VKD3D_BATCH_TYPE_COPY_IMAGE ||
info->batch_type == VKD3D_BATCH_TYPE_COPY_BUFFER_TO_IMAGE)
{
/* Check for WAW hazards that escape the batching logic. */
d3d12_command_list_check_and_resolve_pending_transfer_image_write(list, batch,
dst_resource->res.vk_image, info->dst.SubresourceIndex);
}
if (info->batch_type == VKD3D_BATCH_TYPE_COPY_IMAGE_TO_BUFFER)
{
d3d12_command_list_track_resource_usage(list, dst_resource, true);
if (!unified)
{
/* We're going to do an image layout transition, so we can handle pending buffer barriers while we're at it.
* After that barrier completes, we implicitly synchronize any outstanding copies, so we can drop the tracking.
* This also avoids having to compute the destination damage region. */
global_transfer_access = list->transfer_batch.tracked_copy_buffer_count ?
VK_ACCESS_2_TRANSFER_WRITE_BIT : VK_ACCESS_2_NONE;
list->transfer_batch.tracked_copy_buffer_count = 0;
d3d12_command_list_transition_image_layout_with_global_memory_barrier(list, batch,
src_resource->res.vk_image,
&info->copy.buffer_image.imageSubresource, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_NONE,
src_resource->common_layout, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_READ_BIT,
info->src_layout, global_transfer_access, global_transfer_access);
}
}
else if (info->batch_type == VKD3D_BATCH_TYPE_COPY_BUFFER_TO_IMAGE)
{
d3d12_command_list_track_resource_usage(list, dst_resource, !info->writes_full_resource);
if (!unified || info->writes_full_subresource)
{
d3d12_command_list_transition_image_layout(list, batch, dst_resource->res.vk_image,
&info->copy.buffer_image.imageSubresource, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_NONE,
info->writes_full_subresource ? VK_IMAGE_LAYOUT_UNDEFINED : dst_resource->common_layout,
VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT, info->dst_layout);
}
}
else if (info->batch_type == VKD3D_BATCH_TYPE_COPY_IMAGE)
{
d3d12_command_list_track_resource_usage(list, dst_resource, !info->writes_full_resource);
if (!unified || info->writes_full_subresource || info->dst_format->vk_aspect_mask != info->src_format->vk_aspect_mask)
{
d3d12_command_list_copy_image_transition_images(list, batch, dst_resource, info->dst_format,
src_resource, info->src_format, &info->copy.image, info->writes_full_subresource,
info->overlapping_subresource);
}
}
}
static void d3d12_command_list_copy_texture_region(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
struct vkd3d_image_copy_info *info)
{
struct d3d12_resource *dst_resource, *src_resource;
const struct vkd3d_vk_device_procs *vk_procs;
bool unified;
vk_procs = &list->device->vk_procs;
unified = d3d12_device_supports_unified_layouts(list->device);
dst_resource = impl_from_ID3D12Resource(info->dst.pResource);
src_resource = impl_from_ID3D12Resource(info->src.pResource);
if (info->batch_type == VKD3D_BATCH_TYPE_COPY_IMAGE_TO_BUFFER)
{
VkCopyImageToBufferInfo2 copy_info;
copy_info.sType = VK_STRUCTURE_TYPE_COPY_IMAGE_TO_BUFFER_INFO_2;
copy_info.pNext = NULL;
copy_info.srcImage = src_resource->res.vk_image;
copy_info.srcImageLayout = info->src_layout;
copy_info.dstBuffer = dst_resource->res.vk_buffer;
copy_info.regionCount = 1;
copy_info.pRegions = &info->copy.buffer_image;
VKD3D_BREADCRUMB_TAG("Image -> Buffer");
VKD3D_BREADCRUMB_RESOURCE(src_resource);
VKD3D_BREADCRUMB_RESOURCE(dst_resource);
VKD3D_BREADCRUMB_BUFFER_IMAGE_COPY(&info->copy.buffer_image);
d3d12_command_list_mark_copy_buffer_write(list, copy_info.dstBuffer, info->copy.buffer_image.bufferOffset,
info->buffer_footprint_size, !!(dst_resource->flags & VKD3D_RESOURCE_RESERVED));
VK_CALL(vkCmdCopyImageToBuffer2(list->cmd.vk_command_buffer, &copy_info));
if (!unified)
{
d3d12_command_list_transition_image_layout(list, batch,
src_resource->res.vk_image,
&info->copy.buffer_image.imageSubresource, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_NONE,
info->src_layout, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_NONE, src_resource->common_layout);
}
}
else if (info->batch_type == VKD3D_BATCH_TYPE_COPY_BUFFER_TO_IMAGE)
{
VkCopyBufferToImageInfo2 copy_info;
copy_info.sType = VK_STRUCTURE_TYPE_COPY_BUFFER_TO_IMAGE_INFO_2;
copy_info.pNext = NULL;
copy_info.srcBuffer = src_resource->res.vk_buffer;
copy_info.dstImage = dst_resource->res.vk_image;
copy_info.dstImageLayout = info->dst_layout;
copy_info.regionCount = 1;
copy_info.pRegions = &info->copy.buffer_image;
VKD3D_BREADCRUMB_TAG("Buffer -> Image");
VKD3D_BREADCRUMB_RESOURCE(src_resource);
VKD3D_BREADCRUMB_RESOURCE(dst_resource);
VKD3D_BREADCRUMB_BUFFER_IMAGE_COPY(&info->copy.buffer_image);
VK_CALL(vkCmdCopyBufferToImage2(list->cmd.vk_command_buffer, &copy_info));
if (!unified)
{
d3d12_command_list_transition_image_layout(list, batch, dst_resource->res.vk_image,
&info->copy.buffer_image.imageSubresource, VK_PIPELINE_STAGE_2_COPY_BIT,
VK_ACCESS_2_TRANSFER_WRITE_BIT, info->dst_layout, VK_PIPELINE_STAGE_2_COPY_BIT,
VK_ACCESS_2_NONE, dst_resource->common_layout);
}
if (dst_resource->flags & VKD3D_RESOURCE_LINEAR_STAGING_COPY)
d3d12_command_list_update_subresource_data(list, dst_resource, info->copy.buffer_image.imageSubresource);
}
else if (info->batch_type == VKD3D_BATCH_TYPE_COPY_IMAGE)
{
d3d12_command_list_copy_image(list, batch, dst_resource, info->dst_format,
src_resource, info->src_format, &info->copy.image, info->writes_full_subresource,
info->overlapping_subresource);
}
}
static bool vk_image_copy_subresource_overlaps(const ID3D12Resource *res, const VkImageSubresourceLayers *subres,
const ID3D12Resource *other_res, const VkImageSubresourceLayers *other_subres)
{
return res == other_res &&
(subres->aspectMask & other_subres->aspectMask) &&
subres->baseArrayLayer == other_subres->baseArrayLayer &&
subres->mipLevel == other_subres->mipLevel;
}
static bool vk_image_copy_subresource_can_fuse_aspects(
ID3D12Resource *dst, ID3D12Resource *src, const VkImageCopy2 *copy,
ID3D12Resource *orig_dst, ID3D12Resource *orig_src, const VkImageCopy2 *orig_copy)
{
/* If we can find an identical copy, just fuse the aspects. */
return dst == orig_dst && src == orig_src &&
/* regions have to match */
memcmp(&copy->extent, &orig_copy->extent, sizeof(VkExtent3D)) == 0 &&
memcmp(&copy->dstOffset, &orig_copy->dstOffset, sizeof(VkExtent3D)) == 0 &&
memcmp(&copy->srcOffset, &orig_copy->srcOffset, sizeof(VkExtent3D)) == 0 &&
/* subresource has to match */
copy->dstSubresource.baseArrayLayer == orig_copy->dstSubresource.baseArrayLayer &&
copy->dstSubresource.mipLevel == orig_copy->dstSubresource.mipLevel &&
copy->srcSubresource.baseArrayLayer == orig_copy->srcSubresource.baseArrayLayer &&
copy->srcSubresource.mipLevel == orig_copy->srcSubresource.mipLevel &&
/* only allow 1:1 aspect copies, no weird color <-> depth */
copy->dstSubresource.aspectMask == copy->srcSubresource.aspectMask &&
orig_copy->dstSubresource.aspectMask == orig_copy->srcSubresource.aspectMask;
}
static void STDMETHODCALLTYPE d3d12_command_list_CopyTextureRegion(d3d12_command_list_iface *iface,
const D3D12_TEXTURE_COPY_LOCATION *dst, UINT dst_x, UINT dst_y, UINT dst_z,
const D3D12_TEXTURE_COPY_LOCATION *src, const D3D12_BOX *src_box)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_image_copy_info copy_info;
VkImageCopy2 *fused_aspect_info;
VkImageAspectFlags fused_aspect;
bool alias;
size_t i;
TRACE("iface %p, dst %p, dst_x %u, dst_y %u, dst_z %u, src %p, src_box %p.\n",
iface, dst, dst_x, dst_y, dst_z, src, src_box);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "CopyTextureRegion called within a render pass.\n");
if (src_box && !validate_d3d12_box(src_box))
{
WARN("Empty box %s.\n", debug_d3d12_box(src_box));
return;
}
if (!d3d12_command_list_init_copy_texture_region(list, dst, dst_x, dst_y, dst_z, src, src_box, &copy_info))
return;
d3d12_command_list_ensure_transfer_batch(list, copy_info.batch_type);
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
alias = false;
fused_aspect_info = NULL;
fused_aspect = 0;
/* Buffer aliasing is resolved during the copy with mark_copy_buffer_write. */
if (copy_info.batch_type != VKD3D_BATCH_TYPE_COPY_IMAGE_TO_BUFFER)
{
for (i = 0; !alias && i < list->transfer_batch.batch_len; i++)
{
struct vkd3d_image_copy_info *other_info = &list->transfer_batch.batch[i];
const VkImageSubresourceLayers *subres, *other_subres;
switch (copy_info.batch_type)
{
case VKD3D_BATCH_TYPE_COPY_BUFFER_TO_IMAGE:
/* Test for destination aliasing as D3D12 requires serialization on overlapping copies (WAW hazard). */
subres = &copy_info.copy.buffer_image.imageSubresource;
other_subres = &other_info->copy.buffer_image.imageSubresource;
assert(subres->layerCount == 1 && other_subres->layerCount == 1);
alias = vk_image_copy_subresource_overlaps(copy_info.dst.pResource, subres,
other_info->dst.pResource, other_subres);
break;
case VKD3D_BATCH_TYPE_COPY_IMAGE:
if (!fused_aspect_info && vk_image_copy_subresource_can_fuse_aspects(
copy_info.dst.pResource, copy_info.src.pResource, &copy_info.copy.image,
other_info->dst.pResource, other_info->src.pResource, &other_info->copy.image))
{
fused_aspect_info = &other_info->copy.image;
fused_aspect = copy_info.copy.image.dstSubresource.aspectMask;
}
/* Test for destination aliasing as D3D12 requires serialization on overlapping copies (WAW hazards). */
alias = vk_image_copy_subresource_overlaps(
copy_info.dst.pResource, &copy_info.copy.image.dstSubresource,
other_info->dst.pResource, &other_info->copy.image.dstSubresource);
break;
default:
assert(false);
return;
}
}
}
if (alias)
{
d3d12_command_list_end_transfer_batch(list);
/* end_transfer_batch resets the batch_type to NONE, so we need to restore it here. */
list->transfer_batch.batch_type = copy_info.batch_type;
fused_aspect_info = NULL;
}
if (fused_aspect_info)
{
fused_aspect_info->dstSubresource.aspectMask |= fused_aspect;
fused_aspect_info->srcSubresource.aspectMask |= fused_aspect;
}
else
{
list->transfer_batch.batch[list->transfer_batch.batch_len++] = copy_info;
}
d3d12_command_list_end_transfer_batch_if_trivial(list);
VKD3D_BREADCRUMB_FLUSH_BATCHES(list);
VKD3D_BREADCRUMB_COMMAND(COPY);
}
static void STDMETHODCALLTYPE d3d12_command_list_CopyResource(d3d12_command_list_iface *iface,
ID3D12Resource *dst, ID3D12Resource *src)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_resource *dst_resource, *src_resource;
struct d3d12_command_list_barrier_batch barriers;
const struct vkd3d_vk_device_procs *vk_procs;
VkBufferCopy2 vk_buffer_copy;
unsigned int subresource_idx;
VkCopyBufferInfo2 copy_info;
VkImageCopy2 vk_image_copy;
unsigned int layer_count;
unsigned int level_count;
unsigned int plane_count;
unsigned int i, j;
TRACE("iface %p, dst_resource %p, src_resource %p.\n", iface, dst, src);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "CopyResource called within a render pass.\n");
vk_procs = &list->device->vk_procs;
dst_resource = impl_from_ID3D12Resource(dst);
src_resource = impl_from_ID3D12Resource(src);
d3d12_command_list_track_resource_usage(list, dst_resource, !d3d12_resource_may_alias_other_resources(dst_resource));
d3d12_command_list_track_resource_usage(list, src_resource, true);
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_end_transfer_batch(list);
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
if (d3d12_resource_is_buffer(dst_resource))
{
assert(d3d12_resource_is_buffer(src_resource));
assert(src_resource->desc.Width == dst_resource->desc.Width);
vk_buffer_copy.sType = VK_STRUCTURE_TYPE_BUFFER_COPY_2;
vk_buffer_copy.pNext = NULL;
vk_buffer_copy.srcOffset = src_resource->mem.offset;
vk_buffer_copy.dstOffset = dst_resource->mem.offset;
vk_buffer_copy.size = dst_resource->desc.Width;
copy_info.sType = VK_STRUCTURE_TYPE_COPY_BUFFER_INFO_2;
copy_info.pNext = NULL;
copy_info.srcBuffer = src_resource->res.vk_buffer;
copy_info.dstBuffer = dst_resource->res.vk_buffer;
copy_info.regionCount = 1;
copy_info.pRegions = &vk_buffer_copy;
VKD3D_BREADCRUMB_TAG("Buffer -> Buffer");
VKD3D_BREADCRUMB_RESOURCE(src_resource);
VKD3D_BREADCRUMB_RESOURCE(dst_resource);
VKD3D_BREADCRUMB_BUFFER_COPY(&vk_buffer_copy);
d3d12_command_list_mark_copy_buffer_write(list, copy_info.dstBuffer, vk_buffer_copy.dstOffset, vk_buffer_copy.size,
!!(dst_resource->flags & VKD3D_RESOURCE_RESERVED));
VK_CALL(vkCmdCopyBuffer2(list->cmd.vk_command_buffer, &copy_info));
}
else
{
bool has_barriers = false;
layer_count = d3d12_resource_desc_get_layer_count(&dst_resource->desc);
level_count = d3d12_resource_desc_get_active_level_count(&dst_resource->desc);
plane_count = 1;
if (dst_resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_PLANE_0_BIT)
plane_count = dst_resource->format->plane_count;
assert(d3d12_resource_is_texture(dst_resource));
assert(d3d12_resource_is_texture(src_resource));
assert(level_count == d3d12_resource_desc_get_active_level_count(&src_resource->desc));
assert(layer_count == d3d12_resource_desc_get_layer_count(&src_resource->desc));
for (j = 0; j < plane_count; j++)
{
for (i = 0; i < level_count; ++i)
{
bool writes_full_subresource;
subresource_idx = i + j * d3d12_resource_desc_get_sub_resource_count_per_plane(&dst_resource->desc);
if (!vk_image_copy_from_d3d12(&vk_image_copy, subresource_idx, subresource_idx,
&src_resource->desc, &dst_resource->desc, src_resource->format, dst_resource->format, NULL, 0, 0, 0))
{
WARN("Degenerate copy for level %u, skipping.\n", i);
continue;
}
/* Copying sampler feedback is only allowed in CopyResource. */
if (d3d12_resource_desc_is_sampler_feedback(&src_resource->desc))
vk_image_copy.extent = d3d12_resource_desc_get_padded_feedback_extent(&src_resource->desc);
vk_image_copy.dstSubresource.layerCount = layer_count;
vk_image_copy.srcSubresource.layerCount = layer_count;
if (plane_count == 1)
{
vk_image_copy.dstSubresource.aspectMask = dst_resource->format->vk_aspect_mask;
vk_image_copy.srcSubresource.aspectMask = src_resource->format->vk_aspect_mask;
}
writes_full_subresource = d3d12_resource_may_alias_other_resources(dst_resource);
/* CopyResource() always copies all subresources, so we can safely discard the dst_resource contents. */
d3d12_command_list_barrier_batch_init(&barriers);
if (i == 0 && j == 0)
{
d3d12_command_list_check_and_resolve_pending_transfer_image_write(list, &barriers,
dst_resource->res.vk_image, UINT32_MAX);
}
d3d12_command_list_copy_image_transition_images(list, &barriers, dst_resource, dst_resource->format,
src_resource, src_resource->format, &vk_image_copy, writes_full_subresource, false);
d3d12_command_list_barrier_batch_end(list, &barriers);
d3d12_command_list_barrier_batch_init(&barriers);
d3d12_command_list_copy_image(list, &barriers, dst_resource, dst_resource->format,
src_resource, src_resource->format, &vk_image_copy, writes_full_subresource, false);
if (barriers.image_barrier_count || barriers.vk_memory_barrier.srcStageMask ||
barriers.vk_memory_barrier.dstStageMask)
{
has_barriers = true;
}
d3d12_command_list_barrier_batch_end(list, &barriers);
}
}
if (!has_barriers)
{
/* Remember that there is a potential WAW hazard. */
d3d12_command_list_register_pending_transfer_image_write(
list, dst_resource->res.vk_image, UINT32_MAX, VK_PIPELINE_STAGE_2_COPY_BIT);
}
}
VKD3D_BREADCRUMB_COMMAND(COPY);
}
static void d3d12_command_list_end_transfer_batch_if_trivial(struct d3d12_command_list *list)
{
struct d3d12_command_list_barrier_batch barriers;
struct d3d12_resource *dst_resource;
VkImageCopy2 *copy;
/* For unified this is by far the "common" case. Copies should never require extra image barriers. */
if (!d3d12_device_supports_unified_layouts(list->device))
return;
/* If batch length is not 1, there was only copy we couldn't immediately lower due to layout transitions. */
if (list->transfer_batch.batch_len != 1)
return;
dst_resource = impl_from_ID3D12Resource(list->transfer_batch.batch[0].dst.pResource);
copy = &list->transfer_batch.batch[0].copy.image;
if (list->transfer_batch.batch_type == VKD3D_BATCH_TYPE_COPY_IMAGE &&
(copy->dstSubresource.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) &&
copy->dstSubresource.aspectMask == copy->srcSubresource.aspectMask &&
copy->dstSubresource.aspectMask != dst_resource->format->vk_aspect_mask)
{
/* If we have a depth-stencil image, and we're trying to only copy depth,
* we speculate that app might want to copy stencil aspect too, and therefore we should batch. */
return;
}
/* Cannot assume too much. */
if (d3d12_resource_is_texture(dst_resource) && (dst_resource->flags & VKD3D_RESOURCE_RESERVED))
return;
if (!d3d12_command_list_copy_requires_complex_barrier(list, &list->transfer_batch.batch[0]))
{
/* Emit the copy right away, we don't need to batch up image layout transitions. */
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_barrier_batch_init(&barriers);
d3d12_command_list_before_copy_texture_region(list, &barriers, &list->transfer_batch.batch[0]);
d3d12_command_list_barrier_batch_end(list, &barriers);
d3d12_command_list_barrier_batch_init(&barriers);
d3d12_command_list_copy_texture_region(list, &barriers, &list->transfer_batch.batch[0]);
/* If we didn't require barriers going in, we should not require barriers going out. */
assert(barriers.image_barrier_count == 0);
/* Remember that there is a potential WAW hazard. Buffer writes are tracked in the copy. */
if (d3d12_resource_is_texture(dst_resource))
{
d3d12_command_list_register_pending_transfer_image_write(list,
dst_resource->res.vk_image,
list->transfer_batch.batch[0].dst.SubresourceIndex,
VK_PIPELINE_STAGE_2_COPY_BIT);
}
list->transfer_batch.batch_type = VKD3D_BATCH_TYPE_NONE;
list->transfer_batch.batch_len = 0;
}
}
static void d3d12_command_list_end_transfer_batch(struct d3d12_command_list *list)
{
struct d3d12_command_list_barrier_batch barriers;
bool has_waw_skip = false;
uint32_t old_count = 0;
size_t i;
switch (list->transfer_batch.batch_type)
{
case VKD3D_BATCH_TYPE_NONE:
return;
case VKD3D_BATCH_TYPE_COPY_BUFFER_TO_IMAGE:
case VKD3D_BATCH_TYPE_COPY_IMAGE_TO_BUFFER:
case VKD3D_BATCH_TYPE_COPY_IMAGE:
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_debug_mark_begin_region(list, "CopyBatch");
d3d12_command_list_barrier_batch_init(&barriers);
for (i = 0; i < list->transfer_batch.batch_len; i++)
d3d12_command_list_before_copy_texture_region(list, &barriers, &list->transfer_batch.batch[i]);
d3d12_command_list_barrier_batch_end(list, &barriers);
d3d12_command_list_barrier_batch_init(&barriers);
for (i = 0; i < list->transfer_batch.batch_len; i++)
{
old_count = barriers.image_barrier_count;
d3d12_command_list_copy_texture_region(list, &barriers, &list->transfer_batch.batch[i]);
if (list->transfer_batch.batch[i].dst.Type == D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX &&
old_count == barriers.image_barrier_count)
{
/* No outgoing barriers were required. */
if (list->transfer_batch.tracked_copy_texture_count < ARRAY_SIZE(list->transfer_batch.tracked_copy_textures))
{
d3d12_command_list_register_pending_transfer_image_write(list,
impl_from_ID3D12Resource(list->transfer_batch.batch[i].dst.pResource)->res.vk_image,
list->transfer_batch.batch[i].dst.SubresourceIndex, VK_PIPELINE_STAGE_2_COPY_BIT);
}
else
{
/* If we don't have room to track it for whatever reason, decay on batch completion.
* Shouldn't really happen. */
has_waw_skip = true;
}
}
}
if (has_waw_skip)
{
/* Should not happen unless there are special copy fallbacks.
* Either all resources should immediately flush the transfer if no barriers are needed,
* or all resources should have proper barriers. */
barriers.vk_memory_barrier.srcStageMask |= list->transfer_batch.vk_stages | VK_PIPELINE_STAGE_2_COPY_BIT;
barriers.vk_memory_barrier.dstStageMask |= list->transfer_batch.vk_stages | VK_PIPELINE_STAGE_2_COPY_BIT;
barriers.vk_memory_barrier.srcAccessMask |= VK_ACCESS_2_TRANSFER_WRITE_BIT;
barriers.vk_memory_barrier.dstAccessMask |= VK_ACCESS_2_TRANSFER_WRITE_BIT;
d3d12_command_list_debug_mark_label(list, "Transfer WAW (lost tracking)", 0.8f, 1.0f, 0.8f, 1.0f);
d3d12_command_list_reset_transfer_waw_tracking(list);
}
d3d12_command_list_barrier_batch_end(list, &barriers);
d3d12_command_list_debug_mark_end_region(list);
list->transfer_batch.batch_len = 0;
break;
default:
break;
}
list->transfer_batch.batch_type = VKD3D_BATCH_TYPE_NONE;
}
static void d3d12_command_list_end_wbi_batch(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
size_t i, next, first;
bool flush;
if (!list->wbi_batch.batch_len)
return;
first = 0;
for (i = 0; i < list->wbi_batch.batch_len; i++)
{
if (list->wbi_batch.stages[i] == VK_PIPELINE_STAGE_TRANSFER_BIT || !list->device->vk_info.AMD_buffer_marker)
{
next = i + 1;
if (!(flush = next == list->wbi_batch.batch_len))
{
flush = list->wbi_batch.buffers[next] != list->wbi_batch.buffers[i] ||
list->wbi_batch.offsets[next] != list->wbi_batch.offsets[i] + sizeof(uint32_t) ||
(list->wbi_batch.stages[next] != list->wbi_batch.stages[i] && list->device->vk_info.AMD_buffer_marker);
}
if (flush)
{
VK_CALL(vkCmdUpdateBuffer(list->cmd.vk_command_buffer,
list->wbi_batch.buffers[first], list->wbi_batch.offsets[first],
(next - first) * sizeof(uint32_t), &list->wbi_batch.values[first]));
first = next;
}
}
else
{
VK_CALL(vkCmdWriteBufferMarkerAMD(list->cmd.vk_command_buffer,
list->wbi_batch.stages[i], list->wbi_batch.buffers[i],
list->wbi_batch.offsets[i], list->wbi_batch.values[i]));
}
}
list->wbi_batch.batch_len = 0;
}
static void d3d12_command_list_ensure_transfer_batch(struct d3d12_command_list *list, enum vkd3d_batch_type type)
{
if (list->transfer_batch.batch_type != type || list->transfer_batch.batch_len == ARRAY_SIZE(list->transfer_batch.batch))
{
d3d12_command_list_end_transfer_batch(list);
list->transfer_batch.batch_type = type;
}
}
static unsigned int vkd3d_get_tile_index_from_region(const struct d3d12_sparse_info *sparse,
const D3D12_TILED_RESOURCE_COORDINATE *coord, const D3D12_TILE_REGION_SIZE *size,
unsigned int tile_index_in_region);
static void STDMETHODCALLTYPE d3d12_command_list_CopyTiles(d3d12_command_list_iface *iface,
ID3D12Resource *tiled_resource, const D3D12_TILED_RESOURCE_COORDINATE *region_coord,
const D3D12_TILE_REGION_SIZE *region_size, ID3D12Resource *buffer, UINT64 buffer_offset,
D3D12_TILE_COPY_FLAGS flags)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct d3d12_resource *tiled_res, *linear_res;
VkImageMemoryBarrier2 vk_image_barrier;
VkBufferImageCopy2 buffer_image_copy;
VkMemoryBarrier2 vk_global_barrier;
VkImageLayout vk_image_layout;
VkCopyBufferInfo2 copy_info;
VkDependencyInfo dep_info;
VkBufferCopy2 buffer_copy;
bool copy_to_buffer;
unsigned int i;
TRACE("iface %p, tiled_resource %p, region_coord %p, region_size %p, "
"buffer %p, buffer_offset %#"PRIx64", flags %#x.\n",
iface, tiled_resource, region_coord, region_size,
buffer, buffer_offset, flags);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "CopyTiles called within a render pass.\n");
d3d12_command_list_end_current_render_pass(list, true);
d3d12_command_list_end_transfer_batch(list);
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
tiled_res = impl_from_ID3D12Resource(tiled_resource);
linear_res = impl_from_ID3D12Resource(buffer);
d3d12_command_list_track_resource_usage(list, tiled_res, true);
/* We can't rely on D3D12_TILE_COPY_FLAG_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER being
* set for the copy-to-buffer case, since D3D12_TILE_COPY_FLAG_NONE behaves the same. */
copy_to_buffer = !(flags & D3D12_TILE_COPY_FLAG_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE);
if (d3d12_resource_is_texture(tiled_res))
{
/* This API cannot be used for non-tiled resources, so this is safe */
const D3D12_TILE_SHAPE *tile_shape = &tiled_res->sparse.tile_shape;
if (tiled_res->desc.SampleDesc.Count > 1)
{
FIXME("MSAA images not supported.\n");
return;
}
vk_image_layout = d3d12_resource_pick_layout(tiled_res, copy_to_buffer
? VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL : VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
memset(&vk_image_barrier, 0, sizeof(vk_image_barrier));
vk_image_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
vk_image_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_image_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_image_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
vk_image_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
/* TODO: Could make use of unified layouts here, but this call is extremely rare anyway. */
vk_image_barrier.dstAccessMask = copy_to_buffer ? VK_ACCESS_2_TRANSFER_READ_BIT : VK_ACCESS_2_TRANSFER_WRITE_BIT;
vk_image_barrier.oldLayout = tiled_res->common_layout;
vk_image_barrier.newLayout = vk_image_layout;
vk_image_barrier.image = tiled_res->res.vk_image;
/* The entire resource must be in the appropriate copy state */
vk_image_barrier.subresourceRange.aspectMask = tiled_res->format->vk_aspect_mask;
vk_image_barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
vk_image_barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.imageMemoryBarrierCount = 1;
dep_info.pImageMemoryBarriers = &vk_image_barrier;
memset(&vk_global_barrier, 0, sizeof(vk_global_barrier));
vk_global_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
/* Need to handle hazards before the image to buffer copy.
* We're doing a transfer barrier anyway, so resolve buffer copy tracking in that barrier. */
if (list->transfer_batch.vk_stages)
{
dep_info.pMemoryBarriers = &vk_global_barrier;
dep_info.memoryBarrierCount = 1;
vk_global_barrier.srcStageMask = list->transfer_batch.vk_stages;
vk_global_barrier.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
vk_global_barrier.dstStageMask = list->transfer_batch.vk_stages;
vk_global_barrier.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
d3d12_command_list_reset_transfer_waw_tracking(list);
}
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
buffer_image_copy.bufferRowLength = tile_shape->WidthInTexels;
buffer_image_copy.bufferImageHeight = tile_shape->HeightInTexels;
for (i = 0; i < region_size->NumTiles; i++)
{
unsigned int tile_index = vkd3d_get_tile_index_from_region(&tiled_res->sparse, region_coord, region_size, i);
const struct d3d12_sparse_image_region *region = &tiled_res->sparse.tiles[tile_index].image;
buffer_image_copy.sType = VK_STRUCTURE_TYPE_BUFFER_IMAGE_COPY_2;
buffer_image_copy.pNext = NULL;
buffer_image_copy.bufferOffset = buffer_offset + VKD3D_TILE_SIZE * i + linear_res->mem.offset;
buffer_image_copy.imageSubresource = vk_subresource_layers_from_subresource(&region->subresource);
buffer_image_copy.imageOffset = region->offset;
buffer_image_copy.imageExtent = region->extent;
if (copy_to_buffer)
{
VkCopyImageToBufferInfo2 copy_info;
copy_info.sType = VK_STRUCTURE_TYPE_COPY_IMAGE_TO_BUFFER_INFO_2;
copy_info.pNext = NULL;
copy_info.srcImage = tiled_res->res.vk_image;
copy_info.srcImageLayout = vk_image_layout;
copy_info.dstBuffer = linear_res->res.vk_buffer;
copy_info.regionCount = 1;
copy_info.pRegions = &buffer_image_copy;
/* Resolve hazards after the image to buffer copy since we're doing an image barrier anyways. */
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_global_barrier;
vk_global_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
vk_global_barrier.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
vk_global_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
vk_global_barrier.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
VK_CALL(vkCmdCopyImageToBuffer2(list->cmd.vk_command_buffer, &copy_info));
}
else
{
VkCopyBufferToImageInfo2 copy_info;
copy_info.sType = VK_STRUCTURE_TYPE_COPY_BUFFER_TO_IMAGE_INFO_2;
copy_info.pNext = NULL;
copy_info.srcBuffer = linear_res->res.vk_buffer;
copy_info.dstImage = tiled_res->res.vk_image;
copy_info.dstImageLayout = vk_image_layout;
copy_info.regionCount = 1;
copy_info.pRegions = &buffer_image_copy;
VK_CALL(vkCmdCopyBufferToImage2(list->cmd.vk_command_buffer, &copy_info));
}
}
vk_image_barrier.srcAccessMask = copy_to_buffer ? VK_ACCESS_2_NONE : VK_ACCESS_2_TRANSFER_WRITE_BIT;
vk_image_barrier.dstAccessMask = VK_ACCESS_2_NONE;
vk_image_barrier.oldLayout = vk_image_layout;
vk_image_barrier.newLayout = tiled_res->common_layout;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
else
{
buffer_copy.sType = VK_STRUCTURE_TYPE_BUFFER_COPY_2;
buffer_copy.pNext = NULL;
buffer_copy.size = region_size->NumTiles * VKD3D_TILE_SIZE;
if (copy_to_buffer)
{
buffer_copy.srcOffset = VKD3D_TILE_SIZE * region_coord->X + tiled_res->mem.offset;
buffer_copy.dstOffset = buffer_offset + linear_res->mem.offset;
}
else
{
buffer_copy.srcOffset = buffer_offset + linear_res->mem.offset;
buffer_copy.dstOffset = VKD3D_TILE_SIZE * region_coord->X + tiled_res->mem.offset;
}
copy_info.sType = VK_STRUCTURE_TYPE_COPY_BUFFER_INFO_2;
copy_info.pNext = NULL;
copy_info.srcBuffer = copy_to_buffer ? tiled_res->res.vk_buffer : linear_res->res.vk_buffer;
copy_info.dstBuffer = copy_to_buffer ? linear_res->res.vk_buffer : tiled_res->res.vk_buffer,
copy_info.regionCount = 1;
copy_info.pRegions = &buffer_copy;
d3d12_command_list_mark_copy_buffer_write(list, copy_info.dstBuffer, buffer_copy.dstOffset, buffer_copy.size,
!!((copy_to_buffer ? linear_res : tiled_res)->flags & VKD3D_RESOURCE_RESERVED));
VK_CALL(vkCmdCopyBuffer2(list->cmd.vk_command_buffer, &copy_info));
}
VKD3D_BREADCRUMB_COMMAND(COPY_TILES);
}
static VkResolveModeFlagBits vk_resolve_mode_from_d3d12(D3D12_RESOLVE_MODE mode)
{
switch (mode)
{
case D3D12_RESOLVE_MODE_AVERAGE:
return VK_RESOLVE_MODE_AVERAGE_BIT;
case D3D12_RESOLVE_MODE_MIN:
return VK_RESOLVE_MODE_MIN_BIT;
case D3D12_RESOLVE_MODE_MAX:
return VK_RESOLVE_MODE_MAX_BIT;
default:
ERR("Unhandled resolve mode %u.\n", mode);
return VK_RESOLVE_MODE_NONE;
}
}
static const struct vkd3d_format *d3d12_command_list_get_resolve_format(struct d3d12_command_list *list,
const struct d3d12_resource *dst_resource, const struct d3d12_resource *src_resource, DXGI_FORMAT format)
{
if (!format)
return NULL;
/* Depth-stencil formats require special care since the app will need to
* pass in the stencil plane as subresource 1, but may also use a format
* for which we only have one aspect flag set. Just ignore the explicit
* format in that case so that we always know the full aspect mask. */
if (dst_resource->format->vk_aspect_mask == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
return dst_resource->format;
return vkd3d_format_from_d3d12_resource_desc(list->device, &dst_resource->desc, format);
}
static bool d3d12_resource_view_format_is_compatible(
const struct d3d12_resource *resource, const struct vkd3d_format *format)
{
const struct vkd3d_format_compatibility_list *compat;
unsigned int i;
if (resource->format->vk_format == format->vk_format)
return true;
compat = &resource->format_compatibility_list;
/* Full mutable, we can cast to whatever we want. */
if (compat->format_count == 0)
return true;
for (i = 0; i < compat->format_count; i++)
{
if (compat->vk_formats[i] == format->vk_format)
return true;
}
return false;
}
enum vkd3d_resolve_image_path d3d12_command_list_select_resolve_path(struct d3d12_command_list *list,
struct d3d12_resource *dst_resource, struct d3d12_resource *src_resource, uint32_t region_count,
const VkImageResolve2 *regions, DXGI_FORMAT format, D3D12_RESOLVE_MODE mode)
{
const struct vkd3d_format *vkd3d_format = d3d12_command_list_get_resolve_format(list, dst_resource, src_resource, format);
enum vkd3d_resolve_image_path path;
unsigned int i;
if (!vkd3d_format)
{
d3d12_command_list_mark_as_invalid(list, "Resolve format %#x not compatible with resource formats %#x, %#x.",
format, dst_resource->format->dxgi_format, src_resource->format->dxgi_format);
return VKD3D_RESOLVE_IMAGE_PATH_UNSUPPORTED;
}
if (!d3d12_resource_view_format_is_compatible(dst_resource, vkd3d_format))
{
ERR("Attempting to resolve to dst resource with incompatible format.\n");
return VKD3D_RESOLVE_IMAGE_PATH_UNSUPPORTED;
}
if (!d3d12_resource_view_format_is_compatible(src_resource, vkd3d_format))
{
ERR("Attempting to resolve from src resource with incompatible format.\n");
return VKD3D_RESOLVE_IMAGE_PATH_UNSUPPORTED;
}
if (dst_resource->format->vk_aspect_mask != src_resource->format->vk_aspect_mask)
{
/* Mismatched aspects may happen with some typeless formats */
path = VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE;
}
else if (vkd3d_format->vk_aspect_mask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
/* The direct path only supports color images with the AVERAGE mode */
path = VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT;
}
else if (mode != D3D12_RESOLVE_MODE_AVERAGE)
{
/* Vulkan only supports SAMPLE_ZERO for color images for which D3D12 does
* not even have an equivalent, we can only implement this in shaders. */
path = VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE;
}
else if (dst_resource->format->vk_format != vkd3d_format->vk_format ||
src_resource->format->vk_format != vkd3d_format->vk_format)
{
path = VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT;
if (!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_SKIP_DRIVER_WORKAROUNDS))
{
/* Some drivers ignore the view format for resolve attachments */
if (list->device->device_info.vulkan_1_2_properties.driverID == VK_DRIVER_ID_NVIDIA_PROPRIETARY ||
list->device->device_info.vulkan_1_2_properties.driverID == VK_DRIVER_ID_AMD_PROPRIETARY ||
list->device->device_info.vulkan_1_2_properties.driverID == VK_DRIVER_ID_AMD_OPEN_SOURCE)
path = VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE;
}
}
else
{
path = VKD3D_RESOLVE_IMAGE_PATH_DIRECT;
}
/* The attachment path has a number of restrictions that may require us to fall
* back to the shader-based path. */
if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT)
{
if (!(src_resource->desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)))
{
/* If the source image somehow cannot be bound for rendering, use the
* shader path since that will work for all source images. */
path = VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE;
}
else if (vkd3d_format->vk_aspect_mask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
/* Ensure that the required depth and stencil resolve modes are supported */
const VkPhysicalDeviceVulkan12Properties *vk12 = &list->device->device_info.vulkan_1_2_properties;
VkResolveModeFlagBits vk_mode = vk_resolve_mode_from_d3d12(mode);
bool supports_render_pass_resolve = vk12->independentResolveNone;
for (i = 0; i < region_count && supports_render_pass_resolve; i++)
{
if (regions[i].dstSubresource.aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT)
supports_render_pass_resolve &= !!(vk12->supportedDepthResolveModes & vk_mode);
if (regions[i].dstSubresource.aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT)
supports_render_pass_resolve &= !!(vk12->supportedStencilResolveModes & vk_mode);
}
if (!supports_render_pass_resolve)
path = VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE;
}
}
/* Attachment resolves cannot be used with an offset */
if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT)
{
for (i = 0; i < region_count; i++)
{
if (regions[i].srcOffset.x != regions[i].dstOffset.x ||
regions[i].srcOffset.y != regions[i].dstOffset.y)
{
path = VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE;
break;
}
}
}
if (dst_resource->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
{
/* Use the compute path if we need to use a pipeline anyway, or if
* the destination image does not support render target usage. */
if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE ||
(path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT &&
!(dst_resource->desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET))))
path = VKD3D_RESOLVE_IMAGE_PATH_COMPUTE_PIPELINE;
}
/* All other code paths require render target usage for the destination image */
if ((path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE || path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT) &&
!(dst_resource->desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)))
{
FIXME("Selected resolve path %u for mode %u, format %u, but destination image cannot be used as a render target.\n",
path, mode, format);
/* Fallback when trying to do MIN/MAX resolve on color and there is no RTV usage.
* AVERAGE is almost correct and better than rendering nothing.
* TODO: maintenance10 adds depth-stencil resolve support.
* Either way, the aspects must match. */
if (dst_resource->format->vk_aspect_mask == src_resource->format->vk_aspect_mask &&
(vkd3d_format->vk_aspect_mask & VK_IMAGE_ASPECT_COLOR_BIT))
path = VKD3D_RESOLVE_IMAGE_PATH_DIRECT;
else
path = VKD3D_RESOLVE_IMAGE_PATH_UNSUPPORTED;
}
return path;
}
static void d3d12_get_resolve_barrier_for_dst_resource(struct d3d12_resource *resource, const VkImageResolve2 *region,
enum vkd3d_resolve_image_path path, bool post_resolve, VkImageLayout outside_layout, VkPipelineStageFlags2 outside_stages,
VkAccessFlags2 outside_access, VkImageMemoryBarrier2 *barrier)
{
VkPipelineStageFlags2 resolve_stages;
VkAccessFlags2 resolve_access;
VkImageLayout resolve_layout;
bool writes_full_subresource;
bool unified;
writes_full_subresource = d3d12_image_copy_writes_full_subresource(
resource, &region->extent, &region->dstSubresource) &&
d3d12_resource_may_alias_other_resources(resource);
if (path == VKD3D_RESOLVE_IMAGE_PATH_DIRECT)
{
unified = d3d12_device_supports_unified_layouts(resource->device);
resolve_layout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
resolve_stages = VK_PIPELINE_STAGE_2_RESOLVE_BIT;
resolve_access = unified && !writes_full_subresource ? 0 : VK_ACCESS_2_TRANSFER_WRITE_BIT;
}
else if (path == VKD3D_RESOLVE_IMAGE_PATH_COMPUTE_PIPELINE)
{
resolve_layout = VK_IMAGE_LAYOUT_GENERAL;
resolve_stages = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
resolve_access = VK_ACCESS_2_SHADER_WRITE_BIT;
}
else
{
if (resource->format->vk_aspect_mask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
resolve_layout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
resolve_stages = VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
resolve_access = VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
else
{
resolve_layout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
resolve_stages = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
resolve_access = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
}
}
memset(barrier, 0, sizeof(*barrier));
barrier->sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
if (post_resolve)
{
barrier->srcStageMask = resolve_stages;
barrier->srcAccessMask = resolve_access;
barrier->dstStageMask = outside_stages;
barrier->dstAccessMask = outside_access;
barrier->oldLayout = resolve_layout;
barrier->newLayout = outside_layout;
}
else
{
barrier->srcStageMask = outside_stages;
barrier->srcAccessMask = outside_access;
barrier->dstStageMask = resolve_stages;
barrier->dstAccessMask = resolve_access;
barrier->oldLayout = writes_full_subresource ? VK_IMAGE_LAYOUT_UNDEFINED : outside_layout;
barrier->newLayout = resolve_layout;
}
barrier->srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier->dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier->image = resource->res.vk_image;
barrier->subresourceRange = vk_subresource_range_from_layers(&region->dstSubresource);
}
static void d3d12_get_resolve_barrier_for_src_resource(struct d3d12_resource *resource, const VkImageResolve2 *region,
enum vkd3d_resolve_image_path path, bool post_resolve, VkImageLayout outside_layout, VkPipelineStageFlags2 outside_stages,
VkAccessFlags2 outside_access, VkImageMemoryBarrier2 *barrier)
{
VkPipelineStageFlags2 resolve_stages;
VkAccessFlags2 resolve_access;
VkImageLayout resolve_layout;
bool unified;
if (path == VKD3D_RESOLVE_IMAGE_PATH_DIRECT)
{
unified = d3d12_device_supports_unified_layouts(resource->device);
resolve_layout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
resolve_stages = VK_PIPELINE_STAGE_2_RESOLVE_BIT;
resolve_access = unified ? 0 : VK_ACCESS_2_TRANSFER_READ_BIT;
}
else if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT)
{
if (resource->format->vk_aspect_mask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
resolve_layout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
resolve_stages = VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
resolve_access = VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
}
else
{
resolve_layout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
resolve_stages = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
resolve_access = VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT;
}
}
else
{
resolve_layout = d3d12_resource_pick_layout(resource, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
resolve_stages = (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE)
? VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT : VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
resolve_access = VK_ACCESS_2_SHADER_READ_BIT;
}
memset(barrier, 0, sizeof(*barrier));
barrier->sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
if (post_resolve)
{
barrier->srcStageMask = resolve_stages;
barrier->srcAccessMask = resolve_access;
barrier->dstStageMask = outside_stages;
barrier->dstAccessMask = outside_access;
barrier->oldLayout = resolve_layout;
barrier->newLayout = outside_layout;
}
else
{
barrier->srcStageMask = outside_stages;
barrier->srcAccessMask = outside_access;
barrier->dstStageMask = resolve_stages;
barrier->dstAccessMask = resolve_access;
barrier->oldLayout = outside_layout;
barrier->newLayout = resolve_layout;
}
barrier->srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier->dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier->image = resource->res.vk_image;
barrier->subresourceRange = vk_subresource_range_from_layers(&region->srcSubresource);
}
static const struct vkd3d_format *d3d12_get_linear_resolve_format(struct d3d12_device *device, const struct vkd3d_format *format)
{
unsigned int i;
static const struct
{
DXGI_FORMAT srgb_format;
DXGI_FORMAT linear_format;
}
format_map[] =
{
{ DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM },
{ DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, DXGI_FORMAT_B8G8R8A8_UNORM },
{ DXGI_FORMAT_B8G8R8X8_UNORM_SRGB, DXGI_FORMAT_B8G8R8X8_UNORM },
};
for (i = 0; i < ARRAY_SIZE(format_map); i++)
{
if (format->dxgi_format == format_map[i].srgb_format)
return vkd3d_get_format(device, format_map[i].linear_format, false);
}
return format;
}
static void d3d12_command_list_execute_resolve(struct d3d12_command_list *list,
struct d3d12_resource *dst_resource, struct d3d12_resource *src_resource,
uint32_t region_count, const VkImageResolve2 *regions, DXGI_FORMAT format,
D3D12_RESOLVE_MODE mode, enum vkd3d_resolve_image_path path)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_resolve_image_pipeline_key resolve_pipeline_key;
struct vkd3d_texture_view_desc dst_view_desc, src_view_desc;
VkDescriptorImageInfo vk_src_image_info, vk_dst_image_info;
struct vkd3d_resolve_image_info resolve_pipeline_info;
struct vkd3d_resolve_image_compute_args compute_args;
struct vkd3d_resolve_image_args resolve_args;
VkWriteDescriptorSet vk_descriptor_writes[2];
VkRenderingAttachmentInfo attachment_info;
struct vkd3d_view *dst_view, *src_view;
const struct vkd3d_format *vk_format;
VkResolveImageInfo2 resolve_info;
VkRenderingInfo rendering_info;
VkViewport viewport;
unsigned int i, j;
if (path == VKD3D_RESOLVE_IMAGE_PATH_DIRECT)
{
memset(&resolve_info, 0, sizeof(resolve_info));
resolve_info.sType = VK_STRUCTURE_TYPE_RESOLVE_IMAGE_INFO_2;
resolve_info.srcImage = src_resource->res.vk_image;
resolve_info.srcImageLayout = d3d12_resource_pick_layout(src_resource, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
resolve_info.dstImage = dst_resource->res.vk_image;
resolve_info.dstImageLayout = d3d12_resource_pick_layout(dst_resource, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
resolve_info.regionCount = region_count;
resolve_info.pRegions = regions;
VK_CALL(vkCmdResolveImage2(list->cmd.vk_command_buffer, &resolve_info));
}
else if (path == VKD3D_RESOLVE_IMAGE_PATH_COMPUTE_PIPELINE)
{
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
d3d12_command_list_update_descriptor_buffers(list);
vk_format = d3d12_command_list_get_resolve_format(list, dst_resource, src_resource, format);
memset(&dst_view_desc, 0, sizeof(dst_view_desc));
dst_view_desc.image = dst_resource->res.vk_image;
dst_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
dst_view_desc.format = d3d12_get_linear_resolve_format(list->device, vk_format);
dst_view_desc.image_usage = VK_IMAGE_USAGE_STORAGE_BIT;
memset(&src_view_desc, 0, sizeof(src_view_desc));
src_view_desc.image = src_resource->res.vk_image;
src_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
src_view_desc.format = vkd3d_format_from_d3d12_resource_desc(list->device, &src_resource->desc, vk_format->dxgi_format);
src_view_desc.image_usage = VK_IMAGE_USAGE_SAMPLED_BIT;
src_view_desc.allowed_swizzle = true;
memset(&resolve_pipeline_key, 0, sizeof(resolve_pipeline_key));
resolve_pipeline_key.path = path;
resolve_pipeline_key.compute.format_type = vk_format->type;
resolve_pipeline_key.compute.mode = mode;
resolve_pipeline_key.compute.srgb = dst_view_desc.format != vk_format;
if (FAILED(vkd3d_meta_get_resolve_image_pipeline(&list->device->meta_ops, &resolve_pipeline_key, &resolve_pipeline_info)))
{
ERR("Failed to get resolve pipeline.\n");
return;
}
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, resolve_pipeline_info.vk_pipeline));
for (i = 0; i < region_count; i++)
{
const VkImageResolve2 *region = &regions[i];
dst_view_desc.miplevel_idx = region->dstSubresource.mipLevel;
dst_view_desc.miplevel_count = 1;
dst_view_desc.layer_idx = region->dstSubresource.baseArrayLayer;
dst_view_desc.layer_count = region->dstSubresource.layerCount;
dst_view_desc.aspect_mask = region->dstSubresource.aspectMask;
src_view_desc.miplevel_idx = region->srcSubresource.mipLevel;
src_view_desc.miplevel_count = 1;
src_view_desc.layer_idx = region->srcSubresource.baseArrayLayer;
src_view_desc.layer_count = region->srcSubresource.layerCount;
src_view_desc.aspect_mask = region->srcSubresource.aspectMask;
if (!vkd3d_create_texture_view(list->device, &dst_view_desc, &dst_view) ||
!vkd3d_create_texture_view(list->device, &src_view_desc, &src_view))
{
ERR("Failed to create image views.\n");
goto cleanup_compute;
}
if (!d3d12_command_allocator_add_view(list->allocator, dst_view) ||
!d3d12_command_allocator_add_view(list->allocator, src_view))
{
ERR("Failed to add views.\n");
goto cleanup_compute;
}
memset(&vk_src_image_info, 0, sizeof(vk_src_image_info));
vk_src_image_info.imageView = src_view->vk_image_view;
vk_src_image_info.imageLayout = d3d12_resource_pick_layout(src_resource, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
memset(&vk_dst_image_info, 0, sizeof(vk_dst_image_info));
vk_dst_image_info.imageView = dst_view->vk_image_view;
vk_dst_image_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
memset(&vk_descriptor_writes, 0, sizeof(vk_descriptor_writes));
vk_descriptor_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_writes[0].dstBinding = 0;
vk_descriptor_writes[0].dstArrayElement = 0;
vk_descriptor_writes[0].descriptorCount = 1;
vk_descriptor_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
vk_descriptor_writes[0].pImageInfo = &vk_src_image_info;
vk_descriptor_writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_writes[1].dstBinding = 1;
vk_descriptor_writes[1].dstArrayElement = 0;
vk_descriptor_writes[1].descriptorCount = 1;
vk_descriptor_writes[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
vk_descriptor_writes[1].pImageInfo = &vk_dst_image_info;
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
resolve_pipeline_info.vk_pipeline_layout, 0, ARRAY_SIZE(vk_descriptor_writes), vk_descriptor_writes));
compute_args.src_offset.x = region->srcOffset.x;
compute_args.src_offset.y = region->srcOffset.y;
compute_args.dst_offset.x = region->dstOffset.x;
compute_args.dst_offset.y = region->dstOffset.y;
compute_args.extent.width = region->extent.width;
compute_args.extent.height = region->extent.height;
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer, resolve_pipeline_info.vk_pipeline_layout,
VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(compute_args), &compute_args));
VK_CALL(vkCmdDispatch(list->cmd.vk_command_buffer,
vkd3d_compute_workgroup_count(region->extent.width, 8),
vkd3d_compute_workgroup_count(region->extent.height, 8),
region->dstSubresource.layerCount));
cleanup_compute:
if (dst_view)
vkd3d_view_decref(dst_view, list->device);
if (src_view)
vkd3d_view_decref(src_view, list->device);
}
}
else
{
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->graphics_bindings, true, &list->compute_bindings);
d3d12_command_list_update_descriptor_buffers(list);
vk_format = d3d12_command_list_get_resolve_format(list, dst_resource, src_resource, format);
memset(&attachment_info, 0, sizeof(attachment_info));
attachment_info.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
memset(&rendering_info, 0, sizeof(rendering_info));
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
if (vk_format->vk_aspect_mask & VK_IMAGE_ASPECT_COLOR_BIT)
{
rendering_info.colorAttachmentCount = 1;
rendering_info.pColorAttachments = &attachment_info;
if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT)
{
attachment_info.imageLayout = d3d12_resource_pick_layout(src_resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
attachment_info.resolveImageLayout = d3d12_resource_pick_layout(dst_resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
else
attachment_info.imageLayout = d3d12_resource_pick_layout(dst_resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
else
{
if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT)
{
attachment_info.imageLayout = d3d12_resource_pick_layout(src_resource, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
attachment_info.resolveImageLayout = d3d12_resource_pick_layout(dst_resource, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
else
attachment_info.imageLayout = d3d12_resource_pick_layout(dst_resource, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
for (i = 0; i < region_count; i++)
{
const VkImageResolve2 *region = &regions[i];
rendering_info.renderArea.offset.x = region->dstOffset.x;
rendering_info.renderArea.offset.y = region->dstOffset.y;
rendering_info.renderArea.extent.width = region->extent.width;
rendering_info.renderArea.extent.height = region->extent.height;
rendering_info.layerCount = region->dstSubresource.layerCount;
rendering_info.pDepthAttachment = (region->dstSubresource.aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT) ? &attachment_info : NULL;
rendering_info.pStencilAttachment = (region->dstSubresource.aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT) ? &attachment_info : NULL;
if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT)
attachment_info.resolveMode = vk_resolve_mode_from_d3d12(mode);
memset(&dst_view_desc, 0, sizeof(dst_view_desc));
dst_view_desc.image = dst_resource->res.vk_image;
dst_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
dst_view_desc.format = vk_format;
dst_view_desc.miplevel_idx = region->dstSubresource.mipLevel;
dst_view_desc.miplevel_count = 1;
dst_view_desc.layer_idx = region->dstSubresource.baseArrayLayer;
dst_view_desc.layer_count = region->dstSubresource.layerCount;
dst_view_desc.aspect_mask = vk_format->vk_aspect_mask;
dst_view_desc.image_usage = (vk_format->vk_aspect_mask & VK_IMAGE_ASPECT_COLOR_BIT) ?
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT : VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
memset(&src_view_desc, 0, sizeof(src_view_desc));
src_view_desc.image = src_resource->res.vk_image;
src_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
src_view_desc.format = vkd3d_format_from_d3d12_resource_desc(list->device, &src_resource->desc, vk_format->dxgi_format);
src_view_desc.miplevel_idx = region->srcSubresource.mipLevel;
src_view_desc.miplevel_count = 1;
src_view_desc.layer_idx = region->srcSubresource.baseArrayLayer;
src_view_desc.layer_count = region->srcSubresource.layerCount;
if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT)
{
src_view_desc.aspect_mask = vk_format->vk_aspect_mask;
src_view_desc.image_usage = dst_view_desc.image_usage;
}
else
{
src_view_desc.aspect_mask = region->srcSubresource.aspectMask;
src_view_desc.image_usage = VK_IMAGE_USAGE_SAMPLED_BIT;
src_view_desc.allowed_swizzle = true;
}
if (!vkd3d_create_texture_view(list->device, &dst_view_desc, &dst_view) ||
!vkd3d_create_texture_view(list->device, &src_view_desc, &src_view))
{
ERR("Failed to create image views.\n");
goto cleanup_graphics;
}
if (!d3d12_command_allocator_add_view(list->allocator, dst_view) ||
!d3d12_command_allocator_add_view(list->allocator, src_view))
{
ERR("Failed to add views.\n");
goto cleanup_graphics;
}
if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_ATTACHMENT)
{
attachment_info.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachment_info.storeOp = VK_ATTACHMENT_STORE_OP_NONE;
attachment_info.imageView = src_view->vk_image_view;
attachment_info.resolveImageView = dst_view->vk_image_view;
}
else
{
memset(&resolve_pipeline_key, 0, sizeof(resolve_pipeline_key));
resolve_pipeline_key.path = path;
resolve_pipeline_key.graphics.format = vk_format;
resolve_pipeline_key.graphics.dst_aspect = (VkImageAspectFlagBits)region->dstSubresource.aspectMask;
resolve_pipeline_key.graphics.mode = mode;
if (FAILED(vkd3d_meta_get_resolve_image_pipeline(&list->device->meta_ops, &resolve_pipeline_key, &resolve_pipeline_info)))
{
ERR("Failed to get resolve pipeline.\n");
return;
}
attachment_info.loadOp = resolve_pipeline_info.needs_stencil_mask
? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_info.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_info.imageView = dst_view->vk_image_view;
}
VK_CALL(vkCmdBeginRendering(list->cmd.vk_command_buffer, &rendering_info));
if (path == VKD3D_RESOLVE_IMAGE_PATH_RENDER_PASS_PIPELINE)
{
viewport.x = (float)region->dstOffset.x;
viewport.y = (float)region->dstOffset.y;
viewport.width = (float)region->extent.width;
viewport.height = (float)region->extent.height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
memset(&resolve_args, 0, sizeof(resolve_args));
resolve_args.offset.x = region->srcOffset.x - region->dstOffset.x;
resolve_args.offset.y = region->srcOffset.y - region->dstOffset.y;
memset(&vk_src_image_info, 0, sizeof(vk_src_image_info));
vk_src_image_info.imageView = src_view->vk_image_view;
vk_src_image_info.imageLayout = d3d12_resource_pick_layout(src_resource, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
memset(&vk_descriptor_writes, 0, sizeof(vk_descriptor_writes));
vk_descriptor_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_writes[0].dstBinding = 0;
vk_descriptor_writes[0].dstArrayElement = 0;
vk_descriptor_writes[0].descriptorCount = 1;
vk_descriptor_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
vk_descriptor_writes[0].pImageInfo = &vk_src_image_info;
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, resolve_pipeline_info.vk_pipeline));
VK_CALL(vkCmdSetViewport(list->cmd.vk_command_buffer, 0, 1, &viewport));
VK_CALL(vkCmdSetScissor(list->cmd.vk_command_buffer, 0, 1, &rendering_info.renderArea));
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
resolve_pipeline_info.vk_pipeline_layout, 0, 1, &vk_descriptor_writes[0]));
if (resolve_pipeline_info.needs_stencil_mask)
{
for (j = 0; j < 8; j++)
{
resolve_args.bit_mask = 1u << j;
VK_CALL(vkCmdSetStencilWriteMask(list->cmd.vk_command_buffer, VK_STENCIL_FACE_FRONT_AND_BACK, resolve_args.bit_mask));
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer, resolve_pipeline_info.vk_pipeline_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(resolve_args), &resolve_args));
VK_CALL(vkCmdDraw(list->cmd.vk_command_buffer, 3, region->dstSubresource.layerCount, 0, 0));
}
}
else
{
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer, resolve_pipeline_info.vk_pipeline_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(resolve_args), &resolve_args));
VK_CALL(vkCmdDraw(list->cmd.vk_command_buffer, 3, region->dstSubresource.layerCount, 0, 0));
}
}
VK_CALL(vkCmdEndRendering(list->cmd.vk_command_buffer));
cleanup_graphics:
if (dst_view)
vkd3d_view_decref(dst_view, list->device);
if (src_view)
vkd3d_view_decref(src_view, list->device);
}
}
}
static void d3d12_command_list_resolve_subresource(struct d3d12_command_list *list,
struct d3d12_resource *dst_resource, uint32_t dst_subresource_idx,
struct d3d12_resource *src_resource,
const VkImageResolve2 *resolve, DXGI_FORMAT format, D3D12_RESOLVE_MODE mode)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct d3d12_command_list_barrier_batch batch;
VkImageMemoryBarrier2 vk_image_barriers[2];
enum vkd3d_resolve_image_path path;
VkDependencyInfo dep_info;
bool writes_full_resource;
path = d3d12_command_list_select_resolve_path(list, dst_resource, src_resource, 1, resolve, format, mode);
if (path == VKD3D_RESOLVE_IMAGE_PATH_UNSUPPORTED)
{
FIXME("Unsupported combination of resolve parameters.\n");
return;
}
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_end_transfer_batch(list);
/* If there are WAW hazards on RESOLVE_DEST, handle those. */
d3d12_command_list_barrier_batch_init(&batch);
d3d12_command_list_check_and_resolve_pending_transfer_image_write(list, &batch,
dst_resource->res.vk_image, dst_subresource_idx);
if (batch.vk_memory_barrier.srcAccessMask != 0)
{
batch.vk_memory_barrier.srcStageMask |= VK_PIPELINE_STAGE_2_RESOLVE_BIT;
batch.vk_memory_barrier.dstStageMask |= VK_PIPELINE_STAGE_2_RESOLVE_BIT;
d3d12_command_list_barrier_batch_end(list, &batch);
}
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.pImageMemoryBarriers = vk_image_barriers;
/* For unified image layouts, this only matters if we're doing resolve with render pass or CS. */
d3d12_get_resolve_barrier_for_dst_resource(dst_resource, resolve, path, false, dst_resource->common_layout,
VK_PIPELINE_STAGE_2_RESOLVE_BIT, VK_ACCESS_2_NONE, &vk_image_barriers[0]);
d3d12_get_resolve_barrier_for_src_resource(src_resource, resolve, path, false, src_resource->common_layout,
VK_PIPELINE_STAGE_2_RESOLVE_BIT, VK_ACCESS_2_NONE, &vk_image_barriers[1]);
/* If there are layout transitions, dstAccessMask must not be 0, so we can rely on this check. */
if (vk_image_barriers[0].dstAccessMask || vk_image_barriers[1].dstAccessMask)
{
dep_info.imageMemoryBarrierCount = vk_image_barriers[1].dstAccessMask ? 2 : 1;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
/* Prefer to not discard unless we have to. */
writes_full_resource = d3d12_image_copy_writes_full_subresource(
dst_resource, &resolve->extent, &resolve->dstSubresource) &&
d3d12_resource_get_sub_resource_count(dst_resource) == 1 &&
d3d12_resource_may_alias_other_resources(dst_resource);
d3d12_command_list_track_resource_usage(list, dst_resource, !writes_full_resource);
d3d12_command_list_track_resource_usage(list, src_resource, true);
d3d12_command_list_execute_resolve(list, dst_resource, src_resource, 1, resolve, format, mode, path);
d3d12_get_resolve_barrier_for_dst_resource(dst_resource, resolve, path, true, dst_resource->common_layout,
VK_PIPELINE_STAGE_2_RESOLVE_BIT, VK_ACCESS_2_NONE, &vk_image_barriers[0]);
d3d12_get_resolve_barrier_for_src_resource(src_resource, resolve, path, true, src_resource->common_layout,
VK_PIPELINE_STAGE_2_RESOLVE_BIT, VK_ACCESS_2_NONE, &vk_image_barriers[1]);
if (vk_image_barriers[0].oldLayout != vk_image_barriers[0].newLayout || vk_image_barriers[0].dstAccessMask ||
vk_image_barriers[1].oldLayout != vk_image_barriers[1].newLayout || vk_image_barriers[1].dstAccessMask)
{
dep_info.imageMemoryBarrierCount =
vk_image_barriers[1].oldLayout != vk_image_barriers[1].newLayout ||
vk_image_barriers[1].dstAccessMask ? 2 : 1;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
else
{
d3d12_command_list_register_pending_transfer_image_write(
list, dst_resource->res.vk_image, dst_subresource_idx, VK_PIPELINE_STAGE_2_RESOLVE_BIT);
}
if (dst_resource->flags & VKD3D_RESOURCE_LINEAR_STAGING_COPY)
d3d12_command_list_update_subresource_data(list, dst_resource, resolve->dstSubresource);
VKD3D_BREADCRUMB_COOKIE(src_resource->res.cookie.index);
VKD3D_BREADCRUMB_COOKIE(dst_resource->res.cookie.index);
VKD3D_BREADCRUMB_AUX32(format);
VKD3D_BREADCRUMB_AUX32(mode);
VKD3D_BREADCRUMB_COMMAND(RESOLVE);
}
static void STDMETHODCALLTYPE d3d12_command_list_ResolveSubresource(d3d12_command_list_iface *iface,
ID3D12Resource *dst, UINT dst_sub_resource_idx,
ID3D12Resource *src, UINT src_sub_resource_idx, DXGI_FORMAT format)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_resource *dst_resource, *src_resource;
VkImageResolve2 vk_image_resolve;
TRACE("iface %p, dst_resource %p, dst_sub_resource_idx %u, src_resource %p, src_sub_resource_idx %u, "
"format %#x.\n", iface, dst, dst_sub_resource_idx, src, src_sub_resource_idx, format);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "ResolveSubresource called within a render pass.\n");
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
dst_resource = impl_from_ID3D12Resource(dst);
src_resource = impl_from_ID3D12Resource(src);
assert(d3d12_resource_is_texture(dst_resource));
assert(d3d12_resource_is_texture(src_resource));
vk_image_resolve.srcSubresource = vk_image_subresource_layers_from_d3d12(
src_resource->format, src_sub_resource_idx,
src_resource->desc.MipLevels,
d3d12_resource_desc_get_layer_count(&src_resource->desc));
memset(&vk_image_resolve.srcOffset, 0, sizeof(vk_image_resolve.srcOffset));
vk_image_resolve.dstSubresource = vk_image_subresource_layers_from_d3d12(
dst_resource->format, dst_sub_resource_idx,
dst_resource->desc.MipLevels,
d3d12_resource_desc_get_layer_count(&dst_resource->desc));
memset(&vk_image_resolve.dstOffset, 0, sizeof(vk_image_resolve.dstOffset));
vk_image_resolve.extent = d3d12_resource_desc_get_vk_subresource_extent(
&dst_resource->desc, dst_resource->format, &vk_image_resolve.dstSubresource);
vk_image_resolve.sType = VK_STRUCTURE_TYPE_IMAGE_RESOLVE_2_KHR;
vk_image_resolve.pNext = NULL;
d3d12_command_list_resolve_subresource(list, dst_resource, dst_sub_resource_idx,
src_resource, &vk_image_resolve, format,
D3D12_RESOLVE_MODE_AVERAGE);
}
static void STDMETHODCALLTYPE d3d12_command_list_IASetPrimitiveTopology(d3d12_command_list_iface *iface,
D3D12_PRIMITIVE_TOPOLOGY topology)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
TRACE("iface %p, topology %#x.\n", iface, topology);
if (topology == D3D_PRIMITIVE_TOPOLOGY_UNDEFINED)
{
WARN("Ignoring D3D_PRIMITIVE_TOPOLOGY_UNDEFINED.\n");
return;
}
if (dyn_state->primitive_topology == topology)
return;
dyn_state->primitive_topology = topology;
dyn_state->vk_primitive_topology = vk_topology_from_d3d12_topology(topology);
d3d12_command_list_invalidate_current_pipeline(list, false);
dyn_state->dirty_flags |=
VKD3D_DYNAMIC_STATE_TOPOLOGY |
VKD3D_DYNAMIC_STATE_PRIMITIVE_RESTART |
VKD3D_DYNAMIC_STATE_PATCH_CONTROL_POINTS;
}
static void STDMETHODCALLTYPE d3d12_command_list_RSSetViewports(d3d12_command_list_iface *iface,
UINT viewport_count, const D3D12_VIEWPORT *viewports)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
unsigned int i;
TRACE("iface %p, viewport_count %u, viewports %p.\n", iface, viewport_count, viewports);
if (viewport_count > ARRAY_SIZE(dyn_state->viewports))
{
FIXME_ONCE("Viewport count %u > D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE.\n", viewport_count);
viewport_count = ARRAY_SIZE(dyn_state->viewports);
}
for (i = 0; i < viewport_count; ++i)
{
VkViewport *vk_viewport = &dyn_state->viewports[i];
vk_viewport->x = viewports[i].TopLeftX;
vk_viewport->y = viewports[i].TopLeftY + viewports[i].Height;
vk_viewport->width = viewports[i].Width;
vk_viewport->height = -viewports[i].Height;
vk_viewport->minDepth = viewports[i].MinDepth;
vk_viewport->maxDepth = viewports[i].MaxDepth;
if (vk_viewport->width <= 0.0f)
{
vk_viewport->width = 1.0f;
vk_viewport->height = 0.0f;
}
}
if (dyn_state->viewport_count != viewport_count)
{
dyn_state->viewport_count = viewport_count;
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_SCISSOR;
d3d12_command_list_invalidate_current_pipeline(list, false);
}
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_VIEWPORT;
}
static void STDMETHODCALLTYPE d3d12_command_list_RSSetScissorRects(d3d12_command_list_iface *iface,
UINT rect_count, const D3D12_RECT *rects)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
unsigned int i;
TRACE("iface %p, rect_count %u, rects %p.\n", iface, rect_count, rects);
if (rect_count > ARRAY_SIZE(dyn_state->scissors))
{
FIXME("Rect count %u > D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE.\n", rect_count);
rect_count = ARRAY_SIZE(dyn_state->scissors);
}
for (i = 0; i < rect_count; ++i)
{
VkRect2D *vk_rect = &dyn_state->scissors[i];
vk_rect->offset.x = max(rects[i].left, 0);
vk_rect->offset.y = max(rects[i].top, 0);
vk_rect->extent.width = max(vk_rect->offset.x, rects[i].right) - vk_rect->offset.x;
vk_rect->extent.height = max(vk_rect->offset.y, rects[i].bottom) - vk_rect->offset.y;
}
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_SCISSOR;
}
static void STDMETHODCALLTYPE d3d12_command_list_OMSetBlendFactor(d3d12_command_list_iface *iface,
const FLOAT blend_factor[4])
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
TRACE("iface %p, blend_factor %p.\n", iface, blend_factor);
if (memcmp(dyn_state->blend_constants, blend_factor, sizeof(dyn_state->blend_constants)) != 0)
{
memcpy(dyn_state->blend_constants, blend_factor, sizeof(dyn_state->blend_constants));
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_BLEND_CONSTANTS;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_OMSetStencilRef(d3d12_command_list_iface *iface,
UINT stencil_ref)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
TRACE("iface %p, stencil_ref %u.\n", iface, stencil_ref);
if (dyn_state->stencil_front.reference != stencil_ref || dyn_state->stencil_back.reference != stencil_ref)
{
dyn_state->stencil_front.reference = stencil_ref;
dyn_state->stencil_back.reference = stencil_ref;
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_STENCIL_REFERENCE;
}
}
static const char *vk_stage_to_d3d(VkShaderStageFlagBits stage)
{
switch (stage)
{
case VK_SHADER_STAGE_VERTEX_BIT:
return "VS";
case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT:
return "HS";
case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
return "DS";
case VK_SHADER_STAGE_GEOMETRY_BIT:
return "GS";
case VK_SHADER_STAGE_FRAGMENT_BIT:
return "PS";
case VK_SHADER_STAGE_TASK_BIT_EXT:
return "AS";
case VK_SHADER_STAGE_MESH_BIT_EXT:
return "MS";
case VK_SHADER_STAGE_COMPUTE_BIT:
return "CS";
default:
return NULL;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_SetPipelineState(d3d12_command_list_iface *iface,
ID3D12PipelineState *pipeline_state)
{
struct d3d12_pipeline_state *state = impl_from_ID3D12PipelineState(pipeline_state);
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_pipeline_bindings *bindings;
unsigned int i;
TRACE("iface %p, pipeline_state %p.\n", iface, pipeline_state);
if ((TRACE_ON() || list->device->debug_ring.active) && state)
{
if (d3d12_pipeline_state_has_replaced_shaders(state))
{
TRACE("Binding pipeline state %p which has replaced shader(s)!\n", pipeline_state);
list->has_replaced_shaders = true;
}
if (state->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
{
TRACE("Binding compute module with hash: %016"PRIx64".\n", state->compute.code.meta.hash);
}
else if (state->pipeline_type == VKD3D_PIPELINE_TYPE_GRAPHICS ||
state->pipeline_type == VKD3D_PIPELINE_TYPE_MESH_GRAPHICS)
{
for (i = 0; i < state->graphics.stage_count; i++)
{
TRACE("Binding graphics module with hash: %016"PRIx64" (replaced: %s).\n",
state->graphics.code[i].meta.hash,
(state->graphics.code[i].meta.flags & VKD3D_SHADER_META_FLAG_REPLACED) ? "yes" : "no");
}
}
}
if ((vkd3d_config_flags & VKD3D_CONFIG_FLAG_DEBUG_UTILS) && state &&
list->device->vk_info.EXT_debug_utils)
{
char buffer[1024];
float r, g, b, a;
if (state->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
{
snprintf(buffer, sizeof(buffer), "[%s %016"PRIx64" \"%s\"]",
vk_stage_to_d3d(VK_SHADER_STAGE_COMPUTE_BIT),
state->compute.code.meta.hash,
state->compute.code_debug.debug_entry_point_name ?
state->compute.code_debug.debug_entry_point_name : "N/A");
r = 1.0f;
g = 0.5f;
b = 0.0f;
a = 1.0f;
}
else if (state->pipeline_type == VKD3D_PIPELINE_TYPE_GRAPHICS ||
state->pipeline_type == VKD3D_PIPELINE_TYPE_MESH_GRAPHICS)
{
size_t offset = 0;
for (i = 0; i < state->graphics.stage_count && sizeof(buffer) > offset; i++)
{
offset += snprintf(buffer + offset, sizeof(buffer) - offset,
"[%s %016"PRIx64" \"%s\"] ",
vk_stage_to_d3d(state->graphics.stages[i].stage),
state->graphics.code[i].meta.hash,
state->graphics.code_debug[i].debug_entry_point_name ?
state->graphics.code_debug[i].debug_entry_point_name : "N/A");
}
r = 0.0f;
g = 0.0f;
b = 1.0f;
a = 1.0f;
}
else
{
strcpy(buffer, "?");
r = 0.0f;
g = 0.0f;
b = 0.0f;
a = 1.0f;
}
d3d12_command_list_debug_mark_label(list, buffer, r, g, b, a);
}
#ifdef VKD3D_ENABLE_BREADCRUMBS
if ((vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS) && state)
{
struct vkd3d_breadcrumb_command cmd;
cmd.type = VKD3D_BREADCRUMB_COMMAND_SET_SHADER_HASH;
if (state->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
{
cmd.shader.hash = state->compute.code.meta.hash;
cmd.shader.stage = VK_SHADER_STAGE_COMPUTE_BIT;
vkd3d_breadcrumb_tracer_add_command(list, &cmd);
}
else if (state->pipeline_type == VKD3D_PIPELINE_TYPE_GRAPHICS ||
state->pipeline_type == VKD3D_PIPELINE_TYPE_MESH_GRAPHICS)
{
for (i = 0; i < state->graphics.stage_count; i++)
{
cmd.shader.hash = state->graphics.code[i].meta.hash;
cmd.shader.stage = state->graphics.stages[i].stage;
vkd3d_breadcrumb_tracer_add_command(list, &cmd);
}
}
}
#endif
#ifdef VKD3D_ENABLE_RENDERDOC
vkd3d_renderdoc_command_list_check_capture(list, state);
#endif
#ifdef VKD3D_ENABLE_PROFILING
vkd3d_timestamp_profiler_set_pipeline_state(list->device->timestamp_profiler, list, state);
#endif
if (state && state->pipeline_type != VKD3D_PIPELINE_TYPE_COMPUTE)
{
/* For any optionally dynamic state, we need to re-apply the corresponding static state
* that the PSO was created with. If the same state was not dynamic in the previous
* pipeline, the state implicitly gets marked as dirty anyway so we can ignore that here. */
if ((state->graphics.explicit_dynamic_states & VKD3D_DYNAMIC_STATE_DEPTH_BIAS) &&
(list->dynamic_state.depth_bias.constant_factor != state->graphics.rs_desc.depthBiasConstantFactor ||
list->dynamic_state.depth_bias.clamp != state->graphics.rs_desc.depthBiasClamp ||
list->dynamic_state.depth_bias.slope_factor != state->graphics.rs_desc.depthBiasSlopeFactor))
{
list->dynamic_state.depth_bias.constant_factor = state->graphics.rs_desc.depthBiasConstantFactor;
list->dynamic_state.depth_bias.clamp = state->graphics.rs_desc.depthBiasClamp;
list->dynamic_state.depth_bias.slope_factor = state->graphics.rs_desc.depthBiasSlopeFactor;
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_DEPTH_BIAS;
}
/* Primitive restart is almost always dynamic since it depends on the dynamic topology,
* so we cannot rely on it being set in the explicit dynamic state flags. */
if (list->dynamic_state.index_buffer_strip_cut_value != state->graphics.index_buffer_strip_cut_value)
{
list->dynamic_state.index_buffer_strip_cut_value = state->graphics.index_buffer_strip_cut_value;
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_PRIMITIVE_RESTART;
}
}
if (list->state == state)
return;
if ((vkd3d_config_flags & VKD3D_CONFIG_FLAG_RETAIN_PSOS) && state)
d3d12_command_allocator_retain_pipeline_state(list->allocator, state);
d3d12_command_list_invalidate_current_pipeline(list, false);
/* SetPSO and SetPSO1 alias the same internal active pipeline state even if they are completely different types. */
list->state = state;
list->rt_state = NULL;
if (!state || list->active_pipeline_type != state->pipeline_type)
{
if (state)
{
bindings = d3d12_command_list_get_bindings(list, state->pipeline_type);
if (bindings->root_signature)
{
/* We might have clobbered push constants in the new bind point,
* invalidate all state which can affect push constants.
* We might also change the pipeline layout, in case we switch between mesh and legacy graphics.
* In this scenario, the push constant layout will be incompatible due to stage
* differences, so everything must be rebound. */
d3d12_command_list_invalidate_root_parameters(list, bindings, true, NULL);
}
list->active_pipeline_type = state->pipeline_type;
}
else
list->active_pipeline_type = VKD3D_PIPELINE_TYPE_NONE;
}
if (state->pipeline_type != VKD3D_PIPELINE_TYPE_COMPUTE)
{
if (list->dynamic_state.stencil_front.write_mask != state->graphics.ds_desc.front.writeMask ||
list->dynamic_state.stencil_back.write_mask != state->graphics.ds_desc.back.writeMask)
{
list->dynamic_state.stencil_front.write_mask = state->graphics.ds_desc.front.writeMask;
list->dynamic_state.stencil_back.write_mask = state->graphics.ds_desc.back.writeMask;
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_STENCIL_WRITE_MASK;
}
/* Only consider FRAGMENT for workarounds when it comes to barriers.
* Other shader stages tend to be highly reused anyway.
* FRAGMENT is always last if it exists. */
if (state->graphics.stages[state->graphics.stage_count - 1].stage == VK_SHADER_STAGE_FRAGMENT_BIT)
list->current_meta_flags = state->graphics.code[state->graphics.stage_count - 1].meta.flags;
}
else
{
list->current_meta_flags = state->compute.code.meta.flags;
#ifdef VKD3D_ENABLE_BREADCRUMBS
list->current_meta_flags |= vkd3d_breadcrumb_tracer_shader_hash_forces_barrier(
&list->device->breadcrumb_tracer,
state->compute.code.meta.hash);
#endif
}
}
VkImageLayout vk_image_layout_from_d3d12_resource_state(
struct d3d12_command_list *list, const struct d3d12_resource *resource, D3D12_RESOURCE_STATES state)
{
/* Simultaneous access is always general, until we're forced to treat it differently in
* a transfer, render pass, or similar. */
if (resource->flags & VKD3D_RESOURCE_GENERAL_LAYOUT)
return VK_IMAGE_LAYOUT_GENERAL;
/* Anything generic read-related uses common layout since we get implicit promotion and decay. */
if (state & D3D12_RESOURCE_STATE_GENERIC_READ)
return resource->common_layout;
switch (state)
{
/* These are the only layouts which cannot decay or promote,
* and are not ambiguous in some way (depth-stencil). */
case D3D12_RESOURCE_STATE_UNORDERED_ACCESS:
return VK_IMAGE_LAYOUT_GENERAL;
case D3D12_RESOURCE_STATE_RENDER_TARGET:
return VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
case D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE:
/* This is not a promotable or decayable state, even if it's a "read-only" state.
* VRS images also cannot be simultaneous access. */
return VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
case D3D12_RESOURCE_STATE_DEPTH_WRITE:
case D3D12_RESOURCE_STATE_DEPTH_READ:
/* DEPTH_READ only is not a shader read state, and we treat WRITE and READ more or less the same. */
if (list)
return d3d12_command_list_get_depth_stencil_resource_layout(list, resource, NULL);
else
return resource->common_layout;
case D3D12_RESOURCE_STATE_RESOLVE_DEST:
if (d3d12_resource_desc_is_sampler_feedback(&resource->desc))
return VK_IMAGE_LAYOUT_GENERAL;
else
return resource->common_layout;
case D3D12_RESOURCE_STATE_RESOLVE_SOURCE:
if (d3d12_resource_desc_is_sampler_feedback(&resource->desc))
return VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
else
return resource->common_layout;
default:
/* For TRANSFER or RESOLVE states, we transition in and out of common state since we have to
* handle implicit sync anyways and TRANSFER can decay/promote. */
return resource->common_layout;
}
}
static VkImageLayout vk_image_layout_from_d3d12_barrier(
struct d3d12_command_list *list, struct d3d12_resource *resource, D3D12_BARRIER_LAYOUT layout)
{
if (layout == D3D12_BARRIER_LAYOUT_UNDEFINED)
return VK_IMAGE_LAYOUT_UNDEFINED;
/* Simultaneous access is always general, until we're forced to treat it differently in
* a transfer, render pass, or similar. */
if (resource->flags & VKD3D_RESOURCE_GENERAL_LAYOUT)
return VK_IMAGE_LAYOUT_GENERAL;
switch (layout)
{
case D3D12_BARRIER_LAYOUT_UNORDERED_ACCESS:
return VK_IMAGE_LAYOUT_GENERAL;
case D3D12_BARRIER_LAYOUT_RENDER_TARGET:
return VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
case D3D12_BARRIER_LAYOUT_SHADING_RATE_SOURCE:
return VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
case D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE:
case D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_READ:
/* DEPTH_STENCIL_READ is not a shader read state (GENERIC_READ is),
* and we treat WRITE and READ more or less the same. */
if (list)
return d3d12_command_list_get_depth_stencil_resource_layout(list, resource, NULL);
else
return resource->common_layout;
case D3D12_BARRIER_LAYOUT_RESOLVE_DEST:
if (d3d12_resource_desc_is_sampler_feedback(&resource->desc))
return VK_IMAGE_LAYOUT_GENERAL;
else
return resource->common_layout;
case D3D12_BARRIER_LAYOUT_RESOLVE_SOURCE:
if (d3d12_resource_desc_is_sampler_feedback(&resource->desc))
return VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
else
return resource->common_layout;
default:
return resource->common_layout;
}
}
static void vk_image_memory_barrier_subresources_from_d3d12_texture_barrier(
struct d3d12_command_list *list, const struct d3d12_resource *resource,
const D3D12_BARRIER_SUBRESOURCE_RANGE *range, uint32_t dsv_decay_mask,
VkImageSubresourceRange *vk_range)
{
VkImageSubresource subresource;
unsigned int i;
if (range->NumMipLevels == 0)
{
/* SubresourceIndex path. */
if (range->IndexOrFirstMipLevel == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
{
vk_range->aspectMask = resource->format->vk_aspect_mask;
vk_range->baseMipLevel = 0;
vk_range->baseArrayLayer = 0;
vk_range->levelCount = VK_REMAINING_MIP_LEVELS;
vk_range->layerCount = VK_REMAINING_ARRAY_LAYERS;
}
else
{
subresource = d3d12_resource_get_vk_subresource(resource, range->IndexOrFirstMipLevel, false);
vk_range->aspectMask = subresource.aspectMask;
vk_range->baseMipLevel = subresource.mipLevel;
vk_range->baseArrayLayer = subresource.arrayLayer;
vk_range->levelCount = 1;
vk_range->layerCount = 1;
}
}
else
{
vk_range->baseMipLevel = range->IndexOrFirstMipLevel;
vk_range->levelCount = range->NumMipLevels;
vk_range->baseArrayLayer = range->FirstArraySlice;
/* Oddly enough, 0 slices translates to 1 ... */
vk_range->layerCount = max(1u, range->NumArraySlices);
vk_range->aspectMask = 0;
for (i = 0; i < range->NumPlanes; i++)
vk_range->aspectMask |= vk_image_aspect_flags_from_d3d12(resource->format, i + range->FirstPlane);
/* This is invalid in D3D12 and trips validation layers.
* Be defensive, since apps are likely going to screw this up. */
if (range->NumMipLevels == UINT32_MAX)
{
WARN("Invalid UINT32_MAX miplevels.\n");
vk_range->levelCount = resource->desc.MipLevels - vk_range->baseMipLevel;
}
if (range->NumArraySlices == UINT32_MAX)
{
WARN("Invalid UINT32_MAX array slices.\n");
vk_range->layerCount = d3d12_resource_desc_get_layer_count(&resource->desc) - vk_range->baseArrayLayer;
}
}
/* In a decay, need to transition everything that we promoted back to the common state.
* DSV decay is all or nothing, so just use a full transition. */
if ((dsv_decay_mask & VKD3D_DEPTH_PLANE_OPTIMAL) &&
(resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT))
{
vk_range->aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
vk_range->baseMipLevel = 0;
vk_range->baseArrayLayer = 0;
vk_range->levelCount = VK_REMAINING_MIP_LEVELS;
vk_range->layerCount = VK_REMAINING_ARRAY_LAYERS;
}
if ((dsv_decay_mask & VKD3D_STENCIL_PLANE_OPTIMAL) &&
(resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT))
{
vk_range->aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
vk_range->baseMipLevel = 0;
vk_range->baseArrayLayer = 0;
vk_range->levelCount = VK_REMAINING_MIP_LEVELS;
vk_range->layerCount = VK_REMAINING_ARRAY_LAYERS;
}
}
static void vk_image_memory_barrier_for_transition(
VkImageMemoryBarrier2 *image_barrier, const struct d3d12_resource *resource,
UINT subresource_idx, VkImageLayout old_layout, VkImageLayout new_layout,
VkPipelineStageFlags2 src_stages, VkAccessFlags2 src_access,
VkPipelineStageFlags2 dst_stages, VkAccessFlags2 dst_access,
uint32_t dsv_decay_mask)
{
memset(image_barrier, 0, sizeof(*image_barrier));
image_barrier->sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
image_barrier->oldLayout = old_layout;
image_barrier->newLayout = new_layout;
image_barrier->srcStageMask = src_stages;
image_barrier->srcAccessMask = src_access;
image_barrier->dstStageMask = dst_stages;
image_barrier->dstAccessMask = dst_access;
image_barrier->srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
image_barrier->dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
image_barrier->image = resource->res.vk_image;
if (subresource_idx != D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
{
VkImageSubresource subresource;
subresource = d3d12_resource_get_vk_subresource(resource, subresource_idx, false);
image_barrier->subresourceRange.aspectMask = subresource.aspectMask;
image_barrier->subresourceRange.baseMipLevel = subresource.mipLevel;
image_barrier->subresourceRange.baseArrayLayer = subresource.arrayLayer;
image_barrier->subresourceRange.levelCount = 1;
image_barrier->subresourceRange.layerCount = 1;
/* In a decay, need to transition everything that we promoted back to the common state.
* DSV decay is all or nothing, so just use a full transition. */
if ((dsv_decay_mask & VKD3D_DEPTH_PLANE_OPTIMAL) &&
(resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT))
{
image_barrier->subresourceRange.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
image_barrier->subresourceRange.baseMipLevel = 0;
image_barrier->subresourceRange.baseArrayLayer = 0;
image_barrier->subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
image_barrier->subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
}
if ((dsv_decay_mask & VKD3D_STENCIL_PLANE_OPTIMAL) &&
(resource->format->vk_aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT))
{
image_barrier->subresourceRange.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
image_barrier->subresourceRange.baseMipLevel = 0;
image_barrier->subresourceRange.baseArrayLayer = 0;
image_barrier->subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
image_barrier->subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
}
}
else
{
image_barrier->subresourceRange.aspectMask = resource->format->vk_aspect_mask;
image_barrier->subresourceRange.baseMipLevel = 0;
image_barrier->subresourceRange.baseArrayLayer = 0;
image_barrier->subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
image_barrier->subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
}
}
static void d3d12_command_list_barrier_batch_init(struct d3d12_command_list_barrier_batch *batch)
{
batch->image_barrier_count = 0;
memset(&batch->vk_memory_barrier, 0, sizeof(batch->vk_memory_barrier));
batch->vk_memory_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
}
static void d3d12_command_list_barrier_batch_end(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkDependencyInfo dep_info;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.imageMemoryBarrierCount = batch->image_barrier_count;
dep_info.pImageMemoryBarriers = batch->vk_image_barriers;
if (batch->vk_memory_barrier.srcStageMask || batch->vk_memory_barrier.dstStageMask)
{
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &batch->vk_memory_barrier;
#ifdef VKD3D_ENABLE_DESCRIPTOR_QA
/* Somewhat crude approximation. TODO: Refine as required. */
if ((batch->vk_memory_barrier.srcAccessMask & VK_ACCESS_2_SHADER_WRITE_BIT) ||
(batch->vk_memory_barrier.dstAccessMask &
(VK_ACCESS_2_SHADER_READ_BIT | VK_ACCESS_2_UNIFORM_READ_BIT)))
{
uint32_t cookie;
cookie = vkd3d_descriptor_debug_clear_bloom_filter(list->device->descriptor_qa_global_info,
list->device, list->cmd.vk_command_buffer);
VKD3D_BREADCRUMB_AUX32(cookie);
VKD3D_BREADCRUMB_COMMAND(SYNC_VAL_CLEAR);
}
#endif
}
if (list->cmd.clear_uav_pending)
{
const VkPipelineStageFlagBits2 uav_stages =
VK_PIPELINE_STAGE_2_PRE_RASTERIZATION_SHADERS_BIT | VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT | VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT |
VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
if ((batch->vk_memory_barrier.srcStageMask &
(VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT)) &&
(batch->vk_memory_barrier.dstStageMask & uav_stages))
{
list->cmd.clear_uav_pending = false;
}
if (list->cmd.clear_uav_pending)
{
uint32_t i;
for (i = 0; i < batch->image_barrier_count; i++)
{
if ((batch->vk_image_barriers[i].srcStageMask &
(VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT)) &&
(batch->vk_image_barriers[i].dstStageMask & uav_stages))
{
list->cmd.clear_uav_pending = false;
break;
}
}
}
}
if (dep_info.imageMemoryBarrierCount || dep_info.memoryBarrierCount)
{
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
batch->vk_memory_barrier.srcStageMask = 0;
batch->vk_memory_barrier.srcAccessMask = 0;
batch->vk_memory_barrier.dstStageMask = 0;
batch->vk_memory_barrier.dstAccessMask = 0;
batch->image_barrier_count = 0;
}
}
static bool vk_subresource_range_overlaps(uint32_t base_a, uint32_t count_a, uint32_t base_b, uint32_t count_b)
{
uint32_t end_a, end_b;
end_a = count_a == UINT32_MAX ? UINT32_MAX : base_a + count_a;
end_b = count_b == UINT32_MAX ? UINT32_MAX : base_b + count_b;
if (base_a <= base_b)
return end_a > base_b;
else
return end_b > base_a;
}
static bool vk_image_barrier_overlaps_subresource(const VkImageMemoryBarrier2 *a, const VkImageMemoryBarrier2 *b,
bool *exact_match)
{
*exact_match = false;
if (a->image != b->image)
return false;
if (!(a->subresourceRange.aspectMask & b->subresourceRange.aspectMask))
return false;
*exact_match = a->subresourceRange.aspectMask == b->subresourceRange.aspectMask &&
a->subresourceRange.baseMipLevel == b->subresourceRange.baseMipLevel &&
a->subresourceRange.levelCount == b->subresourceRange.levelCount &&
a->subresourceRange.baseArrayLayer == b->subresourceRange.baseArrayLayer &&
a->subresourceRange.layerCount == b->subresourceRange.layerCount;
return vk_subresource_range_overlaps(
a->subresourceRange.baseMipLevel, a->subresourceRange.levelCount,
b->subresourceRange.baseMipLevel, b->subresourceRange.levelCount) &&
vk_subresource_range_overlaps(
a->subresourceRange.baseArrayLayer, a->subresourceRange.layerCount,
b->subresourceRange.baseArrayLayer, b->subresourceRange.layerCount);
}
static void d3d12_command_list_barrier_batch_add_layout_transition(
struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
const VkImageMemoryBarrier2 *image_barrier)
{
bool layout_match, exact_match, skip_transition;
uint32_t i;
if (batch->image_barrier_count == ARRAY_SIZE(batch->vk_image_barriers))
d3d12_command_list_barrier_batch_end(list, batch);
for (i = 0; i < batch->image_barrier_count; i++)
{
if (vk_image_barrier_overlaps_subresource(image_barrier, &batch->vk_image_barriers[i], &exact_match))
{
/* The barrier batch is used at two places: ResourceBarrier and CopyTextureRegion, which results in
* different kind of overlaps.
* In CopyTextureRegion() we can have two copies on the same src or dst resource batched into one,
* resulting in an exact duplicate layout transition.
* In ResourceBarrier() we won't have such exact duplicates, mainly because doing the same transition twice
* is illegal.
* The reason to test for overlap is that barriers in D3D12 behaves as if each transition happens in
* order. Vulkan memory barriers do not, so if there is a race condition, we need to split the barrier.
* As such, we need to eliminate duplicates like the former, while cutting the batch when we encounter an
* overlap like the latter. */
layout_match = image_barrier->oldLayout == batch->vk_image_barriers[i].oldLayout &&
image_barrier->newLayout == batch->vk_image_barriers[i].newLayout;
/* No need to split the barrier if we're not actually doing RMW layout transition. */
skip_transition = image_barrier->oldLayout == image_barrier->newLayout;
if (exact_match && layout_match)
{
/* Exact duplicate, skip this barrier. */
return;
}
else if (!skip_transition)
{
/* Overlap, break the batch and add barrier. */
d3d12_command_list_barrier_batch_end(list, batch);
break;
}
}
}
batch->vk_image_barriers[batch->image_barrier_count++] = *image_barrier;
}
static void d3d12_command_list_barrier_batch_add_global_transition(
struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch,
VkPipelineStageFlags2 srcStageMask, VkAccessFlags2 srcAccessMask,
VkPipelineStageFlags2 dstStageMask, VkAccessFlags2 dstAccessMask)
{
batch->vk_memory_barrier.srcStageMask |= srcStageMask;
batch->vk_memory_barrier.srcAccessMask |= srcAccessMask;
batch->vk_memory_barrier.dstStageMask |= dstStageMask;
batch->vk_memory_barrier.dstAccessMask |= dstAccessMask;
}
static void d3d12_command_list_merge_copy_tracking(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch)
{
/* If we're going to do transfer barriers and we have
* pending copies in flight which need to be synchronized,
* we should just resolve that while we're at it. */
d3d12_command_list_barrier_batch_add_global_transition(list, batch,
list->transfer_batch.vk_stages, VK_ACCESS_2_TRANSFER_WRITE_BIT,
list->transfer_batch.vk_stages, VK_ACCESS_2_TRANSFER_WRITE_BIT);
d3d12_command_list_reset_transfer_waw_tracking(list);
}
static void d3d12_command_list_merge_copy_tracking_transition(struct d3d12_command_list *list,
const D3D12_RESOURCE_TRANSITION_BARRIER *transition,
struct d3d12_command_list_barrier_batch *batch)
{
struct d3d12_resource *resource = impl_from_ID3D12Resource(transition->pResource);
bool decayed_image = false;
unsigned int i;
/* Try to just remove the resource from consideration. Buffers are more tricky due to aliasing over the
* same VkBuffer. Just ignore that case, since we lower that to global memory barriers anyway. */
if ((transition->StateBefore == D3D12_RESOURCE_STATE_COPY_DEST ||
transition->StateBefore == D3D12_RESOURCE_STATE_RESOLVE_DEST) &&
d3d12_resource_is_texture(resource))
{
struct d3d12_tracked_texture_copy *copies = list->transfer_batch.tracked_copy_textures;
for (i = 0; i < list->transfer_batch.tracked_copy_texture_count; )
{
if (copies[i].vk_image == resource->res.vk_image &&
(transition->Subresource == UINT32_MAX || transition->Subresource == copies[i].subresource_index))
{
copies[i] = copies[--list->transfer_batch.tracked_copy_texture_count];
decayed_image = true;
}
else
{
i++;
}
}
}
/* Possible we have decayed everything now. */
if (list->transfer_batch.tracked_copy_buffer_count == 0 && list->transfer_batch.tracked_copy_texture_count == 0)
list->transfer_batch.vk_stages = 0;
else if (list->transfer_batch.tracked_copy_texture_count == 0)
list->transfer_batch.vk_stages &= ~VK_PIPELINE_STAGE_2_RESOLVE_BIT;
/* Speculate that it's probably best to not fuse more barriers here. */
if (decayed_image)
return;
if ((list->transfer_batch.vk_stages & VK_PIPELINE_STAGE_2_COPY_BIT) && (
transition->StateBefore == D3D12_RESOURCE_STATE_COPY_DEST ||
transition->StateAfter == D3D12_RESOURCE_STATE_COPY_DEST))
{
d3d12_command_list_merge_copy_tracking(list, batch);
}
else if ((list->transfer_batch.vk_stages & VK_PIPELINE_STAGE_2_RESOLVE_BIT) && (
transition->StateBefore == D3D12_RESOURCE_STATE_RESOLVE_DEST ||
transition->StateAfter == D3D12_RESOURCE_STATE_RESOLVE_DEST))
{
d3d12_command_list_merge_copy_tracking(list, batch);
}
}
static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(d3d12_command_list_iface *iface,
UINT barrier_count, const D3D12_RESOURCE_BARRIER *barriers)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_command_list_barrier_batch batch;
bool have_split_barriers = false;
unsigned int i, j;
TRACE("iface %p, barrier_count %u, barriers %p.\n", iface, barrier_count, barriers);
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_end_transfer_batch(list);
d3d12_command_list_barrier_batch_init(&batch);
d3d12_command_list_debug_mark_begin_region(list, "ResourceBarrier");
for (i = 0; i < barrier_count; ++i)
{
const D3D12_RESOURCE_BARRIER *current = &barriers[i];
struct d3d12_resource *preserve_resource = NULL;
have_split_barriers = have_split_barriers
|| (current->Flags & D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY)
|| (current->Flags & D3D12_RESOURCE_BARRIER_FLAG_END_ONLY);
if (current->Flags & D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY)
continue;
switch (current->Type)
{
case D3D12_RESOURCE_BARRIER_TYPE_TRANSITION:
{
const D3D12_RESOURCE_TRANSITION_BARRIER *transition = &current->Transition;
VkAccessFlags2 transition_src_access = 0, transition_dst_access = 0;
VkPipelineStageFlags2 transition_src_stage_mask = 0;
VkPipelineStageFlags2 transition_dst_stage_mask = 0;
VkImageLayout old_layout = VK_IMAGE_LAYOUT_UNDEFINED;
VkImageLayout new_layout = VK_IMAGE_LAYOUT_UNDEFINED;
uint32_t dsv_decay_mask = 0;
/* If we have not observed any transition to INDIRECT_ARGUMENT it means
* that in this command buffer there couldn't legally have been writes to an indirect
* command buffer. The docs mention an implementation strategy where we can do this optimization.
* This is very handy when handling back-to-back ExecuteIndirects(). */
if (transition->StateAfter == D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT)
{
d3d12_command_list_debug_mark_label(list, "Indirect Argument barrier", 1.0f, 1.0f, 0.0f, 1.0f);
/* Any indirect patching commands now have to go to normal command buffer, unless we split the sequence. */
list->cmd.vk_init_commands_post_indirect_barrier = list->cmd.vk_command_buffer;
}
if (!is_valid_resource_state(transition->StateBefore))
{
d3d12_command_list_mark_as_invalid(list,
"Invalid StateBefore %#x (barrier %u).", transition->StateBefore, i);
continue;
}
if (!is_valid_resource_state(transition->StateAfter))
{
d3d12_command_list_mark_as_invalid(list,
"Invalid StateAfter %#x (barrier %u).", transition->StateAfter, i);
continue;
}
if (!(preserve_resource = impl_from_ID3D12Resource(transition->pResource)))
{
d3d12_command_list_mark_as_invalid(list, "A resource pointer is NULL.");
continue;
}
VKD3D_BREADCRUMB_COOKIE(preserve_resource ? preserve_resource->res.cookie.index : 0);
VKD3D_BREADCRUMB_AUX32(transition->Subresource);
VKD3D_BREADCRUMB_AUX32(transition->StateBefore);
VKD3D_BREADCRUMB_AUX32(transition->StateAfter);
VKD3D_BREADCRUMB_TAG("Resource Transition");
/* Flush pending RTAS updates in case a scratch buffer or input resource gets transitioned */
if (d3d12_resource_is_buffer(preserve_resource) && (transition->StateBefore == D3D12_RESOURCE_STATE_UNORDERED_ACCESS ||
transition->StateBefore == D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE))
d3d12_command_list_flush_rtas_batch(list);
/* If the resource is a host-visible image and has been used as a UAV, schedule a
* subresource update since we cannot know when it is being written in a shader. */
if (transition->StateBefore == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
(preserve_resource->flags & VKD3D_RESOURCE_LINEAR_STAGING_COPY))
{
VkImageSubresourceLayers vk_subresource_layers;
VkImageSubresource vk_subresource;
if (transition->Subresource == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
{
vk_subresource_layers.aspectMask = preserve_resource->format->vk_aspect_mask;
vk_subresource_layers.baseArrayLayer = 0;
vk_subresource_layers.layerCount = d3d12_resource_desc_get_layer_count(&preserve_resource->desc);
for (j = 0; j < preserve_resource->desc.MipLevels; j++)
{
vk_subresource_layers.mipLevel = j;
d3d12_command_list_update_subresource_data(list, preserve_resource, vk_subresource_layers);
}
}
else
{
vk_subresource = d3d12_resource_get_vk_subresource(preserve_resource, transition->Subresource, false);
vk_subresource_layers = vk_subresource_layers_from_subresource(&vk_subresource);
vk_subresource.aspectMask = preserve_resource->format->vk_aspect_mask;
d3d12_command_list_update_subresource_data(list, preserve_resource, vk_subresource_layers);
}
}
d3d12_command_list_merge_copy_tracking_transition(list, transition, &batch);
vk_access_and_stage_flags_from_d3d12_resource_state(list, preserve_resource,
transition->StateBefore, list->vk_queue_flags, &transition_src_stage_mask,
&transition_src_access);
if (d3d12_resource_is_texture(preserve_resource))
old_layout = vk_image_layout_from_d3d12_resource_state(list, preserve_resource, transition->StateBefore);
if (preserve_resource->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
{
/* If we enter DEPTH_WRITE or DEPTH_READ we can promote to optimal. */
/* Depth-stencil aspects are transitioned all or nothing.
* If just one aspect transitions out of READ_ONLY, we have a decay situation.
* We must transition the entire image from optimal state to read-only state. */
dsv_decay_mask = d3d12_command_list_notify_dsv_state(list, preserve_resource,
transition->StateAfter, transition->Subresource);
}
vk_access_and_stage_flags_from_d3d12_resource_state(list, preserve_resource,
transition->StateAfter, list->vk_queue_flags, &transition_dst_stage_mask,
&transition_dst_access);
if (d3d12_resource_is_texture(preserve_resource))
{
VkImageMemoryBarrier2 vk_transition;
new_layout = vk_image_layout_from_d3d12_resource_state(list, preserve_resource, transition->StateAfter);
vk_image_memory_barrier_for_transition(&vk_transition,
preserve_resource,
transition->Subresource, old_layout, new_layout,
transition_src_stage_mask, transition_src_access,
transition_dst_stage_mask, transition_dst_access,
dsv_decay_mask);
d3d12_command_list_barrier_batch_add_layout_transition(list, &batch, &vk_transition);
}
else
{
d3d12_command_list_barrier_batch_add_global_transition(list, &batch,
transition_src_stage_mask, transition_src_access,
transition_dst_stage_mask, transition_dst_access);
}
TRACE("Transition barrier (resource %p, subresource %#x, before %#x, after %#x).\n",
preserve_resource, transition->Subresource, transition->StateBefore, transition->StateAfter);
break;
}
case D3D12_RESOURCE_BARRIER_TYPE_UAV:
{
const D3D12_RESOURCE_UAV_BARRIER *uav = &current->UAV;
uint32_t state_mask;
preserve_resource = impl_from_ID3D12Resource(uav->pResource);
VKD3D_BREADCRUMB_COOKIE(preserve_resource ? preserve_resource->res.cookie.index : 0);
VKD3D_BREADCRUMB_COOKIE(preserve_resource ? preserve_resource->mem.resource.cookie.index : 0);
VKD3D_BREADCRUMB_TAG("UAV Barrier");
/* The only way to synchronize an RTAS is UAV barriers,
* as their resource state must be frozen.
* If we don't know the resource, we must assume a global UAV transition
* which also includes RTAS. */
state_mask = 0;
/* Flush pending RTAS builds if the resource could be an RTAS or scratch buffer */
if (!preserve_resource || d3d12_resource_is_buffer(preserve_resource))
d3d12_command_list_flush_rtas_batch(list);
if (!preserve_resource || d3d12_resource_is_acceleration_structure(preserve_resource))
state_mask |= D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE;
if (!preserve_resource || !d3d12_resource_is_acceleration_structure(preserve_resource))
state_mask |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
assert(state_mask);
vk_access_and_stage_flags_from_d3d12_resource_state(list, preserve_resource,
state_mask, list->vk_queue_flags,
&batch.vk_memory_barrier.srcStageMask,
&batch.vk_memory_barrier.srcAccessMask);
vk_access_and_stage_flags_from_d3d12_resource_state(list, preserve_resource,
state_mask, list->vk_queue_flags,
&batch.vk_memory_barrier.dstStageMask,
&batch.vk_memory_barrier.dstAccessMask);
TRACE("UAV barrier (resource %p).\n", preserve_resource);
break;
}
case D3D12_RESOURCE_BARRIER_TYPE_ALIASING:
{
const D3D12_RESOURCE_ALIASING_BARRIER *alias;
struct d3d12_resource *before, *after;
VkAccessFlags2 alias_src_access;
VkAccessFlags2 alias_dst_access;
alias = &current->Aliasing;
TRACE("Aliasing barrier (before %p, after %p).\n", alias->pResourceBefore, alias->pResourceAfter);
before = impl_from_ID3D12Resource(alias->pResourceBefore);
after = impl_from_ID3D12Resource(alias->pResourceAfter);
VKD3D_BREADCRUMB_TAG("Aliasing Barrier");
if (d3d12_resource_may_alias_other_resources(before) && d3d12_resource_may_alias_other_resources(after))
{
/* Flush pending RTAS builds if we're disabling a potential input resource, scratch or RTAS buffer */
if (!before || d3d12_resource_is_buffer(before))
d3d12_command_list_flush_rtas_batch(list);
/* Aliasing barriers in D3D12 are extremely weird and don't behavior like you would expect.
* For buffer aliasing, it is basically a global memory barrier, but for images it gets
* quite weird. We cannot perform UNDEFINED transitions here, even if that is what makes sense.
* UNDEFINED transitions are deferred to their required "activation" command, which is a full-subresource
* command that writes every pixel. We detect those cases and perform a transition away from UNDEFINED. */
alias_src_access = VK_ACCESS_2_MEMORY_WRITE_BIT;
if (after && d3d12_resource_is_texture(after))
{
/* To correctly alias images, it is required to perform an initializing operation
* at a later time. This includes fully clearing a render target, full subresource CopyResource,
* etc. In all those cases we will handle UNDEFINED layouts. Making memory visible is redundant at this stage,
* since memory only needs to be available to perform transition away from UNDEFINED.
* Thus, at the very least, we need srcAccessMask to be correct in the aliasing barrier. */
alias_dst_access = 0;
}
else
{
alias_dst_access = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT;
}
batch.vk_memory_barrier.srcStageMask |= VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
batch.vk_memory_barrier.srcAccessMask |= alias_src_access;
batch.vk_memory_barrier.dstStageMask |= VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
batch.vk_memory_barrier.dstAccessMask |= alias_dst_access;
/* Update staging copies of aliased images before the current barrier batch gets submitted */
d3d12_command_list_flush_subresource_updates(list);
}
break;
}
default:
WARN("Invalid barrier type %#x.\n", current->Type);
continue;
}
if (preserve_resource)
d3d12_command_list_track_resource_usage(list, preserve_resource, true);
}
d3d12_command_list_barrier_batch_end(list, &batch);
/* Vulkan doesn't support split barriers. */
if (have_split_barriers)
WARN("Issuing split barrier(s) on D3D12_RESOURCE_BARRIER_FLAG_END_ONLY.\n");
VKD3D_BREADCRUMB_COMMAND(BARRIER);
d3d12_command_list_debug_mark_end_region(list);
}
static void STDMETHODCALLTYPE d3d12_command_list_ExecuteBundle(d3d12_command_list_iface *iface,
ID3D12GraphicsCommandList *command_list)
{
struct d3d12_bundle *bundle;
TRACE("iface %p, command_list %p.\n", iface, command_list);
if (!(bundle = d3d12_bundle_from_iface(command_list)))
{
WARN("Command list %p not a bundle.\n", command_list);
return;
}
d3d12_bundle_execute(bundle, iface);
}
static void vkd3d_pipeline_bindings_set_dirty_sets(struct vkd3d_pipeline_bindings *bindings, uint64_t dirty_mask)
{
bindings->descriptor_heap_dirty_mask = dirty_mask;
bindings->dirty_flags |= VKD3D_PIPELINE_DIRTY_HOISTED_DESCRIPTORS;
}
static void d3d12_command_list_set_descriptor_heaps_buffers(struct d3d12_command_list *list,
unsigned int heap_count, ID3D12DescriptorHeap *const *heaps)
{
struct vkd3d_bindless_state *bindless_state = &list->device->bindless_state;
VkDeviceAddress current_resource_va, current_sampler_va;
struct d3d12_desc_split d;
unsigned int i, j;
current_resource_va = list->descriptor_heap.buffers.heap_va_resource;
current_sampler_va = list->descriptor_heap.buffers.heap_va_sampler;
for (i = 0; i < heap_count; i++)
{
struct d3d12_descriptor_heap *heap = impl_from_ID3D12DescriptorHeap(heaps[i]);
unsigned int set_index = 0;
if (!heap)
continue;
if (heap->desc.Type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
{
list->descriptor_heap.buffers.heap_va_resource = heap->descriptor_buffer.va;
list->descriptor_heap.buffers.vk_buffer_resource = heap->descriptor_buffer.vk_buffer;
if (!d3d12_device_use_embedded_mutable_descriptors(list->device))
{
/* In case we need to hoist buffer descriptors. */
d = d3d12_desc_decode_va(heap->cpu_va.ptr);
list->cbv_srv_uav_descriptors_view = d.view;
}
}
else if (heap->desc.Type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER)
{
list->descriptor_heap.buffers.heap_va_sampler = heap->descriptor_buffer.va;
}
for (j = 0; j < bindless_state->set_count; j++)
if (bindless_state->set_info[j].heap_type == heap->desc.Type)
list->descriptor_heap.buffers.vk_offsets[j] = heap->descriptor_buffer.offsets[set_index++];
}
if (current_resource_va == list->descriptor_heap.buffers.heap_va_resource &&
current_sampler_va == list->descriptor_heap.buffers.heap_va_sampler)
return;
list->descriptor_heap.buffers.heap_dirty = true;
/* Invalidation is a bit more aggressive for descriptor buffers.
* We also need to invalidate any push descriptors. */
d3d12_command_list_invalidate_root_parameters(list, &list->graphics_bindings, true, NULL);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, NULL);
}
static void d3d12_command_list_set_descriptor_heaps_sets(struct d3d12_command_list *list,
unsigned int heap_count, ID3D12DescriptorHeap *const *heaps)
{
struct vkd3d_bindless_state *bindless_state = &list->device->bindless_state;
uint64_t dirty_mask = 0;
unsigned int i, j;
for (i = 0; i < heap_count; i++)
{
struct d3d12_descriptor_heap *heap = impl_from_ID3D12DescriptorHeap(heaps[i]);
unsigned int set_index = 0;
if (!heap)
continue;
for (j = 0; j < bindless_state->set_count; j++)
{
if (bindless_state->set_info[j].heap_type != heap->desc.Type)
continue;
list->descriptor_heap.sets.vk_sets[j] = heap->sets[set_index++].vk_descriptor_set;
dirty_mask |= 1ull << j;
}
/* In case we need to hoist buffer descriptors. */
if (heap->desc.Type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
{
struct d3d12_desc_split d;
d = d3d12_desc_decode_va(heap->cpu_va.ptr);
list->cbv_srv_uav_descriptors_view = d.view;
}
}
vkd3d_pipeline_bindings_set_dirty_sets(&list->graphics_bindings, dirty_mask);
vkd3d_pipeline_bindings_set_dirty_sets(&list->compute_bindings, dirty_mask);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetDescriptorHeaps(d3d12_command_list_iface *iface,
UINT heap_count, ID3D12DescriptorHeap *const *heaps)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, heap_count %u, heaps %p.\n", iface, heap_count, heaps);
if (d3d12_device_uses_descriptor_buffers(list->device))
d3d12_command_list_set_descriptor_heaps_buffers(list, heap_count, heaps);
else
d3d12_command_list_set_descriptor_heaps_sets(list, heap_count, heaps);
}
static void d3d12_command_list_set_root_signature(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, const struct d3d12_root_signature *root_signature)
{
if (bindings->root_signature == root_signature)
return;
bindings->root_signature = root_signature;
bindings->static_sampler_set = VK_NULL_HANDLE;
if (root_signature)
bindings->static_sampler_set = root_signature->vk_sampler_set;
d3d12_command_list_invalidate_root_parameters(list, bindings, true, NULL);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRootSignature(d3d12_command_list_iface *iface,
ID3D12RootSignature *root_signature)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_signature %p.\n", iface, root_signature);
d3d12_command_list_set_root_signature(list, &list->compute_bindings,
impl_from_ID3D12RootSignature(root_signature));
/* Changing compute root signature means we might have to bind a different RTPSO variant. */
if (list->rt_state)
d3d12_command_list_invalidate_current_pipeline(list, false);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRootSignature(d3d12_command_list_iface *iface,
ID3D12RootSignature *root_signature)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_signature %p.\n", iface, root_signature);
d3d12_command_list_set_root_signature(list, &list->graphics_bindings,
impl_from_ID3D12RootSignature(root_signature));
}
static inline void d3d12_command_list_set_descriptor_table_embedded(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, unsigned int index,
D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor,
unsigned int cbv_srv_uav_size_log2,
unsigned int sampler_size_log2)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
assert(index < ARRAY_SIZE(bindings->descriptor_tables));
bindings->descriptor_tables[index] = d3d12_desc_heap_offset_from_embedded_gpu_handle(
base_descriptor, cbv_srv_uav_size_log2, sampler_size_log2);
if (root_signature)
{
if (root_signature->descriptor_table_count)
bindings->dirty_flags |= VKD3D_PIPELINE_DIRTY_DESCRIPTOR_TABLE_OFFSETS;
if (root_signature->hoist_info.num_desc)
bindings->dirty_flags |= VKD3D_PIPELINE_DIRTY_HOISTED_DESCRIPTORS;
}
VKD3D_BREADCRUMB_AUX32(index);
VKD3D_BREADCRUMB_AUX32(bindings->descriptor_tables[index]);
VKD3D_BREADCRUMB_COMMAND_STATE(ROOT_TABLE);
}
static inline void d3d12_command_list_set_descriptor_table(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, unsigned int index, D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
assert(index < ARRAY_SIZE(bindings->descriptor_tables));
bindings->descriptor_tables[index] = d3d12_desc_heap_offset_from_gpu_handle(base_descriptor);
if (root_signature)
{
if (root_signature->descriptor_table_count)
bindings->dirty_flags |= VKD3D_PIPELINE_DIRTY_DESCRIPTOR_TABLE_OFFSETS;
if (root_signature->hoist_info.num_desc)
bindings->dirty_flags |= VKD3D_PIPELINE_DIRTY_HOISTED_DESCRIPTORS;
}
VKD3D_BREADCRUMB_AUX32(index);
VKD3D_BREADCRUMB_AUX32(bindings->descriptor_tables[index]);
VKD3D_BREADCRUMB_COMMAND_STATE(ROOT_TABLE);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRootDescriptorTable_embedded_64_16(
d3d12_command_list_iface *iface,
UINT root_parameter_index, D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, base_descriptor %#"PRIx64".\n",
iface, root_parameter_index, base_descriptor.ptr);
d3d12_command_list_set_descriptor_table_embedded(list, &list->compute_bindings,
root_parameter_index, base_descriptor, 6, 4);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRootDescriptorTable_embedded_64_16(
d3d12_command_list_iface *iface,
UINT root_parameter_index, D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, base_descriptor %#"PRIx64".\n",
iface, root_parameter_index, base_descriptor.ptr);
d3d12_command_list_set_descriptor_table_embedded(list, &list->graphics_bindings,
root_parameter_index, base_descriptor, 6, 4);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRootDescriptorTable_embedded_32_16(
d3d12_command_list_iface *iface,
UINT root_parameter_index, D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, base_descriptor %#"PRIx64".\n",
iface, root_parameter_index, base_descriptor.ptr);
d3d12_command_list_set_descriptor_table_embedded(list, &list->compute_bindings,
root_parameter_index, base_descriptor, 5, 4);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRootDescriptorTable_embedded_32_16(
d3d12_command_list_iface *iface,
UINT root_parameter_index, D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, base_descriptor %#"PRIx64".\n",
iface, root_parameter_index, base_descriptor.ptr);
d3d12_command_list_set_descriptor_table_embedded(list, &list->graphics_bindings,
root_parameter_index, base_descriptor, 5, 4);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRootDescriptorTable_embedded_default(
d3d12_command_list_iface *iface,
UINT root_parameter_index, D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, base_descriptor %#"PRIx64".\n",
iface, root_parameter_index, base_descriptor.ptr);
d3d12_command_list_set_descriptor_table_embedded(list, &list->compute_bindings,
root_parameter_index, base_descriptor,
list->device->bindless_state.descriptor_buffer_cbv_srv_uav_size_log2,
list->device->bindless_state.descriptor_buffer_sampler_size_log2);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRootDescriptorTable_embedded_default(
d3d12_command_list_iface *iface,
UINT root_parameter_index, D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, base_descriptor %#"PRIx64".\n",
iface, root_parameter_index, base_descriptor.ptr);
d3d12_command_list_set_descriptor_table_embedded(list, &list->graphics_bindings,
root_parameter_index, base_descriptor,
list->device->bindless_state.descriptor_buffer_cbv_srv_uav_size_log2,
list->device->bindless_state.descriptor_buffer_sampler_size_log2);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRootDescriptorTable_default(
d3d12_command_list_iface *iface,
UINT root_parameter_index, D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, base_descriptor %#"PRIx64".\n",
iface, root_parameter_index, base_descriptor.ptr);
d3d12_command_list_set_descriptor_table(list, &list->compute_bindings,
root_parameter_index, base_descriptor);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRootDescriptorTable_default(
d3d12_command_list_iface *iface,
UINT root_parameter_index, D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, base_descriptor %#"PRIx64".\n",
iface, root_parameter_index, base_descriptor.ptr);
d3d12_command_list_set_descriptor_table(list, &list->graphics_bindings,
root_parameter_index, base_descriptor);
}
static void d3d12_command_list_set_root_constants(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, unsigned int index, unsigned int offset,
unsigned int count, const void *data)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
const struct vkd3d_shader_root_constant *c;
VKD3D_UNUSED unsigned int i;
c = root_signature_get_32bit_constants(root_signature, index);
memcpy(&bindings->root_constants[c->constant_index + offset], data, count * sizeof(uint32_t));
bindings->root_constant_dirty_mask |= 1ull << index;
#ifdef VKD3D_ENABLE_BREADCRUMBS
for (i = 0; i < count; i++)
{
VKD3D_BREADCRUMB_AUX32(index);
VKD3D_BREADCRUMB_AUX32(offset + i);
VKD3D_BREADCRUMB_AUX32(((const uint32_t *)data)[i]);
VKD3D_BREADCRUMB_COMMAND_STATE(ROOT_CONST);
}
#endif
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRoot32BitConstant(d3d12_command_list_iface *iface,
UINT root_parameter_index, UINT data, UINT dst_offset)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, data 0x%08x, dst_offset %u.\n",
iface, root_parameter_index, data, dst_offset);
d3d12_command_list_set_root_constants(list, &list->compute_bindings,
root_parameter_index, dst_offset, 1, &data);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRoot32BitConstant(d3d12_command_list_iface *iface,
UINT root_parameter_index, UINT data, UINT dst_offset)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, data 0x%08x, dst_offset %u.\n",
iface, root_parameter_index, data, dst_offset);
d3d12_command_list_set_root_constants(list, &list->graphics_bindings,
root_parameter_index, dst_offset, 1, &data);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRoot32BitConstants(d3d12_command_list_iface *iface,
UINT root_parameter_index, UINT constant_count, const void *data, UINT dst_offset)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, constant_count %u, data %p, dst_offset %u.\n",
iface, root_parameter_index, constant_count, data, dst_offset);
d3d12_command_list_set_root_constants(list, &list->compute_bindings,
root_parameter_index, dst_offset, constant_count, data);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRoot32BitConstants(d3d12_command_list_iface *iface,
UINT root_parameter_index, UINT constant_count, const void *data, UINT dst_offset)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, constant_count %u, data %p, dst_offset %u.\n",
iface, root_parameter_index, constant_count, data, dst_offset);
d3d12_command_list_set_root_constants(list, &list->graphics_bindings,
root_parameter_index, dst_offset, constant_count, data);
}
static void d3d12_command_list_set_push_descriptor_info(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, unsigned int index, D3D12_GPU_VIRTUAL_ADDRESS gpu_address)
{
const struct d3d12_root_signature *root_signature = bindings->root_signature;
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
const struct vkd3d_vulkan_info *vk_info = &list->device->vk_info;
const struct vkd3d_shader_root_parameter *root_parameter;
struct vkd3d_root_descriptor_info *descriptor;
const struct vkd3d_unique_resource *resource;
VkBufferView vk_buffer_view;
VkDeviceSize max_range;
bool ssbo;
ssbo = d3d12_device_use_ssbo_root_descriptors(list->device);
root_parameter = root_signature_get_root_descriptor(root_signature, index);
descriptor = &bindings->root_descriptors[index];
if (ssbo || root_parameter->parameter_type == D3D12_ROOT_PARAMETER_TYPE_CBV)
{
descriptor->vk_descriptor_type = root_parameter->parameter_type == D3D12_ROOT_PARAMETER_TYPE_CBV
? VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER : VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
if (gpu_address)
{
max_range = descriptor->vk_descriptor_type == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
? vk_info->device_limits.maxUniformBufferRange
: vk_info->device_limits.maxStorageBufferRange;
resource = vkd3d_va_map_deref(&list->device->memory_allocator.va_map, gpu_address);
if (resource)
{
descriptor->info.buffer.buffer = resource->vk_buffer;
descriptor->info.buffer.offset = gpu_address - resource->va;
descriptor->info.buffer.range = min(resource->size - descriptor->info.buffer.offset, max_range);
}
else
{
descriptor->info.buffer.buffer = VK_NULL_HANDLE;
descriptor->info.buffer.offset = 0;
descriptor->info.buffer.range = VK_WHOLE_SIZE;
}
}
else
{
descriptor->info.buffer.buffer = VK_NULL_HANDLE;
descriptor->info.buffer.offset = 0;
descriptor->info.buffer.range = VK_WHOLE_SIZE;
}
}
else
{
descriptor->vk_descriptor_type = root_parameter->parameter_type == D3D12_ROOT_PARAMETER_TYPE_SRV
? VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER : VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
if (gpu_address)
{
if (!vkd3d_create_raw_buffer_view(list->device, gpu_address, &vk_buffer_view))
{
ERR("Failed to create buffer view.\n");
return;
}
if (!(d3d12_command_allocator_add_buffer_view(list->allocator, vk_buffer_view)))
{
ERR("Failed to add buffer view.\n");
VK_CALL(vkDestroyBufferView(list->device->vk_device, vk_buffer_view, NULL));
return;
}
descriptor->info.buffer_view = vk_buffer_view;
}
else
descriptor->info.buffer_view = VK_NULL_HANDLE;
}
}
static void d3d12_command_list_set_root_descriptor_va(struct d3d12_command_list *list,
struct vkd3d_root_descriptor_info *descriptor, D3D12_GPU_VIRTUAL_ADDRESS gpu_address)
{
descriptor->vk_descriptor_type = VK_DESCRIPTOR_TYPE_MAX_ENUM;
descriptor->info.va = gpu_address;
}
static void d3d12_command_list_set_root_descriptor(struct d3d12_command_list *list,
struct vkd3d_pipeline_bindings *bindings, unsigned int index, D3D12_GPU_VIRTUAL_ADDRESS gpu_address)
{
struct vkd3d_root_descriptor_info *descriptor = &bindings->root_descriptors[index];
if (bindings->root_signature->root_descriptor_raw_va_mask & (1ull << index))
d3d12_command_list_set_root_descriptor_va(list, descriptor, gpu_address);
else
d3d12_command_list_set_push_descriptor_info(list, bindings, index, gpu_address);
bindings->root_descriptor_dirty_mask |= 1ull << index;
bindings->root_descriptor_active_mask |= 1ull << index;
VKD3D_BREADCRUMB_AUX32(index);
VKD3D_BREADCRUMB_AUX64(gpu_address);
VKD3D_BREADCRUMB_COMMAND_STATE(ROOT_DESC);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRootConstantBufferView(
d3d12_command_list_iface *iface, UINT root_parameter_index, D3D12_GPU_VIRTUAL_ADDRESS address)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, address %#"PRIx64".\n",
iface, root_parameter_index, address);
d3d12_command_list_set_root_descriptor(list, &list->compute_bindings,
root_parameter_index, address);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRootConstantBufferView(
d3d12_command_list_iface *iface, UINT root_parameter_index, D3D12_GPU_VIRTUAL_ADDRESS address)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, address %#"PRIx64".\n",
iface, root_parameter_index, address);
d3d12_command_list_set_root_descriptor(list, &list->graphics_bindings,
root_parameter_index, address);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRootShaderResourceView(
d3d12_command_list_iface *iface, UINT root_parameter_index, D3D12_GPU_VIRTUAL_ADDRESS address)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, address %#"PRIx64".\n",
iface, root_parameter_index, address);
d3d12_command_list_set_root_descriptor(list, &list->compute_bindings,
root_parameter_index, address);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRootShaderResourceView(
d3d12_command_list_iface *iface, UINT root_parameter_index, D3D12_GPU_VIRTUAL_ADDRESS address)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, address %#"PRIx64".\n",
iface, root_parameter_index, address);
d3d12_command_list_set_root_descriptor(list, &list->graphics_bindings,
root_parameter_index, address);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetComputeRootUnorderedAccessView(
d3d12_command_list_iface *iface, UINT root_parameter_index, D3D12_GPU_VIRTUAL_ADDRESS address)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, address %#"PRIx64".\n",
iface, root_parameter_index, address);
d3d12_command_list_set_root_descriptor(list, &list->compute_bindings,
root_parameter_index, address);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetGraphicsRootUnorderedAccessView(
d3d12_command_list_iface *iface, UINT root_parameter_index, D3D12_GPU_VIRTUAL_ADDRESS address)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, root_parameter_index %u, address %#"PRIx64".\n",
iface, root_parameter_index, address);
d3d12_command_list_set_root_descriptor(list, &list->graphics_bindings,
root_parameter_index, address);
}
static void STDMETHODCALLTYPE d3d12_command_list_IASetIndexBuffer(d3d12_command_list_iface *iface,
const D3D12_INDEX_BUFFER_VIEW *view)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_unique_resource *resource = NULL;
enum VkIndexType index_type;
TRACE("iface %p, view %p.\n", iface, view);
list->index_buffer.is_dirty = true;
if (!view || view->SizeInBytes == 0)
{
list->index_buffer.buffer = VK_NULL_HANDLE;
VKD3D_BREADCRUMB_AUX32(0);
VKD3D_BREADCRUMB_COMMAND_STATE(IBO);
return;
}
switch (view->Format)
{
case DXGI_FORMAT_R16_UINT:
index_type = VK_INDEX_TYPE_UINT16;
break;
case DXGI_FORMAT_R32_UINT:
index_type = VK_INDEX_TYPE_UINT32;
break;
default:
FIXME_ONCE("Invalid index format %#x. This will map to R16_UINT to match observed driver behavior.\n", view->Format);
/* D3D12 debug layer disallows this case, but it doesn't trigger a DEVICE LOST event, so we shouldn't crash and burn. */
index_type = VK_INDEX_TYPE_UINT16;
break;
}
list->index_buffer.dxgi_format = view->Format;
list->index_buffer.vk_type = index_type;
if (view->BufferLocation != 0)
{
resource = vkd3d_va_map_deref(&list->device->memory_allocator.va_map, view->BufferLocation);
if (resource)
{
list->index_buffer.buffer = resource->vk_buffer;
list->index_buffer.offset = view->BufferLocation - resource->va;
list->index_buffer.size = view->SizeInBytes;
}
else
{
WARN("Invalid VA lookup.\n");
list->index_buffer.buffer = VK_NULL_HANDLE;
}
}
else
list->index_buffer.buffer = VK_NULL_HANDLE;
VKD3D_BREADCRUMB_AUX32(index_type == VK_INDEX_TYPE_UINT32 ? 32 : 16);
VKD3D_BREADCRUMB_AUX64(view->BufferLocation);
VKD3D_BREADCRUMB_AUX64(view->SizeInBytes);
VKD3D_BREADCRUMB_COOKIE(resource ? resource->cookie.index : 0);
VKD3D_BREADCRUMB_COMMAND_STATE(IBO);
}
static void STDMETHODCALLTYPE d3d12_command_list_IASetVertexBuffers(d3d12_command_list_iface *iface,
UINT start_slot, UINT view_count, const D3D12_VERTEX_BUFFER_VIEW *views)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
const struct vkd3d_unique_resource *resource = NULL;
uint32_t vbo_invalidate_mask;
bool invalidate = false;
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
if (start_slot >= ARRAY_SIZE(dyn_state->vertex_strides) ||
view_count > ARRAY_SIZE(dyn_state->vertex_strides) - start_slot)
{
WARN("Invalid start slot %u / view count %u.\n", start_slot, view_count);
return;
}
/* Native drivers appear to ignore this call. Buffer bindings are kept as-is. */
if (!views)
return;
for (i = 0; i < view_count; ++i)
{
bool invalid_va = false;
VkBuffer buffer;
VkDeviceSize offset;
VkDeviceSize size;
uint32_t stride;
if (views[i].BufferLocation)
{
if ((resource = vkd3d_va_map_deref(&list->device->memory_allocator.va_map, views[i].BufferLocation)))
{
buffer = resource->vk_buffer;
offset = views[i].BufferLocation - resource->va;
stride = views[i].StrideInBytes;
size = views[i].SizeInBytes;
}
else
{
invalid_va = true;
FIXME("Attempting to bind a VBO VA that does not exist, binding NULL VA ...\n");
}
}
else
invalid_va = true;
if (invalid_va)
{
buffer = VK_NULL_HANDLE;
offset = 0;
size = 0;
stride = VKD3D_NULL_BUFFER_SIZE;
}
VKD3D_BREADCRUMB_AUX32(start_slot + i);
VKD3D_BREADCRUMB_AUX64(views[i].BufferLocation);
VKD3D_BREADCRUMB_AUX32(views[i].StrideInBytes);
VKD3D_BREADCRUMB_AUX64(views[i].SizeInBytes);
VKD3D_BREADCRUMB_COOKIE(resource ? resource->cookie.index : 0);
VKD3D_BREADCRUMB_COMMAND_STATE(VBO);
invalidate |= dyn_state->vertex_strides[start_slot + i] != stride;
dyn_state->vertex_strides[start_slot + i] = stride;
dyn_state->vertex_buffers[start_slot + i] = buffer;
dyn_state->vertex_offsets[start_slot + i] = offset;
dyn_state->vertex_sizes[start_slot + i] = size;
}
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_VERTEX_BUFFER_STRIDE;
vbo_invalidate_mask = ((1u << view_count) - 1u) << start_slot;
dyn_state->dirty_vbos |= vbo_invalidate_mask;
if (invalidate)
d3d12_command_list_invalidate_current_pipeline(list, false);
}
static void STDMETHODCALLTYPE d3d12_command_list_SOSetTargets(d3d12_command_list_iface *iface,
UINT start_slot, UINT view_count, const D3D12_STREAM_OUTPUT_BUFFER_VIEW *views)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_unique_resource *resource;
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
d3d12_command_list_end_current_render_pass(list, true);
if (!list->device->vk_info.EXT_transform_feedback)
{
FIXME("Transform feedback is not supported by Vulkan implementation.\n");
return;
}
if (start_slot >= ARRAY_SIZE(list->so_buffers) || view_count > ARRAY_SIZE(list->so_buffers) - start_slot)
{
WARN("Invalid start slot %u / view count %u.\n", start_slot, view_count);
return;
}
for (i = 0; i < view_count; ++i)
{
if (views[i].BufferLocation && views[i].SizeInBytes)
{
resource = vkd3d_va_map_deref(&list->device->memory_allocator.va_map, views[i].BufferLocation);
if (resource)
{
list->so_buffers[start_slot + i] = resource->vk_buffer;
list->so_buffer_offsets[start_slot + i] = views[i].BufferLocation - resource->va;
list->so_buffer_sizes[start_slot + i] = views[i].SizeInBytes;
}
else
{
WARN("Invalid VA lookup.\n");
list->so_buffers[start_slot + i] = VK_NULL_HANDLE;
list->so_buffer_offsets[start_slot + i] = 0;
list->so_buffer_sizes[start_slot + i] = 0;
}
resource = vkd3d_va_map_deref(&list->device->memory_allocator.va_map, views[i].BufferFilledSizeLocation);
if (resource)
{
list->so_counter_buffers[start_slot + i] = resource->vk_buffer;
list->so_counter_buffer_offsets[start_slot + i] = views[i].BufferFilledSizeLocation - resource->va;
}
else
{
WARN("Invalid VA lookup.\n");
list->so_counter_buffers[start_slot + i] = VK_NULL_HANDLE;
list->so_counter_buffer_offsets[start_slot + i] = 0;
}
}
else
{
list->so_buffers[start_slot + i] = VK_NULL_HANDLE;
list->so_buffer_offsets[start_slot + i] = 0;
list->so_buffer_sizes[start_slot + i] = 0;
list->so_counter_buffers[start_slot + i] = VK_NULL_HANDLE;
list->so_counter_buffer_offsets[start_slot + i] = 0;
}
}
}
static void d3d12_command_list_recompute_fb_size(struct d3d12_command_list *list)
{
const VkPhysicalDeviceLimits *limits = &list->device->vk_info.device_limits;
const struct d3d12_rtv_desc *rtv_desc;
VkSampleCountFlagBits sample_count;
unsigned int i;
/* Honor PSO sample count if no render targets are bound */
sample_count = 0;
list->fb_width = limits->maxFramebufferWidth;
list->fb_height = limits->maxFramebufferHeight;
list->fb_layer_count = limits->maxFramebufferLayers;
for (i = 0; i < ARRAY_SIZE(list->rtvs); i++)
{
rtv_desc = &list->rtvs[i];
if (rtv_desc->resource)
{
list->fb_width = min(list->fb_width, rtv_desc->width);
list->fb_height = min(list->fb_height, rtv_desc->height);
list->fb_layer_count = min(list->fb_layer_count, rtv_desc->layer_count);
sample_count = rtv_desc->sample_count;
}
}
rtv_desc = &list->dsv;
if (rtv_desc->resource)
{
list->fb_width = min(list->fb_width, rtv_desc->width);
list->fb_height = min(list->fb_height, rtv_desc->height);
list->fb_layer_count = min(list->fb_layer_count, rtv_desc->layer_count);
sample_count = rtv_desc->sample_count;
}
if (list->dynamic_state.rasterization_samples != sample_count)
{
list->dynamic_state.rasterization_samples = sample_count;
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_RASTERIZATION_SAMPLES;
if (!list->device->device_info.extended_dynamic_state3_features.extendedDynamicState3RasterizationSamples)
d3d12_command_list_invalidate_current_pipeline(list, false);
}
}
static void d3d12_command_list_invalidate_ds_state(struct d3d12_command_list *list, VkFormat prev_dsv_format)
{
const struct d3d12_graphics_pipeline_state *graphics;
unsigned int next_dsv_plane_write_enable;
VkFormat next_dsv_format;
next_dsv_format = list->dsv.format ? list->dsv.format->vk_format : VK_FORMAT_UNDEFINED;
next_dsv_plane_write_enable = list->dsv.plane_write_enable;
if (d3d12_pipeline_state_is_graphics(list->state))
{
graphics = &list->state->graphics;
if (prev_dsv_format != next_dsv_format)
{
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_DEPTH_BIAS;
if (d3d12_graphics_pipeline_state_has_unknown_dsv_format_with_test(graphics))
{
/* If we change the NULL-ness of the depth-stencil attachment, we are
* at risk of having to use fallback pipelines. Invalidate the pipeline
* since we'll have to refresh the VkRenderingInfo and VkPipeline. */
d3d12_command_list_invalidate_current_pipeline(list, false);
}
}
}
/* The DSV flags affect write masks. */
if (next_dsv_plane_write_enable != list->dynamic_state.dsv_plane_write_enable)
{
uint32_t delta = next_dsv_plane_write_enable ^ list->dynamic_state.dsv_plane_write_enable;
if (delta & (1u << 0))
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_DEPTH_WRITE_ENABLE;
if (delta & (1u << 1))
list->dynamic_state.dirty_flags |= VKD3D_DYNAMIC_STATE_STENCIL_WRITE_MASK;
list->dynamic_state.dsv_plane_write_enable = next_dsv_plane_write_enable;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_OMSetRenderTargets(d3d12_command_list_iface *iface,
UINT render_target_descriptor_count, const D3D12_CPU_DESCRIPTOR_HANDLE *render_target_descriptors,
BOOL single_descriptor_handle, const D3D12_CPU_DESCRIPTOR_HANDLE *depth_stencil_descriptor)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct d3d12_rtv_desc *rtv_desc;
VkFormat prev_dsv_format;
unsigned int i;
TRACE("iface %p, render_target_descriptor_count %u, render_target_descriptors %p, "
"single_descriptor_handle %#x, depth_stencil_descriptor %p.\n",
iface, render_target_descriptor_count, render_target_descriptors,
single_descriptor_handle, depth_stencil_descriptor);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "OMSetRenderTargets called within a render pass.\n");
d3d12_command_list_invalidate_rendering_info(list);
d3d12_command_list_end_current_render_pass(list, false);
if (render_target_descriptor_count > ARRAY_SIZE(list->rtvs))
{
WARN("Descriptor count %u > %zu, ignoring extra descriptors.\n",
render_target_descriptor_count, ARRAY_SIZE(list->rtvs));
render_target_descriptor_count = ARRAY_SIZE(list->rtvs);
}
prev_dsv_format = list->dsv.format ? list->dsv.format->vk_format : VK_FORMAT_UNDEFINED;
memset(list->rtvs, 0, sizeof(list->rtvs));
memset(&list->dsv, 0, sizeof(list->dsv));
/* Need to deduce DSV layouts again. */
list->dsv_layout = VK_IMAGE_LAYOUT_UNDEFINED;
list->dsv_plane_optimal_mask = 0;
for (i = 0; i < render_target_descriptor_count; ++i)
{
if (single_descriptor_handle)
{
if ((rtv_desc = d3d12_rtv_desc_from_cpu_handle(*render_target_descriptors)))
rtv_desc += i;
}
else
{
rtv_desc = d3d12_rtv_desc_from_cpu_handle(render_target_descriptors[i]);
}
if (!rtv_desc || !rtv_desc->resource)
{
TRACE("RTV descriptor %u is not initialized.\n", i);
VKD3D_BREADCRUMB_AUX32(i);
VKD3D_BREADCRUMB_TAG("RTV bind NULL");
continue;
}
VKD3D_BREADCRUMB_COOKIE(rtv_desc->view->cookie.index);
VKD3D_BREADCRUMB_AUX32(i);
VKD3D_BREADCRUMB_TAG("RTV bind");
list->rtvs[i] = *rtv_desc;
}
if (depth_stencil_descriptor)
{
if ((rtv_desc = d3d12_rtv_desc_from_cpu_handle(*depth_stencil_descriptor))
&& rtv_desc->resource)
{
list->dsv = *rtv_desc;
VKD3D_BREADCRUMB_COOKIE(rtv_desc->view->cookie.index);
VKD3D_BREADCRUMB_TAG("DSV bind");
}
else
{
VKD3D_BREADCRUMB_TAG("DSV bind NULL");
}
}
d3d12_command_list_invalidate_ds_state(list, prev_dsv_format);
d3d12_command_list_recompute_fb_size(list);
}
static bool d3d12_rect_fully_covers_region(const D3D12_RECT *a, const D3D12_RECT *b)
{
return a->top <= b->top && a->bottom >= b->bottom &&
a->left <= b->left && a->right >= b->right;
}
static bool vkd3d_rtv_and_aspects_fully_cover_resource(const struct d3d12_resource *resource,
const struct vkd3d_view *view, VkImageAspectFlags clear_aspects)
{
/* Check that we're clearing all aspects. */
return resource->format->vk_aspect_mask == clear_aspects &&
resource->desc.MipLevels == 1 &&
view->info.texture.layer_idx == 0 &&
view->info.texture.layer_count >= resource->desc.DepthOrArraySize; /* takes care of REMAINING_LAYERS as well. */
}
static VkImageAspectFlags d3d12_barrier_subresource_range_covers_aspects(const struct d3d12_resource *resource,
const D3D12_BARRIER_SUBRESOURCE_RANGE *range)
{
VkImageAspectFlags aspects;
unsigned int i;
/* BARRIER_SUBRESOURCE_RANGE has two paths. When mip levels is zero, we use the legacy subresource index.
* When non-zero, it uses normal ranges a-la Vulkan. */
if (range->NumMipLevels == 0)
{
if (range->IndexOrFirstMipLevel == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
return resource->format->vk_aspect_mask;
else if (d3d12_resource_desc_get_sub_resource_count_per_plane(&resource->desc) == 1)
return vk_image_aspect_flags_from_d3d12(resource->format, range->IndexOrFirstMipLevel);
else
return 0;
}
else
{
/* NumArraySlices = 0 actually means 1 slice for whatever reason. */
aspects = 0;
if (range->IndexOrFirstMipLevel == 0 && range->FirstArraySlice == 0 &&
range->NumMipLevels >= resource->desc.MipLevels &&
max(1u, range->NumArraySlices) >= d3d12_resource_desc_get_layer_count(&resource->desc))
{
for (i = 0; i < range->NumPlanes; i++)
aspects |= vk_image_aspect_flags_from_d3d12(resource->format, i + range->FirstPlane);
}
return aspects;
}
}
static bool d3d12_barrier_subresource_range_covers_resource(const struct d3d12_resource *resource,
const D3D12_BARRIER_SUBRESOURCE_RANGE *range)
{
return d3d12_barrier_subresource_range_covers_aspects(resource, range) ==
resource->format->vk_aspect_mask;
}
static void d3d12_command_list_clear_attachment(struct d3d12_command_list *list, struct d3d12_resource *resource,
struct vkd3d_view *view, VkImageAspectFlags clear_aspects, const VkClearValue *clear_value, UINT rect_count,
const D3D12_RECT *rects)
{
VkImageSubresourceLayers vk_subresource_layers;
bool full_clear, writable = true;
bool full_resource_clear;
D3D12_RECT full_rect;
int attachment_idx;
unsigned int i;
vk_subresource_layers = vk_subresource_layers_from_view(view);
/* If one of the clear rectangles covers the entire image, we
* may be able to use a fast path and re-initialize the image */
full_rect = d3d12_get_image_rect(resource, &vk_subresource_layers);
full_clear = !rect_count;
for (i = 0; i < rect_count && !full_clear; i++)
full_clear = d3d12_rect_fully_covers_region(&rects[i], &full_rect);
if (full_clear)
rect_count = 0;
full_resource_clear = full_clear && vkd3d_rtv_and_aspects_fully_cover_resource(resource, view, clear_aspects);
/* For committed (non-aliased) resources, we don't transition away from UNDEFINED, so we must do the initial transition. */
d3d12_command_list_track_resource_usage(list, resource, !full_resource_clear ||
!d3d12_resource_may_alias_other_resources(resource));
attachment_idx = d3d12_command_list_find_attachment(list, resource, view);
if (attachment_idx == D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT)
writable = (vk_writable_aspects_from_image_layout(list->dsv_layout) & clear_aspects) == clear_aspects;
if (attachment_idx < 0 || !writable)
{
/* View currently not bound as a render target, or bound but
* the render pass isn't active and we're only going to clear
* a sub-region of the image, or one of the aspects to clear
* uses a read-only layout in the current render pass */
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_load_attachment(list, resource, view,
clear_aspects, clear_value, rect_count, rects,
VK_ATTACHMENT_LOAD_OP_CLEAR);
}
else
{
/* View bound and render pass active, just emit the clear */
d3d12_command_list_clear_attachment_inline(list, resource, view,
attachment_idx, clear_aspects, clear_value,
rect_count, rects);
}
if (resource->flags & VKD3D_RESOURCE_LINEAR_STAGING_COPY)
{
/* For depth-stencil images, only mark the cleared aspects as dirty.
* Don't apply this to planar images since clear aspect will always
* be COLOR in those cases. */
if (clear_aspects & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
vk_subresource_layers.aspectMask = clear_aspects;
d3d12_command_list_update_subresource_data(list, resource, vk_subresource_layers);
}
}
static void STDMETHODCALLTYPE d3d12_command_list_ClearDepthStencilView(d3d12_command_list_iface *iface,
D3D12_CPU_DESCRIPTOR_HANDLE dsv, D3D12_CLEAR_FLAGS flags, float depth, UINT8 stencil,
UINT rect_count, const D3D12_RECT *rects)
{
const union VkClearValue clear_value = {.depthStencil = {depth, stencil}};
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct d3d12_rtv_desc *dsv_desc = d3d12_rtv_desc_from_cpu_handle(dsv);
VkImageAspectFlags clear_aspects = 0;
TRACE("iface %p, dsv %#lx, flags %#x, depth %.8e, stencil 0x%02x, rect_count %u, rects %p.\n",
iface, dsv.ptr, flags, depth, stencil, rect_count, rects);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "ClearDepthStencilView called within a render pass.\n");
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
if (flags & D3D12_CLEAR_FLAG_DEPTH)
clear_aspects |= VK_IMAGE_ASPECT_DEPTH_BIT;
if (flags & D3D12_CLEAR_FLAG_STENCIL)
clear_aspects |= VK_IMAGE_ASPECT_STENCIL_BIT;
clear_aspects &= dsv_desc->format->vk_aspect_mask;
if (!clear_aspects)
{
WARN("Not clearing any aspects.\n");
return;
}
d3d12_command_list_clear_attachment(list, dsv_desc->resource, dsv_desc->view,
clear_aspects, &clear_value, rect_count, rects);
}
static void STDMETHODCALLTYPE d3d12_command_list_ClearRenderTargetView(d3d12_command_list_iface *iface,
D3D12_CPU_DESCRIPTOR_HANDLE rtv, const FLOAT color[4], UINT rect_count, const D3D12_RECT *rects)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct d3d12_rtv_desc *rtv_desc = d3d12_rtv_desc_from_cpu_handle(rtv);
VkClearValue clear_value;
TRACE("iface %p, rtv %#lx, color %p, rect_count %u, rects %p.\n",
iface, rtv.ptr, color, rect_count, rects);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "ClearRenderTargetView called within a render pass.\n");
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
if (rtv_desc->format->type == VKD3D_FORMAT_TYPE_UINT)
{
clear_value.color.uint32[0] = max(0, color[0]);
clear_value.color.uint32[1] = max(0, color[1]);
clear_value.color.uint32[2] = max(0, color[2]);
clear_value.color.uint32[3] = max(0, color[3]);
}
else if (rtv_desc->format->type == VKD3D_FORMAT_TYPE_SINT)
{
clear_value.color.int32[0] = color[0];
clear_value.color.int32[1] = color[1];
clear_value.color.int32[2] = color[2];
clear_value.color.int32[3] = color[3];
}
else
{
clear_value.color.float32[0] = color[0];
clear_value.color.float32[1] = color[1];
clear_value.color.float32[2] = color[2];
clear_value.color.float32[3] = color[3];
}
d3d12_command_list_clear_attachment(list, rtv_desc->resource, rtv_desc->view,
VK_IMAGE_ASPECT_COLOR_BIT, &clear_value, rect_count, rects);
}
struct vkd3d_clear_uav_info
{
DXGI_FORMAT clear_dxgi_format;
bool has_view;
union
{
struct vkd3d_view *view;
struct vkd3d_descriptor_metadata_buffer_view buffer;
} u;
};
static void d3d12_command_list_clear_uav(struct d3d12_command_list *list,
struct d3d12_resource *resource, const struct vkd3d_clear_uav_info *args,
const VkClearColorValue *clear_color, UINT rect_count, const D3D12_RECT *rects)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkExtent3D workgroup_size, workgroup_count, view_extent;
struct vkd3d_clear_uav_pipeline pipeline;
struct vkd3d_clear_uav_args clear_args;
VkDescriptorBufferInfo buffer_info;
VkDescriptorImageInfo image_info;
D3D12_RECT full_rect, curr_rect;
VkWriteDescriptorSet write_set;
unsigned int i, j, layer_count;
uint32_t max_workgroup_count;
bool sampler_feedback_clear;
d3d12_command_list_track_resource_usage(list, resource, true);
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_debug_mark_begin_region(list, "ClearUAV");
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
d3d12_command_list_update_descriptor_buffers(list);
sampler_feedback_clear = d3d12_resource_desc_is_sampler_feedback(&resource->desc);
max_workgroup_count = list->device->vk_info.device_limits.maxComputeWorkGroupCount[0];
if (sampler_feedback_clear)
{
/* Clear color is ignored for sampler feedback. */
memset(&clear_args, 0, sizeof(clear_args));
/* Clear rect is also ignored. */
rect_count = 0;
rects = NULL;
}
else
clear_args.clear_color = *clear_color;
memset(&write_set, 0, sizeof(write_set));
write_set.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_set.descriptorCount = 1;
memset(&full_rect, 0, sizeof(full_rect));
if (d3d12_resource_is_texture(resource))
{
assert(args->has_view);
image_info.sampler = VK_NULL_HANDLE;
image_info.imageView = args->u.view->vk_image_view;
image_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
write_set.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
write_set.pImageInfo = &image_info;
view_extent = d3d12_resource_get_view_subresource_extent(resource, args->u.view);
full_rect.right = view_extent.width;
full_rect.bottom = view_extent.height;
layer_count = args->u.view->info.texture.vk_view_type == VK_IMAGE_VIEW_TYPE_3D
? view_extent.depth : args->u.view->info.texture.layer_count;
if (sampler_feedback_clear)
{
VkExtent3D padded = d3d12_resource_desc_get_padded_feedback_extent(&resource->desc);
full_rect.right = padded.width;
full_rect.bottom = padded.height;
}
/* Robustness would take care of it, but no reason to spam more threads than needed. */
if (args->u.view->info.texture.vk_view_type == VK_IMAGE_VIEW_TYPE_3D)
{
layer_count = min(layer_count - args->u.view->info.texture.w_offset, args->u.view->info.texture.w_size);
if (layer_count >= 0x80000000u)
{
ERR("3D slice out of bounds.\n");
layer_count = 0;
}
}
pipeline = vkd3d_meta_get_clear_image_uav_pipeline(
&list->device->meta_ops, args->u.view->info.texture.vk_view_type,
args->u.view->format->type == VKD3D_FORMAT_TYPE_UINT);
workgroup_size = vkd3d_meta_get_clear_image_uav_workgroup_size(args->u.view->info.texture.vk_view_type);
}
else
{
full_rect.bottom = 1;
if (args->has_view)
{
VkDeviceSize byte_count = args->u.view->format->byte_count;
full_rect.right = args->u.view->info.buffer.size / byte_count;
write_set.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
write_set.pTexelBufferView = &args->u.view->vk_buffer_view;
}
else
{
full_rect.right = args->u.buffer.range / sizeof(uint32_t);
write_set.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
write_set.pBufferInfo = &buffer_info;
/* resource heap offset is already in descriptor */
buffer_info.buffer = resource->res.vk_buffer;
buffer_info.offset = resource->mem.offset + (args->u.buffer.va - resource->res.va);
buffer_info.range = args->u.buffer.range;
}
layer_count = 1;
pipeline = vkd3d_meta_get_clear_buffer_uav_pipeline(&list->device->meta_ops,
!args->has_view || args->u.view->format->type == VKD3D_FORMAT_TYPE_UINT,
!args->has_view);
workgroup_size = vkd3d_meta_get_clear_buffer_uav_workgroup_size();
}
/* clear full resource if no rects are specified */
curr_rect = full_rect;
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer,
VK_PIPELINE_BIND_POINT_COMPUTE, pipeline.vk_pipeline));
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline.vk_pipeline_layout, 0, 1, &write_set));
for (i = 0; i < rect_count || !i; i++)
{
if (rect_count)
{
/* clamp to actual resource region and skip empty rects */
curr_rect.left = max(rects[i].left, full_rect.left);
curr_rect.top = max(rects[i].top, full_rect.top);
curr_rect.right = min(rects[i].right, full_rect.right);
curr_rect.bottom = min(rects[i].bottom, full_rect.bottom);
if (curr_rect.left >= curr_rect.right || curr_rect.top >= curr_rect.bottom)
continue;
}
workgroup_count.width = vkd3d_compute_workgroup_count(curr_rect.right - curr_rect.left, workgroup_size.width);
workgroup_count.height = vkd3d_compute_workgroup_count(curr_rect.bottom - curr_rect.top, workgroup_size.height);
workgroup_count.depth = vkd3d_compute_workgroup_count(layer_count, workgroup_size.depth);
/* For very large buffers, we may end up having to dispatch more workgroups
* than the device supports in one go. For images, this can never happen, so
* ignore the y and z dimensions. */
for (j = 0; j < workgroup_count.width; j += max_workgroup_count)
{
clear_args.offset.x = curr_rect.left + j * workgroup_size.width;
clear_args.offset.y = curr_rect.top;
clear_args.extent.width = curr_rect.right - clear_args.offset.x;
clear_args.extent.height = curr_rect.bottom - clear_args.offset.y;
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer,
pipeline.vk_pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT,
0, sizeof(clear_args), &clear_args));
VK_CALL(vkCmdDispatch(list->cmd.vk_command_buffer,
min(workgroup_count.width - j, max_workgroup_count),
workgroup_count.height, workgroup_count.depth));
}
}
/* Applications are supposed to use barriers here, but native drivers inherited some
* very unfortunate behavior from 11on12 where ClearUAV are implicitly barriers, similar to how
* transfer ops work. Too many cases in the wild where this stuff just breaks,
* so be conservative. */
if (!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_NO_CLEAR_UAV_SYNC))
list->cmd.clear_uav_pending = true;
d3d12_command_list_debug_mark_end_region(list);
VKD3D_BREADCRUMB_RESOURCE(resource);
VKD3D_BREADCRUMB_COMMAND(CLEAR_UAV);
}
static void d3d12_command_list_clear_uav_with_copy(struct d3d12_command_list *list,
struct d3d12_resource *resource,
const struct vkd3d_clear_uav_info *args, const VkClearColorValue *clear_value,
const struct vkd3d_format *format, UINT rect_count, const D3D12_RECT *rects)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
unsigned int base_layer, layer_count, i, j;
struct vkd3d_clear_uav_pipeline pipeline;
struct vkd3d_scratch_allocation scratch;
struct vkd3d_clear_uav_args clear_args;
VkCopyBufferToImageInfo2 copy_info;
VkDeviceSize scratch_buffer_size;
D3D12_RECT curr_rect, full_rect;
VkWriteDescriptorSet write_set;
VkBufferImageCopy2 copy_region;
VkBufferView vk_buffer_view;
VkExtent3D workgroup_size;
VkDependencyInfo dep_info;
VkMemoryBarrier2 barrier;
VkExtent3D view_extent;
uint32_t element_count;
d3d12_command_list_track_resource_usage(list, resource, true);
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_debug_mark_begin_region(list, "ClearUAVWithCopy");
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
d3d12_command_list_update_descriptor_buffers(list);
assert(args->has_view);
assert(d3d12_resource_is_texture(resource));
view_extent = d3d12_resource_get_view_subresource_extent(resource, args->u.view);
full_rect.left = 0;
full_rect.right = view_extent.width;
full_rect.top = 0;
full_rect.bottom = view_extent.height;
if (rect_count)
{
element_count = 0;
for (i = 0; i < rect_count; i++)
{
if (rects[i].right > rects[i].left && rects[i].bottom > rects[i].top)
{
unsigned int w = rects[i].right - rects[i].left;
unsigned int h = rects[i].bottom - rects[i].top;
element_count = max(element_count, w * h);
}
}
}
else
{
element_count = full_rect.right * full_rect.bottom;
}
element_count *= view_extent.depth;
scratch_buffer_size = element_count * format->byte_count;
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
scratch_buffer_size, 16, ~0u, &scratch))
{
ERR("Failed to allocate scratch memory for UAV clear.\n");
return;
}
pipeline = vkd3d_meta_get_clear_buffer_uav_pipeline(&list->device->meta_ops, true, false);
workgroup_size = vkd3d_meta_get_clear_buffer_uav_workgroup_size();
if (!vkd3d_create_vk_buffer_view(list->device, scratch.buffer, format, scratch.offset, scratch_buffer_size, &vk_buffer_view))
{
ERR("Failed to create buffer view for UAV clear.\n");
return;
}
if (!(d3d12_command_allocator_add_buffer_view(list->allocator, vk_buffer_view)))
{
ERR("Failed to add buffer view.\n");
VK_CALL(vkDestroyBufferView(list->device->vk_device, vk_buffer_view, NULL));
return;
}
memset(&write_set, 0, sizeof(write_set));
write_set.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_set.descriptorCount = 1;
write_set.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
write_set.pTexelBufferView = &vk_buffer_view;
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer,
VK_PIPELINE_BIND_POINT_COMPUTE, pipeline.vk_pipeline));
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline.vk_pipeline_layout, 0, 1, &write_set));
clear_args.clear_color = *clear_value;
clear_args.offset.x = 0;
clear_args.offset.y = 0;
clear_args.extent.width = element_count;
clear_args.extent.height = 1;
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer,
pipeline.vk_pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT,
0, sizeof(clear_args), &clear_args));
VK_CALL(vkCmdDispatch(list->cmd.vk_command_buffer,
vkd3d_compute_workgroup_count(element_count, workgroup_size.width), 1, 1));
/* Insert barrier to make the buffer clear visible, but also to make the
* image safely accessible by the transfer stage. This fallback is so rare
* that we should not pessimize regular UAV barriers. */
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &barrier;
memset(&barrier, 0, sizeof(barrier));
barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
barrier.srcStageMask = vk_queue_shader_stages(list->device, list->vk_queue_flags);
barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
barrier.dstStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
barrier.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT | VK_ACCESS_2_TRANSFER_READ_BIT;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
copy_region.sType = VK_STRUCTURE_TYPE_BUFFER_IMAGE_COPY_2;
copy_region.pNext = NULL;
copy_region.bufferOffset = scratch.offset;
copy_region.bufferRowLength = 0;
copy_region.bufferImageHeight = 0;
copy_region.imageSubresource = vk_subresource_layers_from_view(args->u.view);
if (args->u.view->info.texture.vk_view_type == VK_IMAGE_VIEW_TYPE_3D)
{
base_layer = args->u.view->info.texture.w_offset;
layer_count = view_extent.depth;
layer_count = min(layer_count - args->u.view->info.texture.w_offset, args->u.view->info.texture.w_size);
if (layer_count >= 0x80000000u)
{
ERR("3D slice out of bounds.\n");
layer_count = 0;
}
}
else
{
copy_region.imageOffset.z = 0;
base_layer = copy_region.imageSubresource.baseArrayLayer;
layer_count = copy_region.imageSubresource.layerCount;
}
copy_region.imageExtent.depth = 1;
copy_region.imageSubresource.layerCount = 1;
copy_info.sType = VK_STRUCTURE_TYPE_COPY_BUFFER_TO_IMAGE_INFO_2;
copy_info.pNext = NULL;
copy_info.srcBuffer = scratch.buffer;
copy_info.dstImage = resource->res.vk_image;
copy_info.dstImageLayout = VK_IMAGE_LAYOUT_GENERAL;
copy_info.regionCount = 1;
copy_info.pRegions = &copy_region;
curr_rect = full_rect;
for (i = 0; i < rect_count || !i; i++)
{
if (rect_count)
{
/* clamp to actual resource region and skip empty rects */
curr_rect.left = max(rects[i].left, full_rect.left);
curr_rect.top = max(rects[i].top, full_rect.top);
curr_rect.right = min(rects[i].right, full_rect.right);
curr_rect.bottom = min(rects[i].bottom, full_rect.bottom);
if (curr_rect.left >= curr_rect.right || curr_rect.top >= curr_rect.bottom)
continue;
}
copy_region.imageOffset.x = curr_rect.left;
copy_region.imageOffset.y = curr_rect.top;
copy_region.imageExtent.width = curr_rect.right - curr_rect.left;
copy_region.imageExtent.height = curr_rect.bottom - curr_rect.top;
for (j = 0; j < layer_count; j++)
{
if (resource->desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
copy_region.imageOffset.z = base_layer + j;
else
copy_region.imageSubresource.baseArrayLayer = base_layer + j;
VK_CALL(vkCmdCopyBufferToImage2(list->cmd.vk_command_buffer, &copy_info));
}
}
barrier.srcStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
barrier.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
barrier.dstStageMask = vk_queue_shader_stages(list->device, list->vk_queue_flags);
barrier.dstAccessMask = VK_ACCESS_2_SHADER_READ_BIT | VK_ACCESS_2_SHADER_WRITE_BIT;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
d3d12_command_list_debug_mark_end_region(list);
VKD3D_BREADCRUMB_RESOURCE(resource);
VKD3D_BREADCRUMB_COMMAND(CLEAR_UAV_COPY);
}
static VkClearColorValue vkd3d_fixup_clear_uav_swizzle(struct d3d12_device *device,
const struct vkd3d_format *clear_format, VkClearColorValue color)
{
if (clear_format->dxgi_format == DXGI_FORMAT_A8_UNORM && clear_format->vk_format != VK_FORMAT_A8_UNORM_KHR)
{
VkClearColorValue result;
result.float32[0] = color.float32[3];
return result;
}
return color;
}
static VkClearColorValue vkd3d_fixup_clear_uav_uint_color(struct d3d12_device *device,
DXGI_FORMAT dxgi_format, VkClearColorValue color)
{
VkClearColorValue result = {0};
unsigned int i;
switch (dxgi_format)
{
case DXGI_FORMAT_R11G11B10_FLOAT:
result.uint32[0] = (color.uint32[0] & 0x7FF)
| ((color.uint32[1] & 0x7FF) << 11)
| ((color.uint32[2] & 0x3FF) << 22);
return result;
case DXGI_FORMAT_R9G9B9E5_SHAREDEXP:
result.uint32[0] = (color.uint32[0] & 0x1FF)
| ((color.uint32[1] & 0x1FF) << 9)
| ((color.uint32[2] & 0x1FF) << 18)
| ((color.uint32[3] & 0x1F) << 27);
return result;
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8X8_UNORM:
case DXGI_FORMAT_A8_UNORM:
for (i = 0; i < 4; i++)
result.float32[i] = (float)(color.uint32[i] & 0xff) / 255.0f;
return result;
default:
return color;
}
}
static const struct vkd3d_format *vkd3d_clear_uav_find_uint_format(struct d3d12_device *device, DXGI_FORMAT dxgi_format)
{
DXGI_FORMAT uint_format = DXGI_FORMAT_UNKNOWN;
if (dxgi_format < device->format_compatibility_list_count)
uint_format = device->format_compatibility_lists[dxgi_format].uint_format;
return vkd3d_get_format(device, uint_format, false);
}
static inline bool vkd3d_clear_uav_info_from_metadata(struct vkd3d_clear_uav_info *args,
struct d3d12_desc_split_metadata metadata)
{
if (metadata.view->info.flags & VKD3D_DESCRIPTOR_FLAG_IMAGE_VIEW)
{
args->has_view = true;
args->u.view = metadata.view->info.image.view;
args->clear_dxgi_format = metadata.view->info.image.view->format->dxgi_format;
return true;
}
else if (metadata.view->info.flags & VKD3D_DESCRIPTOR_FLAG_BUFFER_VA_RANGE)
{
args->u.buffer = metadata.view->info.buffer;
args->has_view = false;
args->clear_dxgi_format = metadata.view->info.buffer.dxgi_format;
return true;
}
else
{
return false;
}
}
static void vkd3d_mask_uint_clear_color(uint32_t color[4], VkFormat vk_format)
{
unsigned int component_count, i;
switch (vk_format)
{
case VK_FORMAT_R8_UINT:
case VK_FORMAT_R16_UINT:
case VK_FORMAT_R32_UINT:
component_count = 1;
break;
case VK_FORMAT_R8G8_UINT:
case VK_FORMAT_R16G16_UINT:
case VK_FORMAT_R32G32_UINT:
component_count = 2;
break;
case VK_FORMAT_R32G32B32_UINT:
component_count = 3;
break;
default:
component_count = 4;
break;
}
for (i = component_count; i < 4; i++)
color[i] = 0x0;
/* Need to mask the clear value, since apparently driver can saturate the clear value instead. */
switch (vk_format)
{
case VK_FORMAT_R8_UINT:
case VK_FORMAT_R8G8_UINT:
case VK_FORMAT_R8G8B8A8_UINT:
for (i = 0; i < 4; i++)
color[i] &= 0xffu;
break;
case VK_FORMAT_R16_UINT:
case VK_FORMAT_R16G16_UINT:
case VK_FORMAT_R16G16B16A16_UINT:
for (i = 0; i < 4; i++)
color[i] &= 0xffffu;
break;
case VK_FORMAT_A2B10G10R10_UINT_PACK32:
for (i = 0; i < 3; i++)
color[i] &= 0x3ff;
color[3] &= 0x3;
break;
default:
break;
}
}
static bool vkd3d_clear_uav_synthesize_buffer_view(struct d3d12_command_list *list,
struct d3d12_resource *resource, const struct vkd3d_clear_uav_info *args,
const struct vkd3d_format *override_format,
struct vkd3d_view **inline_view)
{
/* We don't have a view, but we need one due to formatted clear. Synthesize a buffer view.
* Otherwise, we can just hit the raw SSBO path. */
struct vkd3d_buffer_view_desc view_desc;
view_desc.buffer = resource->res.vk_buffer;
view_desc.offset = resource->mem.offset + (args->u.buffer.va - resource->res.va);
view_desc.size = args->u.buffer.range;
view_desc.format = override_format ? override_format :
vkd3d_get_format(list->device, args->clear_dxgi_format, false);
if (!view_desc.format || !vkd3d_create_buffer_view(list->device, &view_desc, inline_view))
{
ERR("Failed to create buffer view.\n");
return false;
}
return true;
}
static void STDMETHODCALLTYPE d3d12_command_list_ClearUnorderedAccessViewUint(d3d12_command_list_iface *iface,
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, ID3D12Resource *resource,
const UINT values[4], UINT rect_count, const D3D12_RECT *rects)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_desc_split_metadata metadata;
const struct vkd3d_format *clear_format;
const struct vkd3d_format *uint_format;
struct vkd3d_view *inline_view = NULL;
struct d3d12_resource *resource_impl;
struct vkd3d_clear_uav_info args;
VkClearColorValue color;
TRACE("iface %p, gpu_handle %#"PRIx64", cpu_handle %lx, resource %p, values %p, rect_count %u, rects %p.\n",
iface, gpu_handle.ptr, cpu_handle.ptr, resource, values, rect_count, rects);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "ClearUnorderedAccessViewUint called within a render pass.\n");
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
memcpy(color.uint32, values, sizeof(color.uint32));
metadata = d3d12_desc_decode_metadata(list->device, cpu_handle.ptr);
resource_impl = impl_from_ID3D12Resource(resource);
if (!resource_impl || !metadata.view)
return;
if (!vkd3d_clear_uav_info_from_metadata(&args, metadata))
return;
if (d3d12_resource_is_texture(resource_impl) && !args.has_view)
{
/* Theoretically possibly for buggy application that tries to clear a buffer view with a texture resource.
* Safeguard against crash. */
WARN("Attempted to clear buffer with image resource.\n");
return;
}
if (args.clear_dxgi_format)
clear_format = vkd3d_get_format(list->device, args.clear_dxgi_format, false);
else
clear_format = NULL;
/* Handle formatted buffer clears.
* Always defer creating the VkBufferView until this time. */
if (!args.has_view && args.clear_dxgi_format)
{
uint_format = vkd3d_clear_uav_find_uint_format(list->device, args.clear_dxgi_format);
if (!uint_format)
{
ERR("Unhandled format %d.\n", clear_format->dxgi_format);
return;
}
color = vkd3d_fixup_clear_uav_uint_color(list->device, clear_format->dxgi_format, color);
color = vkd3d_fixup_clear_uav_swizzle(list->device, clear_format, color);
vkd3d_mask_uint_clear_color(color.uint32, uint_format->vk_format);
if (!vkd3d_clear_uav_synthesize_buffer_view(list, resource_impl, &args, uint_format, &inline_view))
return;
args.u.view = inline_view;
args.has_view = true;
}
else if (d3d12_resource_is_texture(resource_impl) && clear_format->type != VKD3D_FORMAT_TYPE_UINT)
{
const struct vkd3d_view *base_view = metadata.view->info.image.view;
uint_format = vkd3d_clear_uav_find_uint_format(list->device, clear_format->dxgi_format);
color = vkd3d_fixup_clear_uav_uint_color(list->device, clear_format->dxgi_format, color);
color = vkd3d_fixup_clear_uav_swizzle(list->device, clear_format, color);
if (!uint_format)
{
ERR("Unhandled format %d.\n", clear_format->dxgi_format);
return;
}
vkd3d_mask_uint_clear_color(color.uint32, uint_format->vk_format);
if (d3d12_resource_view_format_is_compatible(resource_impl, uint_format))
{
struct vkd3d_texture_view_desc view_desc;
memset(&view_desc, 0, sizeof(view_desc));
view_desc.image = resource_impl->res.vk_image;
view_desc.view_type = base_view->info.texture.vk_view_type;
view_desc.format = uint_format;
view_desc.miplevel_idx = base_view->info.texture.miplevel_idx;
view_desc.miplevel_count = 1;
view_desc.layer_idx = base_view->info.texture.layer_idx;
view_desc.layer_count = base_view->info.texture.layer_count;
view_desc.w_offset = base_view->info.texture.w_offset;
view_desc.w_size = base_view->info.texture.w_size;
view_desc.aspect_mask = base_view->info.texture.aspect_mask;
view_desc.image_usage = VK_IMAGE_USAGE_STORAGE_BIT;
view_desc.allowed_swizzle = false;
if (!vkd3d_create_texture_view(list->device, &view_desc, &args.u.view))
{
ERR("Failed to create image view.\n");
return;
}
inline_view = args.u.view;
}
else
{
/* If the clear color is 0, we can safely use the existing view to perform the
* clear since the bit pattern will not change. Otherwise, fill a scratch buffer
* with the packed clear value and perform a buffer to image copy. */
if (color.uint32[0] || color.uint32[1] || color.uint32[2] || color.uint32[3])
{
d3d12_command_list_clear_uav_with_copy(list, resource_impl,
&args, &color, uint_format, rect_count, rects);
return;
}
}
}
else if (args.has_view)
{
vkd3d_mask_uint_clear_color(color.uint32, clear_format->vk_format);
}
d3d12_command_list_clear_uav(list, resource_impl, &args, &color, rect_count, rects);
if (inline_view)
{
d3d12_command_allocator_add_view(list->allocator, inline_view);
vkd3d_view_decref(inline_view, list->device);
}
}
static void STDMETHODCALLTYPE d3d12_command_list_ClearUnorderedAccessViewFloat(d3d12_command_list_iface *iface,
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, ID3D12Resource *resource,
const float values[4], UINT rect_count, const D3D12_RECT *rects)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_desc_split_metadata metadata;
const struct vkd3d_format *clear_format;
struct vkd3d_view *inline_view = NULL;
struct d3d12_resource *resource_impl;
struct vkd3d_clear_uav_info args;
VkClearColorValue color;
TRACE("iface %p, gpu_handle %#"PRIx64", cpu_handle %lx, resource %p, values %p, rect_count %u, rects %p.\n",
iface, gpu_handle.ptr, cpu_handle.ptr, resource, values, rect_count, rects);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "ClearUnorderedAccessViewFloat called within a render pass.\n");
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
metadata = d3d12_desc_decode_metadata(list->device, cpu_handle.ptr);
memcpy(color.float32, values, sizeof(color.float32));
resource_impl = impl_from_ID3D12Resource(resource);
if (!resource_impl || !metadata.view)
return;
if (!vkd3d_clear_uav_info_from_metadata(&args, metadata))
return;
if (d3d12_resource_is_texture(resource_impl) && !args.has_view)
{
/* Theoretically possibly for buggy application that tries to clear a buffer view with a texture resource.
* Safeguard against crash. */
WARN("Attempted to clear buffer with image resource.\n");
return;
}
if (args.clear_dxgi_format)
{
clear_format = vkd3d_get_format(list->device, args.clear_dxgi_format, false);
color = vkd3d_fixup_clear_uav_swizzle(list->device, clear_format, color);
}
if (!args.has_view && args.clear_dxgi_format)
{
if (!vkd3d_clear_uav_synthesize_buffer_view(list, resource_impl, &args, NULL, &inline_view))
return;
args.u.view = inline_view;
args.has_view = true;
}
d3d12_command_list_clear_uav(list, resource_impl, &args, &color, rect_count, rects);
if (inline_view)
{
d3d12_command_allocator_add_view(list->allocator, inline_view);
vkd3d_view_decref(inline_view, list->device);
}
}
static bool d3d12_command_list_is_subresource_bound_as_rtv_dsv(struct d3d12_command_list *list,
struct d3d12_resource *resource, const VkImageSubresource *subresource)
{
unsigned int i;
if (!(list->rendering_info.state_flags & (VKD3D_RENDERING_ACTIVE | VKD3D_RENDERING_SUSPENDED)))
return false;
if (list->dsv.resource == resource)
{
const struct vkd3d_view *dsv = list->dsv.view;
if (subresource->mipLevel == dsv->info.texture.miplevel_idx &&
subresource->arrayLayer >= dsv->info.texture.layer_idx &&
subresource->arrayLayer < dsv->info.texture.layer_idx + dsv->info.texture.layer_count)
return true;
}
else
{
for (i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
const struct vkd3d_view *rtv = list->rtvs[i].view;
if (list->rtvs[i].resource != resource)
continue;
if (subresource->mipLevel == rtv->info.texture.miplevel_idx &&
subresource->arrayLayer >= rtv->info.texture.layer_idx &&
subresource->arrayLayer < rtv->info.texture.layer_idx + rtv->info.texture.layer_count)
return true;
}
}
return false;
}
static void STDMETHODCALLTYPE d3d12_command_list_DiscardResource(d3d12_command_list_iface *iface,
ID3D12Resource *resource, const D3D12_DISCARD_REGION *region)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_resource *texture = impl_from_ID3D12Resource(resource);
unsigned int i, first_subresource, subresource_count;
bool has_bound_subresource, has_unbound_subresource;
VkImageSubresourceLayers vk_subresource_layers;
VkImageSubresourceRange vk_subresource_range;
unsigned int resource_subresource_count;
VkImageSubresource vk_subresource;
bool all_subresource_full_discard;
D3D12_RECT full_rect;
bool full_discard;
TRACE("iface %p, resource %p, region %p.\n", iface, resource, region);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "DiscardResource called within a render pass.\n");
/* This method is only supported on DIRECT and COMPUTE queues,
* but we only implement it for render targets, so ignore it
* on compute. */
if (list->type != D3D12_COMMAND_LIST_TYPE_DIRECT && list->type != D3D12_COMMAND_LIST_TYPE_COMPUTE)
{
WARN("Not supported for queue type %d.\n", list->type);
VKD3D_BREADCRUMB_RESOURCE(texture);
VKD3D_BREADCRUMB_TAG("discard-drop-list-type");
return;
}
/* Ignore buffers */
if (!d3d12_resource_is_texture(texture))
{
VKD3D_BREADCRUMB_RESOURCE(texture);
VKD3D_BREADCRUMB_TAG("discard-drop-resource-type");
return;
}
/* D3D12 requires that the texture is either in render target
* state, in depth-stencil state, or in UAV state depending on usage flags.
* In compute lists, we only allow UAV state. */
if (!(texture->desc.Flags &
(D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET |
D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL |
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)))
{
WARN("Not supported for resource %p.\n", resource);
VKD3D_BREADCRUMB_RESOURCE(texture);
VKD3D_BREADCRUMB_TAG("discard-drop-usage-flags");
return;
}
/* Assume that pRegion == NULL means that we should discard
* the entire resource. This does not seem to be documented. */
resource_subresource_count = d3d12_resource_get_sub_resource_count(texture);
if (region)
{
first_subresource = region->FirstSubresource;
subresource_count = region->NumSubresources;
}
else
{
first_subresource = 0;
subresource_count = resource_subresource_count;
}
/* If we write to all subresources, we can promote the depth image to OPTIMAL since we know the resource
* must be in OPTIMAL state. */
if (texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
{
d3d12_command_list_notify_dsv_discard(list, texture,
first_subresource, subresource_count, resource_subresource_count);
}
/* We can't meaningfully discard sub-regions of an image. If rects
* are specified, all specified subresources must have the same
* dimensions, so just base this off the first subresource */
if (!(full_discard = (!region || !region->NumRects)))
{
vk_subresource = d3d12_resource_get_vk_subresource(texture, first_subresource, false);
vk_subresource_layers = vk_subresource_layers_from_subresource(&vk_subresource);
full_rect = d3d12_get_image_rect(texture, &vk_subresource_layers);
for (i = 0; i < region->NumRects && !full_discard; i++)
full_discard = d3d12_rect_fully_covers_region(&region->pRects[i], &full_rect);
}
if (!full_discard)
{
VKD3D_BREADCRUMB_RESOURCE(texture);
VKD3D_BREADCRUMB_TAG("discard-drop-incomplete");
return;
}
/* Resource tracking. If we do a full discard, there is no need to do initial layout transitions.
* Partial discards on first resource use needs to be handles however,
* so we must make sure to discard all subresources on first use. */
all_subresource_full_discard = first_subresource == 0 && subresource_count == resource_subresource_count;
d3d12_command_list_track_resource_usage(list, texture, !all_subresource_full_discard);
has_bound_subresource = false;
has_unbound_subresource = false;
/* If we're discarding all subresources, we can only safely discard with one barrier
* if is_bound state is the same for all subresources. */
for (i = first_subresource; i < first_subresource + subresource_count; i++)
{
vk_subresource = d3d12_resource_get_vk_subresource(texture, i, false);
if (d3d12_command_list_is_subresource_bound_as_rtv_dsv(list, texture, &vk_subresource))
has_bound_subresource = true;
else
has_unbound_subresource = true;
}
if (all_subresource_full_discard)
all_subresource_full_discard = !has_bound_subresource || !has_unbound_subresource;
d3d12_command_list_end_current_render_pass(list, !has_unbound_subresource);
VKD3D_BREADCRUMB_RESOURCE(texture);
if (all_subresource_full_discard)
{
vk_subresource_range.baseMipLevel = 0;
vk_subresource_range.baseArrayLayer = 0;
vk_subresource_range.levelCount = VK_REMAINING_MIP_LEVELS;
vk_subresource_range.layerCount = VK_REMAINING_ARRAY_LAYERS;
vk_subresource_range.aspectMask = texture->format->vk_aspect_mask;
d3d12_command_list_discard_attachment_barrier(list,
texture, &vk_subresource_range, !has_unbound_subresource);
VKD3D_BREADCRUMB_AUX32(~0u);
VKD3D_BREADCRUMB_COMMAND(DISCARD);
}
else
{
for (i = first_subresource; i < first_subresource + subresource_count; i++)
{
vk_subresource = d3d12_resource_get_vk_subresource(texture, i, false);
vk_subresource_range = vk_subresource_range_from_subresource(&vk_subresource);
d3d12_command_list_discard_attachment_barrier(list,
texture, &vk_subresource_range, !has_unbound_subresource);
VKD3D_BREADCRUMB_AUX32(i);
VKD3D_BREADCRUMB_COMMAND(DISCARD);
}
}
}
static void d3d12_command_list_resolve_binary_occlusion_queries(struct d3d12_command_list *list,
VkDeviceAddress src_va, VkDeviceAddress dst_va, uint32_t count);
static uint32_t vkd3d_query_lookup_entry_hash(const void *key)
{
const struct vkd3d_query_lookup_key *k = key;
/* The bucket index is expected to be small and may fit into the
* lower bits of the heap address, which are expected to be zero */
return ((uintptr_t)k->query_heap) ^ k->bucket;
}
static bool vkd3d_query_lookup_entry_compare(const void *key, const struct hash_map_entry *entry)
{
const struct vkd3d_query_lookup_key *a = key;
const struct vkd3d_query_lookup_key *b = &((const struct vkd3d_query_lookup_entry*)entry)->key;
return a->query_heap == b->query_heap && a->bucket == b->bucket;
}
static bool d3d12_command_list_is_query_resolve_pending(struct d3d12_command_list *list,
struct d3d12_query_heap *query_heap, uint32_t query_index)
{
struct vkd3d_query_lookup_entry *e;
struct vkd3d_query_lookup_key key;
uint32_t bit_index;
key.query_heap = query_heap;
key.bucket = query_index >> VKD3D_QUERY_LOOKUP_GRANULARITY_BITS;
e = (struct vkd3d_query_lookup_entry*)hash_map_find(&list->query_resolve_lut, &key);
if (!e)
return false;
bit_index = query_index & VKD3D_QUERY_LOOKUP_INDEX_MASK;
return !!(e->query_mask & (1ull << bit_index));
}
static void d3d12_command_list_add_query_lookup_mask(struct d3d12_command_list *list,
struct d3d12_query_heap *query_heap, uint32_t bucket, uint64_t query_mask)
{
struct vkd3d_query_lookup_entry entry, *e;
entry.key.query_heap = query_heap;
entry.key.bucket = bucket;
entry.query_mask = 0ull;
e = (struct vkd3d_query_lookup_entry*)hash_map_insert(&list->query_resolve_lut, &entry.key, &entry.hash_entry);
e->query_mask |= query_mask;
}
static void d3d12_command_list_add_query_lookup_range(struct d3d12_command_list *list,
const struct vkd3d_query_resolve_entry *entry)
{
uint32_t query_index = entry->query_index;
uint32_t query_count = entry->query_count;
uint32_t advance, bucket, shift;
uint64_t query_mask;
/* The query lookup table is implemented as a hash map with each
* entry ("bucket") storing a bit mask of 64 consecutive queries. */
while (query_count)
{
query_mask = ~0ull;
advance = VKD3D_QUERY_LOOKUP_GRANULARITY;
/* last bucket may not be covered entirely */
if (query_count < VKD3D_QUERY_LOOKUP_GRANULARITY)
query_mask >>= (VKD3D_QUERY_LOOKUP_GRANULARITY - query_count);
/* query_index may not be aligned to the first bucket */
shift = query_index & VKD3D_QUERY_LOOKUP_INDEX_MASK;
if (shift)
{
query_mask <<= shift;
advance -= shift;
}
bucket = query_index >> VKD3D_QUERY_LOOKUP_GRANULARITY_BITS;
d3d12_command_list_add_query_lookup_mask(list, entry->query_heap, bucket, query_mask);
advance = min(advance, query_count);
query_index += advance;
query_count -= advance;
}
}
static void d3d12_command_list_execute_query_resolve(struct d3d12_command_list *list,
const struct vkd3d_query_resolve_entry *entry)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
size_t stride = d3d12_query_heap_type_get_data_size(entry->query_heap->desc.Type);
VkCopyBufferInfo2 copy_info;
VkBufferCopy2 copy_region;
if (!d3d12_command_list_gather_pending_queries(list))
{
d3d12_command_list_mark_as_invalid(list, "Failed to gather virtual queries.\n");
return;
}
if (entry->query_type != D3D12_QUERY_TYPE_BINARY_OCCLUSION)
{
copy_region.sType = VK_STRUCTURE_TYPE_BUFFER_COPY_2;
copy_region.pNext = NULL;
copy_region.srcOffset = stride * entry->query_index;
copy_region.dstOffset = entry->dst_buffer->mem.offset + entry->dst_offset;
copy_region.size = stride * entry->query_count;
copy_info.sType = VK_STRUCTURE_TYPE_COPY_BUFFER_INFO_2;
copy_info.pNext = NULL;
copy_info.srcBuffer = entry->query_heap->vk_buffer;
copy_info.dstBuffer = entry->dst_buffer->res.vk_buffer;
copy_info.regionCount = 1;
copy_info.pRegions = &copy_region;
d3d12_command_list_mark_copy_buffer_write(list, copy_info.dstBuffer, copy_region.dstOffset, copy_region.size,
!!(entry->dst_buffer->flags & VKD3D_RESOURCE_RESERVED));
VK_CALL(vkCmdCopyBuffer2(list->cmd.vk_command_buffer, &copy_info));
}
else
{
d3d12_command_list_resolve_binary_occlusion_queries(list,
entry->query_heap->va + entry->query_index * sizeof(uint64_t),
entry->dst_buffer->res.va + entry->dst_offset, entry->query_count);
}
}
static void d3d12_command_list_flush_query_resolves(struct d3d12_command_list *list)
{
unsigned int i;
if (!list->query_resolve_count)
return;
for (i = 0; i < list->query_resolve_count; i++)
d3d12_command_list_execute_query_resolve(list, &list->query_resolves[i]);
list->query_resolve_count = 0;
hash_map_clear(&list->query_resolve_lut);
}
static void d3d12_command_list_add_query_resolve(struct d3d12_command_list *list,
const struct vkd3d_query_resolve_entry *entry)
{
/* Ensure that other writes to the buffer execute before the resolve */
d3d12_command_list_end_transfer_batch(list);
if (!vkd3d_array_reserve((void**)&list->query_resolves, &list->query_resolve_size,
list->query_resolve_count + 1, sizeof(*list->query_resolves)))
{
ERR("Failed to allocate query resolve entry.\n");
return;
}
list->query_resolves[list->query_resolve_count++] = *entry;
d3d12_command_list_add_query_lookup_range(list, entry);
}
static inline bool d3d12_query_type_is_scoped(D3D12_QUERY_TYPE type)
{
return type != D3D12_QUERY_TYPE_TIMESTAMP;
}
static inline bool d3d12_query_type_is_supported(struct d3d12_device *device, D3D12_QUERY_TYPE type)
{
switch (type)
{
case D3D12_QUERY_TYPE_PIPELINE_STATISTICS:
return device->device_info.features2.features.pipelineStatisticsQuery;
default:
return true;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_BeginQuery(d3d12_command_list_iface *iface,
ID3D12QueryHeap *heap, D3D12_QUERY_TYPE type, UINT index)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_query_heap *query_heap = impl_from_ID3D12QueryHeap(heap);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkQueryControlFlags flags = d3d12_query_type_get_vk_flags(type);
TRACE("iface %p, heap %p, type %#x, index %u.\n", iface, heap, type, index);
if (!d3d12_query_type_is_scoped(type))
{
WARN("Query type %u is not scoped.\n", type);
return;
}
if (!d3d12_query_type_is_supported(list->device, type))
{
WARN("Query type %u is not supported.\n", type);
return;
}
d3d12_command_list_track_query_heap(list, query_heap);
if (d3d12_query_heap_type_is_inline(query_heap->desc.Type))
{
if (d3d12_command_list_is_query_resolve_pending(list, query_heap, index))
{
/* Implicitly calls flush_query_resolves */
d3d12_command_list_end_current_render_pass(list, true);
}
if (!d3d12_command_list_enable_query(list, query_heap, index, type))
d3d12_command_list_mark_as_invalid(list, "Failed to enable virtual query.\n");
}
else
{
d3d12_command_list_end_current_render_pass(list, true);
if (!d3d12_command_list_reset_query(list, query_heap->vk_query_pool, index))
VK_CALL(vkCmdResetQueryPool(list->cmd.vk_command_buffer, query_heap->vk_query_pool, index, 1));
if (d3d12_query_type_is_indexed(type))
{
unsigned int stream_index = type - D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0;
VK_CALL(vkCmdBeginQueryIndexedEXT(list->cmd.vk_command_buffer,
query_heap->vk_query_pool, index, flags, stream_index));
}
else
VK_CALL(vkCmdBeginQuery(list->cmd.vk_command_buffer, query_heap->vk_query_pool, index, flags));
list->cmd.active_non_inline_running_queries++;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_EndQuery(d3d12_command_list_iface *iface,
ID3D12QueryHeap *heap, D3D12_QUERY_TYPE type, UINT index)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_query_heap *query_heap = impl_from_ID3D12QueryHeap(heap);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
TRACE("iface %p, heap %p, type %#x, index %u.\n", iface, heap, type, index);
if (!d3d12_query_type_is_supported(list->device, type))
{
WARN("Query type %u is not supported.\n", type);
return;
}
d3d12_command_list_track_query_heap(list, query_heap);
if (d3d12_query_heap_type_is_inline(query_heap->desc.Type))
{
if (!d3d12_command_list_disable_query(list, query_heap, index))
d3d12_command_list_mark_as_invalid(list, "Failed to disable virtual query.\n");
}
else if (d3d12_query_type_is_scoped(type))
{
d3d12_command_list_end_current_render_pass(list, true);
if (d3d12_query_type_is_indexed(type))
{
unsigned int stream_index = type - D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0;
VK_CALL(vkCmdEndQueryIndexedEXT(list->cmd.vk_command_buffer,
query_heap->vk_query_pool, index, stream_index));
}
else
VK_CALL(vkCmdEndQuery(list->cmd.vk_command_buffer, query_heap->vk_query_pool, index));
list->cmd.active_non_inline_running_queries--;
}
else if (type == D3D12_QUERY_TYPE_TIMESTAMP)
{
if (!d3d12_command_list_reset_query(list, query_heap->vk_query_pool, index))
{
d3d12_command_list_end_current_render_pass(list, true);
VK_CALL(vkCmdResetQueryPool(list->cmd.vk_command_buffer, query_heap->vk_query_pool, index, 1));
}
VK_CALL(vkCmdWriteTimestamp2(list->cmd.vk_command_buffer,
VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, query_heap->vk_query_pool, index));
}
else
FIXME("Unhandled query type %u.\n", type);
}
static void d3d12_command_list_resolve_binary_occlusion_queries(struct d3d12_command_list *list,
VkDeviceAddress src_va, VkDeviceAddress dst_va, uint32_t count)
{
const struct vkd3d_query_ops *query_ops = &list->device->meta_ops.query;
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_query_resolve_args args;
unsigned int workgroup_count;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
/* If there are any overlapping copy writes, handle them here since we're
* doing a transfer barrier anyways. dst_buffer is in COPY_DEST state */
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
vk_barrier.srcAccessMask = list->transfer_batch.tracked_copy_buffer_count || list->transfer_batch.tracked_copy_texture_count ?
VK_ACCESS_2_TRANSFER_WRITE_BIT : VK_ACCESS_2_NONE;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.dstAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
d3d12_command_list_reset_transfer_waw_tracking(list);
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer,
VK_PIPELINE_BIND_POINT_COMPUTE,
query_ops->vk_resolve_binary_pipeline));
args.dst_va = dst_va;
args.src_va = src_va;
args.query_count = count;
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer,
query_ops->vk_resolve_pipeline_layout,
VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(args), &args));
workgroup_count = vkd3d_compute_workgroup_count(count, VKD3D_QUERY_OP_WORKGROUP_SIZE);
VK_CALL(vkCmdDispatch(list->cmd.vk_command_buffer, workgroup_count, 1, 1));
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COPY_BIT;
vk_barrier.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
static void STDMETHODCALLTYPE d3d12_command_list_ResolveQueryData(d3d12_command_list_iface *iface,
ID3D12QueryHeap *heap, D3D12_QUERY_TYPE type, UINT start_index, UINT query_count,
ID3D12Resource *dst_buffer, UINT64 aligned_dst_buffer_offset)
{
struct d3d12_query_heap *query_heap = impl_from_ID3D12QueryHeap(heap);
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_resource *buffer = impl_from_ID3D12Resource(dst_buffer);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
size_t stride = d3d12_query_heap_type_get_data_size(query_heap->desc.Type);
struct vkd3d_query_resolve_entry entry;
TRACE("iface %p, heap %p, type %#x, start_index %u, query_count %u, "
"dst_buffer %p, aligned_dst_buffer_offset %#"PRIx64".\n",
iface, heap, type, start_index, query_count,
dst_buffer, aligned_dst_buffer_offset);
if (!d3d12_query_type_is_supported(list->device, type))
{
WARN("Query type %u is not supported.\n", type);
return;
}
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "ResolveQueryData called within a render pass.\n");
/* Some games call this with a query_count of 0.
* Avoid ending the render pass and doing worthless tracking. */
if (!query_count)
return;
if (!d3d12_resource_is_buffer(buffer))
{
WARN("Destination resource is not a buffer.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
d3d12_command_list_track_query_heap(list, query_heap);
if (d3d12_query_heap_type_is_inline(query_heap->desc.Type))
{
entry.query_type = type;
entry.query_heap = query_heap;
entry.query_index = start_index;
entry.query_count = query_count;
entry.dst_buffer = buffer;
entry.dst_offset = aligned_dst_buffer_offset;
if (list->rendering_info.state_flags & VKD3D_RENDERING_ACTIVE)
d3d12_command_list_add_query_resolve(list, &entry);
else
d3d12_command_list_execute_query_resolve(list, &entry);
}
else
{
d3d12_command_list_end_current_render_pass(list, true);
d3d12_command_list_read_query_range(list, query_heap->vk_query_pool, start_index, query_count);
d3d12_command_list_mark_copy_buffer_write(list, buffer->res.vk_buffer,
buffer->mem.offset + aligned_dst_buffer_offset, sizeof(uint64_t),
!!(buffer->flags & VKD3D_RESOURCE_RESERVED));
VK_CALL(vkCmdCopyQueryPoolResults(list->cmd.vk_command_buffer, query_heap->vk_query_pool,
start_index, query_count, buffer->res.vk_buffer, buffer->mem.offset + aligned_dst_buffer_offset,
stride, VK_QUERY_RESULT_64_BIT | VK_QUERY_RESULT_WAIT_BIT));
}
VKD3D_BREADCRUMB_TAG("QueryResolve [Type, StartIndex, QueryCount, DstOffset, QueryHeapCookie, DstBuffer]");
VKD3D_BREADCRUMB_AUX32(type);
VKD3D_BREADCRUMB_AUX32(start_index);
VKD3D_BREADCRUMB_AUX32(query_count);
VKD3D_BREADCRUMB_AUX64(aligned_dst_buffer_offset);
VKD3D_BREADCRUMB_COOKIE(query_heap->cookie.index);
VKD3D_BREADCRUMB_RESOURCE(buffer);
VKD3D_BREADCRUMB_COMMAND(RESOLVE_QUERY);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetPredication(d3d12_command_list_iface *iface,
ID3D12Resource *buffer, UINT64 aligned_buffer_offset, D3D12_PREDICATION_OP operation)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_resource *resource = impl_from_ID3D12Resource(buffer);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
const struct vkd3d_predicate_ops *predicate_ops = &list->device->meta_ops.predicate;
struct vkd3d_predicate_resolve_args resolve_args;
VkConditionalRenderingBeginInfoEXT begin_info;
struct vkd3d_scratch_allocation scratch;
VkCommandBuffer vk_patch_cmd_buffer;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
TRACE("iface %p, buffer %p, aligned_buffer_offset %#"PRIx64", operation %#x.\n",
iface, buffer, aligned_buffer_offset, operation);
d3d12_command_list_end_current_render_pass(list, true);
if (resource && (aligned_buffer_offset & 0x7))
return;
if (list->predication.enabled_on_command_buffer)
VK_CALL(vkCmdEndConditionalRenderingEXT(list->cmd.vk_command_buffer));
if (resource)
{
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
sizeof(uint32_t), sizeof(uint32_t), ~0u, &scratch))
return;
begin_info.sType = VK_STRUCTURE_TYPE_CONDITIONAL_RENDERING_BEGIN_INFO_EXT;
begin_info.pNext = NULL;
begin_info.buffer = scratch.buffer;
begin_info.offset = scratch.offset;
begin_info.flags = 0;
/* Even if it's not super relevant for performance yet, we need to hoist this to init buffer
* since an ExecuteIndirect patch shader will need to read the predicate VA potentially. */
d3d12_command_allocator_allocate_init_post_indirect_command_buffer(list->allocator, list);
vk_patch_cmd_buffer = list->cmd.vk_init_commands_post_indirect_barrier;
/* Resolve 64-bit predicate into a 32-bit location so that this works with
* VK_EXT_conditional_rendering. We'll handle the predicate operation here
* so setting VK_CONDITIONAL_RENDERING_INVERTED_BIT_EXT is not necessary. */
if (vk_patch_cmd_buffer == list->cmd.vk_command_buffer)
{
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true,
&list->graphics_bindings);
}
resolve_args.src_va = resource->res.va + aligned_buffer_offset;
resolve_args.dst_va = scratch.va;
resolve_args.invert = operation != D3D12_PREDICATION_OP_EQUAL_ZERO;
VK_CALL(vkCmdBindPipeline(vk_patch_cmd_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
predicate_ops->vk_resolve_pipeline));
VK_CALL(vkCmdPushConstants(vk_patch_cmd_buffer, predicate_ops->vk_resolve_pipeline_layout,
VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(resolve_args), &resolve_args));
VK_CALL(vkCmdDispatch(vk_patch_cmd_buffer, 1, 1, 1));
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
if (list->device->device_info.conditional_rendering_features.conditionalRendering)
{
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_CONDITIONAL_RENDERING_BIT_EXT;
vk_barrier.dstAccessMask = VK_ACCESS_2_CONDITIONAL_RENDERING_READ_BIT_EXT;
list->predication.enabled_on_command_buffer = true;
/* EXT_conditional_rendering does not play nice with NV_dgc yet
* (somewhat ambiguous what the spec means, but NV handles it),
* so we will need a fallback there where we read from the
* predicate VA. INDIRECT_ACCESS barriers on Mesa imply SCACHE/VCACHE anyway, so this does not really hurt us. */
if (!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_SKIP_DRIVER_WORKAROUNDS) &&
!list->device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands &&
list->device->device_info.vulkan_1_2_properties.driverID == VK_DRIVER_ID_MESA_RADV)
{
vk_barrier.dstStageMask |= VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.dstAccessMask |= VK_ACCESS_2_SHADER_READ_BIT;
}
}
else
{
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_barrier.dstAccessMask = VK_ACCESS_2_SHADER_READ_BIT;
list->predication.fallback_enabled = true;
}
list->predication.va = scratch.va;
list->predication.vk_buffer = scratch.buffer;
list->predication.vk_buffer_offset = scratch.offset;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
/* We could try to defer this barrier, but SetPredication is rare enough that we ignore that for now. */
VK_CALL(vkCmdPipelineBarrier2(vk_patch_cmd_buffer, &dep_info));
if (list->predication.enabled_on_command_buffer)
VK_CALL(vkCmdBeginConditionalRenderingEXT(list->cmd.vk_command_buffer, &begin_info));
}
else
{
memset(&list->predication, 0, sizeof(list->predication));
}
}
/* *PIXEvent* enum values and consts are from PIXEventsCommon.h of winpixeventruntime package */
static char *decode_pix_blob(const void *data, size_t size)
{
static const UINT64 PIXEventsStringIsANSIReadMask = 0x0040000000000000;
static const UINT64 PIXEventsTypeReadMask = 0x00000000000FFC00;
static const UINT64 PIXEventsTypeBitShift = 10;
UINT64 *data_uint64_aligned = (UINT64*)(data);
size_t label_str_length;
char *label_str = NULL;
bool is_ansi;
UINT64 type;
enum PIXEventType
{
ePIXEvent_EndEvent = 0x000,
ePIXEvent_BeginEvent_VarArgs = 0x001,
ePIXEvent_BeginEvent_NoArgs = 0x002,
ePIXEvent_SetMarker_VarArgs = 0x007,
ePIXEvent_SetMarker_NoArgs = 0x008,
ePIXEvent_EndEvent_OnContext = 0x010,
ePIXEvent_BeginEvent_OnContext_VarArgs = 0x011,
ePIXEvent_BeginEvent_OnContext_NoArgs = 0x012,
ePIXEvent_SetMarker_OnContext_VarArgs = 0x017,
ePIXEvent_SetMarker_OnContext_NoArgs = 0x018,
};
type = (*data_uint64_aligned & PIXEventsTypeReadMask) >> PIXEventsTypeBitShift;
if (type == ePIXEvent_SetMarker_NoArgs)
type = ePIXEvent_BeginEvent_NoArgs;
if (type == ePIXEvent_SetMarker_VarArgs)
type = ePIXEvent_BeginEvent_VarArgs;
/* ePIXEvent_*_VarArgs is commonly used without actual parameters
String fromatting will overcomplicate things and skipped for now */
if ((type != ePIXEvent_BeginEvent_NoArgs) && (type != ePIXEvent_BeginEvent_VarArgs))
{
WARN("Unexpected/unsupported PIX3Event: %#"PRIx64".\n", type);
return NULL;
}
/* skip Color */
data_uint64_aligned++;
data_uint64_aligned++;
is_ansi = *data_uint64_aligned & PIXEventsStringIsANSIReadMask;
data_uint64_aligned++;
if (is_ansi)
{
label_str_length = (size - 24);
label_str = vkd3d_strdup_n((const char*)data_uint64_aligned, label_str_length);
}
else
{
label_str_length = (size - 24) / 2;
label_str = vkd3d_strdup_w_utf8((const WCHAR*)data_uint64_aligned, label_str_length);
}
return label_str;
}
static char *decode_pix_string(UINT metadata, const void *data, size_t size)
{
char *label_str;
#define PIX_EVENT_UNICODE_VERSION 0
#define PIX_EVENT_ANSI_VERSION 1
#define PIX_EVENT_PIX3BLOB_VERSION 2
switch (metadata)
{
case PIX_EVENT_ANSI_VERSION:
/* Be defensive in case the string is not nul-terminated. */
label_str = vkd3d_malloc(size + 1);
if (!label_str)
return NULL;
memcpy(label_str, data, size);
label_str[size] = '\0';
break;
case PIX_EVENT_UNICODE_VERSION:
label_str = vkd3d_strdup_w_utf8(data, size / sizeof(WCHAR));
if (!label_str)
return NULL;
break;
case PIX_EVENT_PIX3BLOB_VERSION:
label_str = decode_pix_blob(data, size);
if (!label_str)
return NULL;
break;
default:
FIXME("Unrecognized metadata format %u for BeginEvent.\n", metadata);
return NULL;
}
return label_str;
}
static void STDMETHODCALLTYPE d3d12_command_list_SetMarker(d3d12_command_list_iface *iface,
UINT metadata, const void *data, UINT size)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
char *label_str;
if (!list->device->vk_info.EXT_debug_utils)
return;
label_str = decode_pix_string(metadata, data, size);
if (!label_str)
{
FIXME("Failed to decode PIX debug event.\n");
return;
}
d3d12_command_list_debug_mark_label(list, label_str, 1.0f, 1.0f, 1.0f, 1.0f);
vkd3d_free(label_str);
}
static void STDMETHODCALLTYPE d3d12_command_list_BeginEvent(d3d12_command_list_iface *iface,
UINT metadata, const void *data, UINT size)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkDebugUtilsLabelEXT label;
char *label_str;
unsigned int i;
TRACE("iface %p, metadata %u, data %p, size %u.\n",
iface, metadata, data, size);
if (!list->device->vk_info.EXT_debug_utils)
return;
label_str = decode_pix_string(metadata, data, size);
if (!label_str)
{
FIXME("Failed to decode PIX debug event.\n");
return;
}
label.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT;
label.pNext = NULL;
label.pLabelName = label_str;
for (i = 0; i < 4; i++)
label.color[i] = 1.0f;
VK_CALL(vkCmdBeginDebugUtilsLabelEXT(list->cmd.vk_command_buffer, &label));
vkd3d_free(label_str);
}
static void STDMETHODCALLTYPE d3d12_command_list_EndEvent(d3d12_command_list_iface *iface)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
TRACE("iface %p.\n", iface);
if (!list->device->vk_info.EXT_debug_utils)
return;
VK_CALL(vkCmdEndDebugUtilsLabelEXT(list->cmd.vk_command_buffer));
}
STATIC_ASSERT(sizeof(VkDispatchIndirectCommand) == sizeof(D3D12_DISPATCH_ARGUMENTS));
STATIC_ASSERT(sizeof(VkDrawIndexedIndirectCommand) == sizeof(D3D12_DRAW_INDEXED_ARGUMENTS));
STATIC_ASSERT(sizeof(VkDrawIndirectCommand) == sizeof(D3D12_DRAW_ARGUMENTS));
STATIC_ASSERT(offsetof(VkTraceRaysIndirectCommand2KHR, depth) == offsetof(D3D12_DISPATCH_RAYS_DESC, Depth));
static HRESULT d3d12_command_signature_allocate_stream_memory_for_list(
struct d3d12_command_list *list,
struct d3d12_command_signature *signature,
uint32_t max_command_count,
struct vkd3d_scratch_allocation *allocation);
static HRESULT d3d12_command_signature_allocate_preprocess_memory_for_list_ext(
struct d3d12_command_list *list,
struct d3d12_command_signature *signature, VkPipeline render_pipeline,
bool explicit_preprocess,
uint32_t max_command_count,
struct vkd3d_scratch_allocation *allocation, VkDeviceSize *size);
static HRESULT d3d12_command_signature_allocate_preprocess_memory_for_list_nv(
struct d3d12_command_list *list,
struct d3d12_command_signature *signature, VkPipeline render_pipeline,
bool explicit_preprocess,
uint32_t max_command_count,
struct vkd3d_scratch_allocation *allocation, VkDeviceSize *size);
static void d3d12_command_list_execute_indirect_state_template_compute(
struct d3d12_command_list *list, struct d3d12_command_signature *signature,
uint32_t max_command_count,
struct d3d12_resource *arg_buffer, UINT64 arg_buffer_offset,
struct d3d12_resource *count_buffer, UINT64 count_buffer_offset)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkDeviceAddress arg_va = arg_buffer->res.va + arg_buffer_offset;
struct vkd3d_scratch_allocation dispatch_scratch, ubo_scratch;
VkDeviceAddress count_va = 0;
VkWriteDescriptorSet write;
VkDescriptorBufferInfo buf;
VkPipelineLayout vk_layout;
uint32_t write_set;
unsigned int i;
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_end_transfer_batch(list);
if (count_buffer)
count_va = count_buffer->res.va + count_buffer_offset;
if (!d3d12_command_list_emit_multi_dispatch_indirect_count_state(list,
signature,
arg_va, signature->desc.ByteStride, max_command_count,
count_va, &dispatch_scratch, &ubo_scratch))
return;
if (!d3d12_command_list_update_compute_state(list))
{
WARN("Failed to update compute state, ignoring dispatch.\n");
return;
}
vk_write_descriptor_set_from_scratch_push_ubo(&write, &buf, &ubo_scratch,
D3D12_MAX_ROOT_COST * sizeof(uint32_t),
list->compute_bindings.root_signature->push_constant_ubo_binding.binding);
vk_layout = list->compute_bindings.root_signature->compute.vk_pipeline_layout;
write_set = list->compute_bindings.root_signature->push_constant_ubo_binding.set;
/* Run indirect dispatches back to back with one push UBO per dispatch which lets us
* update root parameters per command. */
for (i = 0; i < max_command_count; i++)
{
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
vk_layout, write_set, 1, &write));
VK_CALL(vkCmdDispatchIndirect(list->cmd.vk_command_buffer, dispatch_scratch.buffer, dispatch_scratch.offset));
VKD3D_BREADCRUMB_AUX32(i);
VKD3D_BREADCRUMB_COMMAND(EXECUTE_INDIRECT_UNROLL_COMPUTE);
dispatch_scratch.offset += sizeof(VkDispatchIndirectCommand);
buf.offset += D3D12_MAX_ROOT_COST * sizeof(uint32_t);
}
/* Need to clear state to zero if it was part of a command signature. */
for (i = 0; i < signature->desc.NumArgumentDescs; i++)
{
const D3D12_INDIRECT_ARGUMENT_DESC *arg = &signature->desc.pArgumentDescs[i];
switch (arg->Type)
{
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW:
{
uint32_t index = arg->ConstantBufferView.RootParameterIndex;
d3d12_command_list_set_root_descriptor(list,
&list->compute_bindings, index, 0);
break;
}
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT:
{
uint32_t zeroes[D3D12_MAX_ROOT_COST];
memset(zeroes, 0, sizeof(uint32_t) * arg->Constant.Num32BitValuesToSet);
d3d12_command_list_set_root_constants(list,
&list->compute_bindings, arg->Constant.RootParameterIndex,
arg->Constant.DestOffsetIn32BitValues,
arg->Constant.Num32BitValuesToSet, zeroes);
break;
}
default:
break;
}
}
/* No need to implicitly invalidate anything here, since we used the normal APIs. */
}
static void d3d12_command_list_execute_indirect_state_template_dgc(
struct d3d12_command_list *list, struct d3d12_command_signature *signature,
uint32_t max_command_count,
struct d3d12_resource *arg_buffer, UINT64 arg_buffer_offset,
struct d3d12_resource *count_buffer, UINT64 count_buffer_offset)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
static const unsigned int max_direct_commands_for_split = 64;
VkConditionalRenderingBeginInfoEXT conditional_begin_info;
struct vkd3d_scratch_allocation predication_allocation;
struct vkd3d_scratch_allocation preprocess_allocation;
struct vkd3d_scratch_allocation stream_allocation;
uint32_t minIndirectCommandsBufferOffsetAlignment;
struct vkd3d_scratch_allocation count_allocation;
VkGeneratedCommandsPipelineInfoEXT pipeline_info;
uint32_t minSequencesCountBufferOffsetAlignment;
struct vkd3d_execute_indirect_args patch_args;
struct vkd3d_pipeline_bindings *bindings;
VkGeneratedCommandsInfoEXT generated_ext;
VkGeneratedCommandsInfoNV generated_nv;
VkCommandBuffer vk_patch_cmd_buffer;
VkIndirectCommandsStreamNV stream;
bool require_custom_predication;
VkDeviceSize preprocess_size;
VkPipeline current_pipeline;
VkDependencyInfo dep_info;
VkMemoryBarrier2 barrier;
bool restart_predication;
bool explicit_preprocess;
bool require_ibo_update;
bool require_patch;
bool use_ext_dgc;
const char *tag;
unsigned int i;
HRESULT hr;
use_ext_dgc = list->device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands;
require_custom_predication = false;
restart_predication = false;
explicit_preprocess = false;
if (list->predication.va)
{
/* Predication works on NV driver here, so we assume it's intended by spec.
* It does not work on RADV yet, so we'll fold predication in with our optimization work which
* generates a predicate anyway. */
if (!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_SKIP_DRIVER_WORKAROUNDS) &&
!list->device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands &&
list->device->device_info.vulkan_1_2_properties.driverID == VK_DRIVER_ID_MESA_RADV)
{
union vkd3d_predicate_command_direct_args args;
enum vkd3d_predicate_command_type type;
VkDeviceAddress count_va;
restart_predication = list->predication.enabled_on_command_buffer;
if (count_buffer)
{
count_va = count_buffer->res.va + count_buffer_offset;
type = VKD3D_PREDICATE_COMMAND_DRAW_INDIRECT_COUNT;
}
else
{
count_va = 0;
type = VKD3D_PREDICATE_COMMAND_DRAW_INDIRECT;
args.draw_count = max_command_count;
}
if (restart_predication)
{
/* Have to begin/end predication outside a render pass. */
d3d12_command_list_end_current_render_pass(list, true);
VK_CALL(vkCmdEndConditionalRenderingEXT(list->cmd.vk_command_buffer));
}
d3d12_command_list_emit_predicated_command(list, type, count_va, &args, &predication_allocation);
require_custom_predication = true;
}
}
else if (!count_buffer && max_command_count <= max_direct_commands_for_split &&
signature->pipeline_type != VKD3D_PIPELINE_TYPE_COMPUTE &&
list->device->device_info.vulkan_1_2_properties.driverID == VK_DRIVER_ID_MESA_RADV &&
(list->vk_queue_flags & VK_QUEUE_GRAPHICS_BIT))
{
/* If we had indirect barriers earlier in the frame, now might be a good time to split. */
d3d12_command_list_consider_new_sequence(list);
if (list->cmd.vk_command_buffer != list->cmd.vk_init_commands_post_indirect_barrier)
{
/* For non-indirect execute indirect, there's a high risk of individual draws being empty,
* since the typical use case is atomic increment X workgroup count or instanceCount.
* Try to nop out the entire execution in one fell swoop.
* We can either use indirectCount = 0, or conditional rendering.
* indirectCount = 0 is easier to understand, works everywhere and slots nicely into the predication
* fallback code we have in place. */
/* Only attempt this if we can do it in a hoisted fashion. Otherwise, we're just introducing stalls
* which may as well be just as bad ... */
/* Only consider this for graphics. Graphics execute indirect is assumed
* to be the result of (occlusion) culling, which is very likely to cause empty draws.
* Compute is less likely, at least in the content we have looked at. */
/* This makes sense on RADV since it will use indirectCount == 0 as a predicate to skip
* all pre-process work. Maybe it makes sense on NV, will need further investigation.
* This only applies to GFX queue on RADV, since async compute does not use INDIRECT_BUFFER directly. */
union vkd3d_predicate_command_direct_args args;
VkDeviceAddress indirect_va =
arg_buffer->res.va + arg_buffer_offset + signature->argument_buffer_offset_for_command;
args.execute_indirect.max_commands = max_command_count;
args.execute_indirect.stride_words = signature->desc.ByteStride / sizeof(uint32_t);
d3d12_command_list_emit_predicated_command(list,
signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE ?
VKD3D_PREDICATE_COMMAND_EXECUTE_INDIRECT_COMPUTE :
VKD3D_PREDICATE_COMMAND_EXECUTE_INDIRECT_GRAPHICS,
indirect_va, &args, &predication_allocation);
require_custom_predication = true;
}
}
/* If we have custom predication, we would need to introduce a barrier to synchronize with the
* new indirect count, which is not desirable. */
if (!require_custom_predication &&
(signature->state_template.dgc.layout_preprocess_nv ||
signature->state_template.dgc.layout_preprocess_ext))
{
/* If driver can take advantage of preprocess, we can consider preprocessing explicitly if we can hoist it.
* If we had indirect barriers earlier in the frame, now might be a good time to split. */
d3d12_command_list_consider_new_sequence(list);
if (list->cmd.vk_command_buffer != list->cmd.vk_init_commands_post_indirect_barrier)
explicit_preprocess = true;
}
/* To build device generated commands, we need to know the pipeline we're going to render with. */
if (signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
{
if (!d3d12_command_list_update_compute_pipeline(list))
return;
/* Needed for workarounds later. */
if (!(list->vk_queue_flags & VK_QUEUE_GRAPHICS_BIT))
list->cmd.uses_dgc_compute_in_async_compute = true;
}
else
{
d3d12_command_list_promote_dsv_layout(list);
if (!d3d12_command_list_update_graphics_pipeline(list, signature->pipeline_type))
return;
}
bindings = signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE ?
&list->compute_bindings : &list->graphics_bindings;
current_pipeline = list->current_pipeline;
memset(&patch_args, 0, sizeof(patch_args));
patch_args.debug_tag = 0; /* Modify to non-zero value as desired when debugging. */
/* If everything regarding alignment works out, we can just reuse the app indirect buffer instead. */
require_ibo_update = false;
require_patch = false;
/* Bind IBO. If we always update the IBO indirectly, do not validate the index buffer here.
* We can render fine even with a NULL IBO bound. */
for (i = 0; i < signature->desc.NumArgumentDescs; i++)
{
if (signature->desc.pArgumentDescs[i].Type == D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW)
{
require_ibo_update = true;
break;
}
}
/* - Stride can mismatch, i.e. we need internal alignment of arguments.
* - Min required alignment on the indirect buffer itself might be too strict.
* - Min required alignment on count buffer might be too strict.
* - We require debugging. */
if (list->device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands)
{
/* This is implied by specification. */
minIndirectCommandsBufferOffsetAlignment = 4;
minSequencesCountBufferOffsetAlignment = 4;
}
else
{
const VkPhysicalDeviceDeviceGeneratedCommandsPropertiesNV *props =
&list->device->device_info.device_generated_commands_properties_nv;
minIndirectCommandsBufferOffsetAlignment = props->minIndirectCommandsBufferOffsetAlignment;
minSequencesCountBufferOffsetAlignment = props->minSequencesCountBufferOffsetAlignment;
}
if ((signature->state_template.dgc.stride != signature->desc.ByteStride && max_command_count > 1) ||
(arg_buffer_offset & (minIndirectCommandsBufferOffsetAlignment - 1)) ||
(count_buffer && (count_buffer_offset & (minSequencesCountBufferOffsetAlignment - 1))) ||
patch_args.debug_tag)
{
require_patch = true;
}
if (require_patch)
{
/* Patching does not really happen anymore on drivers, drop explicit preprocess in this path
* to reduce test burden. */
explicit_preprocess = false;
if (FAILED(hr = d3d12_command_signature_allocate_stream_memory_for_list(
list, signature, max_command_count, &stream_allocation)))
{
WARN("Failed to allocate stream memory.\n");
return;
}
if (count_buffer)
{
if (FAILED(hr = d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
sizeof(uint32_t),
minSequencesCountBufferOffsetAlignment,
~0u, &count_allocation)))
{
WARN("Failed to allocate count memory.\n");
return;
}
}
patch_args.template_va = signature->state_template.dgc.buffer_va;
patch_args.api_buffer_va = arg_buffer->res.va + arg_buffer_offset;
patch_args.device_generated_commands_va = stream_allocation.va;
patch_args.indirect_count_va = count_buffer ? count_buffer->res.va + count_buffer_offset : 0;
patch_args.dst_indirect_count_va = count_buffer ? count_allocation.va : 0;
patch_args.api_buffer_word_stride = signature->desc.ByteStride / sizeof(uint32_t);
patch_args.device_generated_commands_word_stride = signature->state_template.dgc.stride / sizeof(uint32_t);
if (patch_args.debug_tag != 0)
{
/* Makes log easier to understand since a sorted log will appear in-order. */
static uint32_t vkd3d_implicit_instance_count;
patch_args.implicit_instance = vkd3d_atomic_uint32_increment(
&vkd3d_implicit_instance_count, vkd3d_memory_order_relaxed) - 1;
}
d3d12_command_allocator_allocate_init_post_indirect_command_buffer(list->allocator, list);
vk_patch_cmd_buffer = list->cmd.vk_init_commands_post_indirect_barrier;
if (vk_patch_cmd_buffer == list->cmd.vk_command_buffer)
{
d3d12_command_list_end_current_render_pass(list, true);
d3d12_command_list_invalidate_current_pipeline(list, true);
}
else
list->cmd.indirect_meta->need_compute_to_indirect_barrier = true;
VK_CALL(vkCmdPushConstants(vk_patch_cmd_buffer, signature->state_template.dgc.pipeline.vk_pipeline_layout,
VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(patch_args), &patch_args));
VK_CALL(vkCmdBindPipeline(vk_patch_cmd_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
signature->state_template.dgc.pipeline.vk_pipeline));
/* One workgroup processes the patching for one draw. We could potentially use indirect dispatch
* to restrict the patching work to just the indirect count, but meh, just more barriers.
* We'll nop out the workgroup early based on direct count, and the number of threads should be trivial either way. */
VK_CALL(vkCmdDispatch(vk_patch_cmd_buffer, max_command_count, 1, 1));
if (vk_patch_cmd_buffer == list->cmd.vk_command_buffer)
{
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &barrier;
memset(&barrier, 0, sizeof(barrier));
barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
barrier.dstStageMask = VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT;
barrier.dstAccessMask = VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT;
VK_CALL(vkCmdPipelineBarrier2(vk_patch_cmd_buffer, &dep_info));
/* The barrier is deferred if we moved the dispatch to init command buffer. */
}
}
if (signature->pipeline_type == VKD3D_PIPELINE_TYPE_GRAPHICS ||
signature->pipeline_type == VKD3D_PIPELINE_TYPE_MESH_GRAPHICS)
{
if (!d3d12_command_list_begin_render_pass(list, signature->pipeline_type))
{
WARN("Failed to begin render pass, ignoring draw.\n");
return;
}
}
if (signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE &&
!d3d12_command_list_update_compute_state(list))
return;
if (!require_ibo_update &&
signature->desc.pArgumentDescs[signature->desc.NumArgumentDescs - 1].Type ==
D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED &&
!d3d12_command_list_update_index_buffer(list))
{
return;
}
if (use_ext_dgc)
{
if (FAILED(hr = d3d12_command_signature_allocate_preprocess_memory_for_list_ext(
list, signature, current_pipeline, explicit_preprocess,
max_command_count, &preprocess_allocation, &preprocess_size)))
{
WARN("Failed to allocate preprocess memory.\n");
return;
}
pipeline_info.sType = VK_STRUCTURE_TYPE_GENERATED_COMMANDS_PIPELINE_INFO_EXT;
pipeline_info.pNext = NULL;
pipeline_info.pipeline = list->current_pipeline;
memset(&generated_ext, 0, sizeof(generated_ext));
generated_ext.sType = VK_STRUCTURE_TYPE_GENERATED_COMMANDS_INFO_EXT;
generated_ext.pNext = &pipeline_info;
if (signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
generated_ext.shaderStages = VK_SHADER_STAGE_COMPUTE_BIT;
else
generated_ext.shaderStages = list->state->graphics.stage_flags;
generated_ext.indirectCommandsLayout = explicit_preprocess ?
signature->state_template.dgc.layout_preprocess_ext :
signature->state_template.dgc.layout_implicit_ext;
generated_ext.preprocessAddress = preprocess_allocation.va;
generated_ext.preprocessSize = preprocess_size;
generated_ext.maxSequenceCount = max_command_count;
if (require_custom_predication)
{
generated_ext.sequenceCountAddress = predication_allocation.va;
}
else if (count_buffer)
{
if (require_patch)
generated_ext.sequenceCountAddress = count_allocation.va;
else
generated_ext.sequenceCountAddress = count_buffer->res.va + count_buffer_offset;
}
}
else
{
if (FAILED(hr = d3d12_command_signature_allocate_preprocess_memory_for_list_nv(
list, signature, current_pipeline, explicit_preprocess,
max_command_count, &preprocess_allocation, &preprocess_size)))
{
WARN("Failed to allocate preprocess memory.\n");
return;
}
memset(&generated_nv, 0, sizeof(generated_nv));
generated_nv.sType = VK_STRUCTURE_TYPE_GENERATED_COMMANDS_INFO_NV;
generated_nv.pipeline = list->current_pipeline;
generated_nv.pipelineBindPoint = signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE ?
VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS;
generated_nv.indirectCommandsLayout = explicit_preprocess ?
signature->state_template.dgc.layout_preprocess_nv :
signature->state_template.dgc.layout_implicit_nv;
generated_nv.streamCount = 1;
generated_nv.pStreams = &stream;
generated_nv.preprocessBuffer = preprocess_allocation.buffer;
generated_nv.preprocessOffset = preprocess_allocation.offset;
generated_nv.preprocessSize = preprocess_size;
generated_nv.sequencesCount = max_command_count;
if (require_custom_predication)
{
generated_nv.sequencesCountBuffer = predication_allocation.buffer;
generated_nv.sequencesCountOffset = predication_allocation.offset;
}
else if (count_buffer)
{
if (require_patch)
{
generated_nv.sequencesCountBuffer = count_allocation.buffer;
generated_nv.sequencesCountOffset = count_allocation.offset;
}
else
{
generated_nv.sequencesCountBuffer = count_buffer->res.vk_buffer;
generated_nv.sequencesCountOffset = count_buffer->mem.offset + count_buffer_offset;
}
}
}
if (require_patch)
{
if (use_ext_dgc)
{
generated_ext.indirectAddress = stream_allocation.va;
generated_ext.indirectAddressSize = max_command_count * signature->state_template.dgc.stride;
}
else
{
stream.buffer = stream_allocation.buffer;
stream.offset = stream_allocation.offset;
}
}
else
{
if (use_ext_dgc)
{
generated_ext.indirectAddress = arg_buffer->res.va + arg_buffer_offset;
generated_ext.indirectAddressSize = max_command_count * signature->state_template.dgc.stride;
}
else
{
stream.buffer = arg_buffer->res.vk_buffer;
stream.offset = arg_buffer->mem.offset + arg_buffer_offset;
}
}
if (explicit_preprocess)
{
d3d12_command_allocator_allocate_init_post_indirect_command_buffer(list->allocator, list);
if (use_ext_dgc)
{
VK_CALL(vkCmdPreprocessGeneratedCommandsEXT(list->cmd.vk_init_commands_post_indirect_barrier,
&generated_ext, list->cmd.vk_command_buffer));
}
else
{
/* With graphics NV_dgc, there are no requirements on bound state, except for pipeline. */
/* NV_dgcc however requires that state in recording command buffer matches, but EXT_dgc provides a state cmd. */
VK_CALL(vkCmdBindPipeline(list->cmd.vk_init_commands_post_indirect_barrier,
signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE ?
VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS, current_pipeline));
if (signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
{
/* Compute is a bit more stringent, we have to bind all state. */
d3d12_command_list_update_descriptors_post_indirect_buffer(list);
}
/* Predication state also has to match. Also useful to nop out explicit preprocess too.
* Assumption is that drivers will pull predication state from state command buffer on EXT,
* since states have to match. */
if (list->predication.enabled_on_command_buffer)
{
conditional_begin_info.sType = VK_STRUCTURE_TYPE_CONDITIONAL_RENDERING_BEGIN_INFO_EXT;
conditional_begin_info.pNext = NULL;
conditional_begin_info.buffer = list->predication.vk_buffer;
conditional_begin_info.offset = list->predication.vk_buffer_offset;
conditional_begin_info.flags = 0;
VK_CALL(vkCmdBeginConditionalRenderingEXT(list->cmd.vk_init_commands_post_indirect_barrier,
&conditional_begin_info));
}
VK_CALL(vkCmdPreprocessGeneratedCommandsNV(list->cmd.vk_init_commands_post_indirect_barrier, &generated_nv));
if (list->predication.enabled_on_command_buffer)
VK_CALL(vkCmdEndConditionalRenderingEXT(list->cmd.vk_init_commands_post_indirect_barrier));
}
list->cmd.indirect_meta->need_preprocess_barrier = true;
}
if (require_patch)
WARN("Template requires patching :(\n");
/* Makes RGP captures easier to read. */
if (signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
{
if (count_buffer)
tag = "EI (compute, indirect count)";
else
tag = "EI (compute, direct count)";
}
else
{
if (count_buffer)
tag = "EI (gfx, indirect count)";
else
tag = "EI (gfx, direct count)";
}
d3d12_command_list_debug_mark_begin_region(list, tag);
if (use_ext_dgc)
{
VK_CALL(vkCmdExecuteGeneratedCommandsEXT(list->cmd.vk_command_buffer,
explicit_preprocess ? VK_TRUE : VK_FALSE, &generated_ext));
}
else
{
VK_CALL(vkCmdExecuteGeneratedCommandsNV(list->cmd.vk_command_buffer,
explicit_preprocess ? VK_TRUE : VK_FALSE, &generated_nv));
}
d3d12_command_list_debug_mark_end_region(list);
/* Need to clear state to zero if it was part of a command signature. */
for (i = 0; i < signature->desc.NumArgumentDescs; i++)
{
const D3D12_INDIRECT_ARGUMENT_DESC *arg = &signature->desc.pArgumentDescs[i];
switch (arg->Type)
{
case D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW:
/* Null IBO */
list->index_buffer.buffer = VK_NULL_HANDLE;
list->index_buffer.is_dirty = true;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW:
{
/* Null VBO */
uint32_t slot = arg->VertexBuffer.Slot;
list->dynamic_state.vertex_buffers[slot] = VK_NULL_HANDLE;
list->dynamic_state.vertex_strides[slot] = 0;
list->dynamic_state.vertex_offsets[slot] = 0;
list->dynamic_state.vertex_sizes[slot] = 0;
break;
}
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW:
{
uint32_t index = arg->ConstantBufferView.RootParameterIndex;
d3d12_command_list_set_root_descriptor(list,
bindings, index, 0);
break;
}
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT:
{
uint32_t zeroes[D3D12_MAX_ROOT_COST];
memset(zeroes, 0, sizeof(uint32_t) * arg->Constant.Num32BitValuesToSet);
d3d12_command_list_set_root_constants(list,
bindings, arg->Constant.RootParameterIndex,
arg->Constant.DestOffsetIn32BitValues,
arg->Constant.Num32BitValuesToSet, zeroes);
break;
}
case D3D12_INDIRECT_ARGUMENT_TYPE_INCREMENTING_CONSTANT:
{
uint32_t zero = 0;
d3d12_command_list_set_root_constants(list,
bindings, arg->IncrementingConstant.RootParameterIndex,
arg->IncrementingConstant.DestOffsetIn32BitValues,
1, &zero);
break;
}
default:
break;
}
}
/* Spec mentions that all state related to the bind point is undefined after this, so
* invalidate all state. Unclear exactly which state is invalidated though ...
* Treat it as a meta shader. We need to nuke all state after running execute generated commands. */
d3d12_command_list_invalidate_all_state(list);
if (restart_predication)
{
/* Have to begin/end predication outside a render pass. */
d3d12_command_list_end_current_render_pass(list, true);
/* Rearm the conditional rendering. */
conditional_begin_info.sType = VK_STRUCTURE_TYPE_CONDITIONAL_RENDERING_BEGIN_INFO_EXT;
conditional_begin_info.pNext = NULL;
conditional_begin_info.buffer = list->predication.vk_buffer;
conditional_begin_info.offset = list->predication.vk_buffer_offset;
conditional_begin_info.flags = 0;
VK_CALL(vkCmdBeginConditionalRenderingEXT(list->cmd.vk_command_buffer, &conditional_begin_info));
}
}
static void STDMETHODCALLTYPE d3d12_command_list_ExecuteIndirect(d3d12_command_list_iface *iface,
ID3D12CommandSignature *command_signature, UINT max_command_count, ID3D12Resource *arg_buffer,
UINT64 arg_buffer_offset, ID3D12Resource *count_buffer, UINT64 count_buffer_offset)
{
struct d3d12_command_signature *sig_impl = impl_from_ID3D12CommandSignature(command_signature);
struct d3d12_resource *count_impl = impl_from_ID3D12Resource(count_buffer);
struct d3d12_resource *arg_impl = impl_from_ID3D12Resource(arg_buffer);
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
const D3D12_COMMAND_SIGNATURE_DESC *signature_desc = &sig_impl->desc;
struct vkd3d_scratch_allocation scratch;
uint32_t unrolled_stride;
unsigned int i;
TRACE("iface %p, command_signature %p, max_command_count %u, arg_buffer %p, "
"arg_buffer_offset %#"PRIx64", count_buffer %p, count_buffer_offset %#"PRIx64".\n",
iface, command_signature, max_command_count, arg_buffer, arg_buffer_offset,
count_buffer, count_buffer_offset);
if (!max_command_count)
return;
if ((count_buffer || list->predication.fallback_enabled) && !list->device->device_info.vulkan_1_2_features.drawIndirectCount)
{
FIXME("Count buffers not supported by Vulkan implementation.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH * max_command_count;
unrolled_stride = signature_desc->ByteStride;
VKD3D_BREADCRUMB_TAG("ExecuteIndirect [MaxCommandCount, ArgBuffer cookie, ArgBuffer offset, Count cookie, Count offset]");
VKD3D_BREADCRUMB_AUX32(max_command_count);
VKD3D_BREADCRUMB_COOKIE(arg_impl->res.cookie.index);
VKD3D_BREADCRUMB_AUX64(arg_buffer_offset);
VKD3D_BREADCRUMB_COOKIE(count_impl ? count_impl->res.cookie.index : 0);
VKD3D_BREADCRUMB_AUX64(count_buffer_offset);
if (sig_impl->requires_state_template)
{
if (sig_impl->requires_state_template_dgc)
{
d3d12_command_list_execute_indirect_state_template_dgc(list, sig_impl,
max_command_count,
arg_impl, arg_buffer_offset,
count_impl, count_buffer_offset);
}
else if (sig_impl->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
{
d3d12_command_list_execute_indirect_state_template_compute(list, sig_impl,
max_command_count,
arg_impl, arg_buffer_offset,
count_impl, count_buffer_offset);
}
VKD3D_BREADCRUMB_COMMAND(EXECUTE_INDIRECT_TEMPLATE);
return;
}
/* Temporary workaround, since we cannot parse non-draw arguments yet. Point directly
* to the first argument. Should avoid hard crashes for now. */
arg_buffer_offset += sig_impl->argument_buffer_offset_for_command;
for (i = 0; i < signature_desc->NumArgumentDescs; ++i)
{
const D3D12_INDIRECT_ARGUMENT_DESC *arg_desc = &signature_desc->pArgumentDescs[i];
if (list->predication.fallback_enabled)
{
union vkd3d_predicate_command_direct_args args;
enum vkd3d_predicate_command_type type;
VkDeviceAddress indirect_va;
switch (arg_desc->Type)
{
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW:
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED:
if (count_buffer)
{
type = VKD3D_PREDICATE_COMMAND_DRAW_INDIRECT_COUNT;
indirect_va = count_impl->res.va + count_buffer_offset;
}
else
{
args.draw_count = max_command_count;
type = VKD3D_PREDICATE_COMMAND_DRAW_INDIRECT;
indirect_va = 0;
}
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH:
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_MESH:
type = VKD3D_PREDICATE_COMMAND_DISPATCH_INDIRECT;
indirect_va = arg_impl->res.va + arg_buffer_offset;
break;
default:
FIXME("Ignoring unhandled argument type %#x.\n", arg_desc->Type);
continue;
}
if (!d3d12_command_list_emit_predicated_command(list, type, indirect_va, &args, &scratch))
return;
}
else if (count_buffer)
{
/* Unroll to N normal indirect dispatches, use count buffer to mask dispatches to (0, 0, 0).
* Can use this path for indirect trace rays as well since as needed. */
if (arg_desc->Type == D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH)
{
if (!d3d12_command_list_emit_multi_dispatch_indirect_count(list,
arg_impl->res.va + arg_buffer_offset,
unrolled_stride, max_command_count,
count_impl->res.va + count_buffer_offset, &scratch))
return;
unrolled_stride = sizeof(VkDispatchIndirectCommand);
}
else
{
scratch.buffer = count_impl->res.vk_buffer;
scratch.offset = count_impl->mem.offset + count_buffer_offset;
scratch.va = count_impl->res.va + count_buffer_offset;
}
}
else
{
scratch.buffer = arg_impl->res.vk_buffer;
scratch.offset = arg_impl->mem.offset + arg_buffer_offset;
scratch.va = arg_impl->res.va + arg_buffer_offset;
}
d3d12_command_list_end_transfer_batch(list);
switch (arg_desc->Type)
{
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW:
if (!d3d12_command_list_begin_render_pass(list, VKD3D_PIPELINE_TYPE_GRAPHICS))
{
WARN("Failed to begin render pass, ignoring draw.\n");
break;
}
if (count_buffer || list->predication.fallback_enabled)
{
VK_CALL(vkCmdDrawIndirectCount(list->cmd.vk_command_buffer, arg_impl->res.vk_buffer,
arg_buffer_offset + arg_impl->mem.offset, scratch.buffer, scratch.offset,
max_command_count, signature_desc->ByteStride));
}
else
{
VK_CALL(vkCmdDrawIndirect(list->cmd.vk_command_buffer, arg_impl->res.vk_buffer,
arg_buffer_offset + arg_impl->mem.offset, max_command_count, signature_desc->ByteStride));
}
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED:
if (!d3d12_command_list_update_index_buffer(list))
break;
if (!d3d12_command_list_begin_render_pass(list, VKD3D_PIPELINE_TYPE_GRAPHICS))
{
WARN("Failed to begin render pass, ignoring draw.\n");
break;
}
d3d12_command_list_check_index_buffer_strip_cut_value(list);
if (count_buffer || list->predication.fallback_enabled)
{
VK_CALL(vkCmdDrawIndexedIndirectCount(list->cmd.vk_command_buffer, arg_impl->res.vk_buffer,
arg_buffer_offset + arg_impl->mem.offset, scratch.buffer, scratch.offset,
max_command_count, signature_desc->ByteStride));
}
else
{
VK_CALL(vkCmdDrawIndexedIndirect(list->cmd.vk_command_buffer, arg_impl->res.vk_buffer,
arg_buffer_offset + arg_impl->mem.offset, max_command_count, signature_desc->ByteStride));
}
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_MESH:
if (!d3d12_command_list_begin_render_pass(list, VKD3D_PIPELINE_TYPE_MESH_GRAPHICS))
{
WARN("Failed to begin render pass, ignoring draw.\n");
break;
}
if (count_buffer || list->predication.fallback_enabled)
{
VK_CALL(vkCmdDrawMeshTasksIndirectCountEXT(list->cmd.vk_command_buffer, arg_impl->res.vk_buffer,
arg_buffer_offset + arg_impl->mem.offset, scratch.buffer, scratch.offset,
max_command_count, signature_desc->ByteStride));
}
else
{
/* Not very useful to do MDI without state change with mesh shaders, but ...
* Has to work. */
VK_CALL(vkCmdDrawMeshTasksIndirectEXT(list->cmd.vk_command_buffer,
scratch.buffer, scratch.offset,
max_command_count, signature_desc->ByteStride));
}
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH:
if (!d3d12_command_list_update_compute_state(list))
{
WARN("Failed to update compute state, ignoring dispatch.\n");
break;
}
/* Without state changes, we can always just unroll the dispatches.
* Not the most useful feature ever, but it has to work. */
for (i = 0; i < max_command_count; i++)
{
VK_CALL(vkCmdDispatchIndirect(list->cmd.vk_command_buffer, scratch.buffer, scratch.offset));
VKD3D_BREADCRUMB_AUX32(i);
VKD3D_BREADCRUMB_COMMAND(EXECUTE_INDIRECT_UNROLL_COMPUTE);
scratch.offset += unrolled_stride;
}
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_RAYS:
if (max_command_count != 1)
FIXME("Ignoring command count %u.\n", max_command_count);
if (count_buffer)
{
FIXME_ONCE("Count buffers not supported for indirect ray dispatch.\n");
break;
}
if (!d3d12_command_list_update_raygen_state(list))
{
WARN("Failed to update raygen state, ignoring ray dispatch.\n");
break;
}
if (!list->device->device_info.ray_tracing_maintenance1_features.rayTracingPipelineTraceRaysIndirect2)
{
WARN("TraceRaysIndirect2 is not supported, ignoring ray dispatch.\n");
break;
}
VK_CALL(vkCmdTraceRaysIndirect2KHR(list->cmd.vk_command_buffer, scratch.va));
break;
default:
FIXME("Ignoring unhandled argument type %#x.\n", arg_desc->Type);
break;
}
}
VKD3D_BREADCRUMB_COMMAND(EXECUTE_INDIRECT);
if (list->state && list->state->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
d3d12_command_list_check_compute_barrier(list);
}
static void STDMETHODCALLTYPE d3d12_command_list_AtomicCopyBufferUINT(d3d12_command_list_iface *iface,
ID3D12Resource *dst_buffer, UINT64 dst_offset,
ID3D12Resource *src_buffer, UINT64 src_offset,
UINT dependent_resource_count, ID3D12Resource * const *dependent_resources,
const D3D12_SUBRESOURCE_RANGE_UINT64 *dependent_sub_resource_ranges)
{
FIXME("iface %p, dst_resource %p, dst_offset %#"PRIx64", src_resource %p, "
"src_offset %#"PRIx64", dependent_resource_count %u, "
"dependent_resources %p, dependent_sub_resource_ranges %p stub!\n",
iface, dst_buffer, dst_offset, src_buffer, src_offset,
dependent_resource_count, dependent_resources, dependent_sub_resource_ranges);
}
static void STDMETHODCALLTYPE d3d12_command_list_AtomicCopyBufferUINT64(d3d12_command_list_iface *iface,
ID3D12Resource *dst_buffer, UINT64 dst_offset,
ID3D12Resource *src_buffer, UINT64 src_offset,
UINT dependent_resource_count, ID3D12Resource * const *dependent_resources,
const D3D12_SUBRESOURCE_RANGE_UINT64 *dependent_sub_resource_ranges)
{
FIXME("iface %p, dst_resource %p, dst_offset %#"PRIx64", src_resource %p, "
"src_offset %#"PRIx64", dependent_resource_count %u, "
"dependent_resources %p, dependent_sub_resource_ranges %p stub!\n",
iface, dst_buffer, dst_offset, src_buffer, src_offset,
dependent_resource_count, dependent_resources, dependent_sub_resource_ranges);
}
static void STDMETHODCALLTYPE d3d12_command_list_OMSetDepthBounds(d3d12_command_list_iface *iface,
FLOAT min, FLOAT max)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
TRACE("iface %p, min %.8e, max %.8e.\n", iface, min, max);
if (dyn_state->min_depth_bounds != min || dyn_state->max_depth_bounds != max)
{
dyn_state->min_depth_bounds = min;
dyn_state->max_depth_bounds = max;
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_DEPTH_BOUNDS;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_SetSamplePositions(d3d12_command_list_iface *iface,
UINT sample_count, UINT pixel_count, D3D12_SAMPLE_POSITION *sample_positions)
{
FIXME("iface %p, sample_count %u, pixel_count %u, sample_positions %p stub!\n",
iface, sample_count, pixel_count, sample_positions);
}
static bool d3d12_command_list_validate_sampler_feedback_transcode(
struct d3d12_resource *transcoded, struct d3d12_resource *feedback)
{
if (!d3d12_resource_desc_is_sampler_feedback(&feedback->desc))
{
WARN("Must decode SAMPLER_FEEDBACK formats.\n");
return false;
}
if (feedback->desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D)
{
WARN("Source must be 2D texture.\n");
return false;
}
if (transcoded->desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
/* API restriction */
if (feedback->desc.Format != DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE ||
feedback->desc.DepthOrArraySize != 1)
{
WARN("Can only decode single-layer MIN_MIP to BUFFER.\n");
return false;
}
}
else if (transcoded->desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D)
{
WARN("Can only decode TEXTURE2D.\n");
return false;
}
else
{
/* Creation dimensions must match if we're decoding texture <-> texture, even if we're just
* resolving a single subresource. */
if (transcoded->desc.DepthOrArraySize != feedback->desc.DepthOrArraySize)
{
WARN("ArraySize must match.\n");
return false;
}
if (feedback->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE &&
transcoded->desc.MipLevels != 1)
{
WARN("For MIN_MIP_OPAQUE, transcoded resource must be single mip.\n");
return false;
}
else if (feedback->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE &&
transcoded->desc.MipLevels != feedback->desc.MipLevels)
{
WARN("For MIP_REGION_USED, transcoded resource must match mip levels of feedback.\n");
return false;
}
}
return true;
}
static void d3d12_command_list_encode_sampler_feedback(struct d3d12_command_list *list,
struct d3d12_resource *dst, UINT dst_subresource_index, UINT dst_x, UINT dst_y,
struct d3d12_resource *src, UINT src_subresource_index, const D3D12_RECT *src_rect)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_texture_view_desc src_image_view_desc, dst_view_desc;
struct vkd3d_sampler_feedback_resolve_info pipeline_info;
struct vkd3d_sampler_feedback_resolve_encode_args args;
struct vkd3d_view *dst_view = NULL, *src_view = NULL;
struct vkd3d_buffer_view_desc src_buffer_view_desc;
unsigned int transcoded_width, transcoded_height;
VkWriteDescriptorSet vk_descriptor_writes[2];
VkDescriptorImageInfo vk_image_info[2];
VkMemoryBarrier2 vk_memory_barrier;
unsigned int num_mip_iterations;
VkImageSubresource subresource;
VkDependencyInfo dep_info;
VkExtent3D extent;
unsigned int i;
if (!d3d12_command_list_validate_sampler_feedback_transcode(src, dst))
return;
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_update_descriptor_buffers(list);
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
d3d12_command_list_debug_mark_begin_region(list, "SamplerFeedbackEncode");
/* Fixup subresource indices. */
if (dst->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE)
{
/* src index controls what we're doing. dst_subresource_index should always be UINT_MAX according to docs. */
dst_subresource_index = src_subresource_index;
}
else
{
/* Having mismatched all / concrete subresources breaks native drivers. Fix it up to not blow up.
* Otherwise, it is permissible to mismatch in MIP_USED mode. */
if (src_subresource_index != UINT32_MAX && dst_subresource_index == UINT32_MAX)
dst_subresource_index = src_subresource_index;
else if (dst_subresource_index != UINT32_MAX && src_subresource_index == UINT32_MAX)
src_subresource_index = dst_subresource_index;
}
memset(&dst_view_desc, 0, sizeof(dst_view_desc));
dst_view_desc.image = dst->res.vk_image;
dst_view_desc.format = vkd3d_get_format(list->device, DXGI_FORMAT_R32G32_UINT, false);
dst_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
dst_view_desc.aspect_mask = VK_IMAGE_ASPECT_COLOR_BIT;
dst_view_desc.image_usage = VK_IMAGE_USAGE_STORAGE_BIT;
dst_view_desc.layer_idx = 0;
dst_view_desc.layer_count = dst->desc.DepthOrArraySize;
dst_view_desc.miplevel_idx = 0;
dst_view_desc.miplevel_count = 1;
memset(&args, 0, sizeof(args));
/* Fill in image view later. */
vk_image_info[0].imageLayout = d3d12_resource_pick_layout(src, VK_IMAGE_LAYOUT_GENERAL);
vk_image_info[0].sampler = VK_NULL_HANDLE;
memset(vk_descriptor_writes, 0, sizeof(vk_descriptor_writes));
vk_descriptor_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
vk_descriptor_writes[0].dstBinding = 0;
vk_descriptor_writes[0].pImageInfo = &vk_image_info[0];
vk_descriptor_writes[0].descriptorCount = 1;
/* We're doing RMW, so have to ensure ordering. Also, need to ensure ordering
* for back-to-back RESOLVE_DEST operations. */
memset(&vk_memory_barrier, 0, sizeof(vk_memory_barrier));
vk_memory_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_memory_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_memory_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_memory_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_memory_barrier.dstAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT | VK_ACCESS_2_SHADER_READ_BIT;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_memory_barrier;
if (src->desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
vkd3d_meta_get_sampler_feedback_resolve_pipeline(&list->device->meta_ops,
VKD3D_SAMPLER_FEEDBACK_RESOLVE_BUFFER_TO_MIN_MIP, &pipeline_info);
dst_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
extent = d3d12_resource_desc_get_active_feedback_extent(&dst->desc, 0);
/* These make little to no sense for buffers ... Docs don't say anything about it.
* They are ignored on some drivers, and treated as image offsets on AMD ... :< */
if (dst_x || dst_y)
WARN("Ignoring dst_x and dst_y.\n");
src_buffer_view_desc.format = vkd3d_get_format(list->device, DXGI_FORMAT_R8_UINT, false);
src_buffer_view_desc.size = extent.width * extent.height;
src_buffer_view_desc.offset = src->mem.offset;
src_buffer_view_desc.buffer = src->res.vk_buffer;
if (!vkd3d_create_buffer_view(list->device, &src_buffer_view_desc, &src_view))
goto cleanup;
if (!vkd3d_create_texture_view(list->device, &dst_view_desc, &dst_view))
goto cleanup;
vk_image_info[0].imageView = dst_view->vk_image_view;
vk_descriptor_writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_writes[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
vk_descriptor_writes[1].dstBinding = 2;
vk_descriptor_writes[1].pTexelBufferView = &src_view->vk_buffer_view;
vk_descriptor_writes[1].descriptorCount = 1;
/* MinMip does not support rect semantics, so go ahead. */
args.resolve_width = extent.width;
args.resolve_height = extent.height;
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline_info.vk_pipeline));
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline_info.vk_layout, 0, ARRAY_SIZE(vk_descriptor_writes), vk_descriptor_writes));
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer, pipeline_info.vk_layout,
VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(args), &args));
extent.width = vkd3d_compute_workgroup_count(extent.width,
vkd3d_meta_get_sampler_feedback_workgroup_size().width);
extent.height = vkd3d_compute_workgroup_count(extent.height,
vkd3d_meta_get_sampler_feedback_workgroup_size().height);
extent.depth = vkd3d_compute_workgroup_count(extent.depth,
vkd3d_meta_get_sampler_feedback_workgroup_size().depth);
VK_CALL(vkCmdDispatch(list->cmd.vk_command_buffer, extent.width, extent.height, extent.depth));
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
else
{
vkd3d_meta_get_sampler_feedback_resolve_pipeline(&list->device->meta_ops,
dst->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE ?
VKD3D_SAMPLER_FEEDBACK_RESOLVE_IMAGE_TO_MIN_MIP :
VKD3D_SAMPLER_FEEDBACK_RESOLVE_IMAGE_TO_MIP_USED, &pipeline_info);
memset(&src_image_view_desc, 0, sizeof(src_image_view_desc));
src_image_view_desc.image = src->res.vk_image;
src_image_view_desc.format = vkd3d_get_format(list->device, DXGI_FORMAT_R8_UINT, false);
src_image_view_desc.aspect_mask = VK_IMAGE_ASPECT_COLOR_BIT;
src_image_view_desc.image_usage = VK_IMAGE_USAGE_SAMPLED_BIT;
src_image_view_desc.layer_idx = 0;
src_image_view_desc.layer_count = src->desc.DepthOrArraySize;
src_image_view_desc.miplevel_count = src->desc.MipLevels;
src_image_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
if (src_subresource_index == UINT32_MAX)
{
/* We will resolve all layers + mips in one go. */
if (dst->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE)
num_mip_iterations = 1;
else
num_mip_iterations = src->desc.MipLevels;
}
else
{
num_mip_iterations = 1;
if (dst->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE)
{
src_image_view_desc.layer_idx = src_subresource_index;
src_image_view_desc.layer_count = 1;
dst_view_desc.layer_idx = src_subresource_index;
dst_view_desc.layer_count = 1;
}
else
{
/* Concrete mip level. */
subresource = vk_image_subresource_from_d3d12(src_image_view_desc.format,
src_subresource_index, src->desc.MipLevels, src->desc.DepthOrArraySize, false);
src_image_view_desc.layer_idx = subresource.arrayLayer;
src_image_view_desc.miplevel_idx = subresource.mipLevel;
src_image_view_desc.layer_count = 1;
src_image_view_desc.miplevel_count = 1;
/* src_mip is implied by the view itself. */
subresource = vk_image_subresource_from_d3d12(dst_view_desc.format,
dst_subresource_index, dst->desc.MipLevels, dst->desc.DepthOrArraySize, false);
dst_view_desc.layer_idx = subresource.arrayLayer;
dst_view_desc.layer_count = 1;
args.dst_mip = subresource.mipLevel;
}
}
if (!vkd3d_create_texture_view(list->device, &src_image_view_desc, &src_view))
goto cleanup;
if (!vkd3d_create_texture_view(list->device, &dst_view_desc, &dst_view))
goto cleanup;
vk_image_info[0].imageView = dst_view->vk_image_view;
vk_image_info[1].imageView = src_view->vk_image_view;
vk_image_info[1].sampler = VK_NULL_HANDLE;
vk_image_info[1].imageLayout = d3d12_resource_pick_layout(src, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
vk_descriptor_writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_writes[1].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
vk_descriptor_writes[1].dstBinding = 1;
vk_descriptor_writes[1].pImageInfo = &vk_image_info[1];
vk_descriptor_writes[1].descriptorCount = 1;
if (dst->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE)
{
args.dst_x = dst_x;
args.dst_y = dst_y;
}
else if (dst_x || dst_y)
{
/* These are ignored on all drivers for MIN_MIP. */
WARN("Ignoring dst_x and dst_y.\n");
dst_x = 0;
dst_y = 0;
}
for (i = 0; i < num_mip_iterations; i++)
{
extent = d3d12_resource_desc_get_active_feedback_extent(&dst->desc, args.dst_mip);
transcoded_width = extent.width;
transcoded_height = extent.height;
if (dst_x >= transcoded_width || dst_y >= transcoded_height)
{
WARN("Trying to encode out of bounds.\n");
goto cleanup;
}
transcoded_width -= dst_x;
transcoded_height -= dst_y;
/* Transcoded output doesn't have to cover everything. Cover minimum. */
extent = d3d12_resource_desc_get_subresource_extent(&src->desc, src->format, src_image_view_desc.miplevel_idx);
transcoded_width = min(transcoded_width, extent.width);
transcoded_height = min(transcoded_height, extent.height);
/* Source rect is not allowed for MIN_MIP mode. */
if (dst->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE && src_rect)
{
transcoded_width = min((int)transcoded_width, src_rect->right - src_rect->left);
transcoded_height = min((int)transcoded_height, src_rect->bottom - src_rect->top);
args.src_x = src_rect->left;
args.src_y = src_rect->top;
}
args.resolve_width = transcoded_width;
args.resolve_height = transcoded_height;
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline_info.vk_pipeline));
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline_info.vk_layout, 0, ARRAY_SIZE(vk_descriptor_writes), vk_descriptor_writes));
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer, pipeline_info.vk_layout,
VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(args), &args));
extent.width = vkd3d_compute_workgroup_count(args.resolve_width,
vkd3d_meta_get_sampler_feedback_workgroup_size().width);
extent.height = vkd3d_compute_workgroup_count(args.resolve_height,
vkd3d_meta_get_sampler_feedback_workgroup_size().height);
extent.depth = dst_view_desc.layer_count;
VK_CALL(vkCmdDispatch(list->cmd.vk_command_buffer, extent.width, extent.height, extent.depth));
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
args.src_mip++;
args.dst_mip++;
src_image_view_desc.miplevel_idx++;
}
}
d3d12_command_allocator_add_view(list->allocator, src_view);
d3d12_command_allocator_add_view(list->allocator, dst_view);
/* Resolve does not count as a placed initialization,
* so don't try to be clever here and compute writes_full_subresource.
* It gets quite difficult to reason about since the dst subresource can be padded out. */
d3d12_command_list_track_resource_usage(list, src, true);
d3d12_command_list_track_resource_usage(list, dst, true);
cleanup:
d3d12_command_list_debug_mark_end_region(list);
if (dst_view)
vkd3d_view_decref(dst_view, list->device);
if (src_view)
vkd3d_view_decref(src_view, list->device);
}
static void d3d12_command_list_decode_sampler_feedback(struct d3d12_command_list *list,
struct d3d12_resource *dst, UINT dst_subresource_index, UINT dst_x, UINT dst_y,
struct d3d12_resource *src, UINT src_subresource_index, const D3D12_RECT *src_rect)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_texture_view_desc dst_image_view_desc, src_view_desc;
struct vkd3d_sampler_feedback_resolve_info pipeline_info;
struct vkd3d_sampler_feedback_resolve_decode_args args;
struct vkd3d_view *dst_view = NULL, *src_view = NULL;
struct vkd3d_buffer_view_desc dst_buffer_view_desc;
unsigned int transcoded_width, transcoded_height;
VkWriteDescriptorSet vk_descriptor_writes[2];
VkRenderingAttachmentInfo attachment_info;
VkImageMemoryBarrier2 vk_image_barrier;
VkDescriptorImageInfo vk_image_info;
VkMemoryBarrier2 vk_memory_barrier;
unsigned int num_mip_iterations;
VkImageSubresource subresource;
VkRenderingInfo rendering_info;
VkDependencyInfo dep_info;
VkViewport viewport;
VkExtent3D extent;
unsigned int i;
/* ResolveSubresourceRegion must run in DIRECT queue, so we can rely on COLOR_ATTACHMENT.
* This avoids us having to add UAV usage to every R8_UINT image, we already add COLOR_ATTACHMENT
* due to STENCIL -> COLOR copy. */
if (!d3d12_command_list_validate_sampler_feedback_transcode(dst, src))
return;
d3d12_command_list_invalidate_current_pipeline(list, true);
d3d12_command_list_update_descriptor_buffers(list);
d3d12_command_list_debug_mark_begin_region(list, "SamplerFeedbackDecode");
if (dst->desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, &list->graphics_bindings);
else
d3d12_command_list_invalidate_root_parameters(list, &list->graphics_bindings, true, &list->compute_bindings);
/* Fixup subresource indices. */
if (src->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE)
{
/* dst index controls what we're doing. src_subresource_index should always be UINT_MAX according to docs. */
src_subresource_index = dst_subresource_index;
}
else
{
/* Having mismatched all / concrete subresources breaks native drivers. Fix it up to not blow up.
* Otherwise, it is permissible to mismatch in MIP_USED mode. */
if (src_subresource_index != UINT32_MAX && dst_subresource_index == UINT32_MAX)
dst_subresource_index = src_subresource_index;
else if (dst_subresource_index != UINT32_MAX && src_subresource_index == UINT32_MAX)
src_subresource_index = dst_subresource_index;
}
memset(&src_view_desc, 0, sizeof(src_view_desc));
src_view_desc.image = src->res.vk_image;
src_view_desc.format = vkd3d_get_format(list->device, DXGI_FORMAT_R32G32_UINT, false);
src_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
src_view_desc.aspect_mask = VK_IMAGE_ASPECT_COLOR_BIT;
src_view_desc.image_usage = VK_IMAGE_USAGE_SAMPLED_BIT;
src_view_desc.layer_idx = 0;
src_view_desc.layer_count = src->desc.DepthOrArraySize;
src_view_desc.miplevel_idx = 0;
src_view_desc.miplevel_count = 1;
memset(&args, 0, sizeof(args));
args.num_mip_levels = src->desc.MipLevels;
args.inv_paired_width = 1.0f / src->desc.Width;
args.inv_paired_height = 1.0f / src->desc.Height;
args.paired_width = src->desc.Width;
args.paired_height = src->desc.Height;
extent = d3d12_resource_desc_get_padded_feedback_extent(&src->desc);
args.inv_feedback_width = 1.0f / extent.width;
args.inv_feedback_height = 1.0f / extent.height;
/* Fill in image view later. */
vk_image_info.imageLayout = d3d12_resource_pick_layout(src, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
vk_image_info.sampler = VK_NULL_HANDLE;
memset(vk_descriptor_writes, 0, sizeof(vk_descriptor_writes));
vk_descriptor_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
vk_descriptor_writes[0].dstBinding = 1;
vk_descriptor_writes[0].pImageInfo = &vk_image_info;
vk_descriptor_writes[0].descriptorCount = 1;
if (dst->desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
vkd3d_meta_get_sampler_feedback_resolve_pipeline(&list->device->meta_ops,
VKD3D_SAMPLER_FEEDBACK_RESOLVE_MIN_MIP_TO_BUFFER, &pipeline_info);
src_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D;
extent = d3d12_resource_desc_get_active_feedback_extent(&src->desc, 0);
/* These make little to no sense for buffers ... Docs don't say anything about it.
* They are ignored on some drivers. */
if (dst_x || dst_y)
WARN("Ignoring dst_x and dst_y.\n");
dst_buffer_view_desc.format = vkd3d_get_format(list->device, DXGI_FORMAT_R8_UINT, false);
dst_buffer_view_desc.size = extent.width * extent.height;
dst_buffer_view_desc.offset = dst->mem.offset;
dst_buffer_view_desc.buffer = dst->res.vk_buffer;
if (!vkd3d_create_texture_view(list->device, &src_view_desc, &src_view))
goto cleanup;
if (!vkd3d_create_buffer_view(list->device, &dst_buffer_view_desc, &dst_view))
goto cleanup;
vk_image_info.imageView = src_view->vk_image_view;
vk_descriptor_writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_descriptor_writes[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
vk_descriptor_writes[1].dstBinding = 0;
vk_descriptor_writes[1].pTexelBufferView = &dst_view->vk_buffer_view;
vk_descriptor_writes[1].descriptorCount = 1;
args.resolve_width = extent.width;
args.resolve_height = extent.height;
/* MinMip does not support rect semantics, so go ahead. */
/* We're in RESOLVE_DEST state here, which means we need extra barrier to get us to COMPUTE.
* Also, propagate SHADER_READ state since we're reading RESOLVE_SOURCE. */
memset(&vk_memory_barrier, 0, sizeof(vk_memory_barrier));
vk_memory_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_memory_barrier.srcStageMask = VK_PIPELINE_STAGE_2_RESOLVE_BIT;
vk_memory_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_memory_barrier.dstAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_memory_barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline_info.vk_pipeline));
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipeline_info.vk_layout, 0, ARRAY_SIZE(vk_descriptor_writes), vk_descriptor_writes));
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer, pipeline_info.vk_layout,
VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(args), &args));
extent.width = vkd3d_compute_workgroup_count(extent.width,
vkd3d_meta_get_sampler_feedback_workgroup_size().width);
extent.height = vkd3d_compute_workgroup_count(extent.height,
vkd3d_meta_get_sampler_feedback_workgroup_size().height);
extent.depth = vkd3d_compute_workgroup_count(extent.depth,
vkd3d_meta_get_sampler_feedback_workgroup_size().depth);
VK_CALL(vkCmdDispatch(list->cmd.vk_command_buffer, extent.width, extent.height, extent.depth));
vk_memory_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
vk_memory_barrier.srcAccessMask = VK_ACCESS_2_SHADER_WRITE_BIT;
vk_memory_barrier.dstStageMask = VK_PIPELINE_STAGE_2_RESOLVE_BIT;
vk_memory_barrier.dstAccessMask = VK_ACCESS_2_NONE;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
d3d12_command_allocator_add_view(list->allocator, src_view);
d3d12_command_allocator_add_view(list->allocator, dst_view);
}
else
{
vkd3d_meta_get_sampler_feedback_resolve_pipeline(&list->device->meta_ops,
src->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE ?
VKD3D_SAMPLER_FEEDBACK_RESOLVE_MIN_MIP_TO_IMAGE :
VKD3D_SAMPLER_FEEDBACK_RESOLVE_MIP_USED_TO_IMAGE, &pipeline_info);
memset(&dst_image_view_desc, 0, sizeof(dst_image_view_desc));
dst_image_view_desc.image = dst->res.vk_image;
dst_image_view_desc.format = vkd3d_get_format(list->device, DXGI_FORMAT_R8_UINT, false);
dst_image_view_desc.aspect_mask = VK_IMAGE_ASPECT_COLOR_BIT;
dst_image_view_desc.image_usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
dst_image_view_desc.layer_idx = 0;
dst_image_view_desc.layer_count = src->desc.DepthOrArraySize;
dst_image_view_desc.miplevel_count = 1;
dst_image_view_desc.view_type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
memset(&vk_image_barrier, 0, sizeof(vk_image_barrier));
vk_image_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
vk_image_barrier.image = dst->res.vk_image;
vk_image_barrier.oldLayout = dst->common_layout;
vk_image_barrier.newLayout = d3d12_resource_pick_layout(dst, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
vk_image_barrier.srcStageMask = VK_PIPELINE_STAGE_2_RESOLVE_BIT;
vk_image_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
vk_image_barrier.srcAccessMask = 0;
vk_image_barrier.dstAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
vk_image_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_image_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_image_barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
if (dst_subresource_index == UINT32_MAX)
{
/* We will resolve all layers + mips in one go. */
if (src->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE)
num_mip_iterations = 1;
else
num_mip_iterations = src->desc.MipLevels;
vk_image_barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
vk_image_barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
args.mip_level = 0;
}
else
{
num_mip_iterations = 1;
if (src->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE)
{
dst_image_view_desc.layer_idx = dst_subresource_index;
dst_image_view_desc.layer_count = 1;
src_view_desc.layer_idx = src_subresource_index;
src_view_desc.layer_count = 1;
args.mip_level = 0; /* We iterate over all mips in one pass. */
}
else
{
/* Concrete mip level. They can mismatch. */
subresource = vk_image_subresource_from_d3d12(dst_image_view_desc.format,
dst_subresource_index, dst->desc.MipLevels, dst->desc.DepthOrArraySize, false);
dst_image_view_desc.layer_idx = subresource.arrayLayer;
dst_image_view_desc.miplevel_idx = subresource.mipLevel;
dst_image_view_desc.layer_count = 1;
dst_image_view_desc.miplevel_count = 1;
subresource = vk_image_subresource_from_d3d12(src_view_desc.format,
src_subresource_index, src->desc.MipLevels, src->desc.DepthOrArraySize, false);
src_view_desc.layer_idx = subresource.arrayLayer;
src_view_desc.layer_count = 1;
/* The feedback image is not actually mip-mapped. */
args.mip_level = subresource.mipLevel;
}
vk_image_barrier.subresourceRange.baseArrayLayer = dst_image_view_desc.layer_idx;
vk_image_barrier.subresourceRange.baseMipLevel = dst_image_view_desc.miplevel_idx;
vk_image_barrier.subresourceRange.layerCount = 1;
vk_image_barrier.subresourceRange.levelCount = 1;
}
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.imageMemoryBarrierCount = 1;
dep_info.pImageMemoryBarriers = &vk_image_barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
if (src->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE)
{
args.dst_x = dst_x;
args.dst_y = dst_y;
}
else if (dst_x || dst_y)
{
/* These are ignored on all drivers for MIN_MIP. */
WARN("Ignoring dst_x and dst_y.\n");
dst_x = 0;
dst_y = 0;
}
memset(&rendering_info, 0, sizeof(rendering_info));
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea.offset.x = dst_x;
rendering_info.renderArea.offset.y = dst_y;
rendering_info.colorAttachmentCount = 1;
rendering_info.pColorAttachments = &attachment_info;
rendering_info.layerCount = dst_image_view_desc.layer_count;
memset(&attachment_info, 0, sizeof(attachment_info));
attachment_info.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
attachment_info.imageLayout = vk_image_barrier.newLayout;
attachment_info.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_info.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
viewport.x = (float)rendering_info.renderArea.offset.x;
viewport.y = (float)rendering_info.renderArea.offset.y;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
for (i = 0; i < num_mip_iterations; i++)
{
if (dst_view)
{
vkd3d_view_decref(dst_view, list->device);
dst_view = NULL;
}
if (src_view)
{
vkd3d_view_decref(src_view, list->device);
src_view = NULL;
}
if (!vkd3d_create_texture_view(list->device, &src_view_desc, &src_view))
goto cleanup;
if (!vkd3d_create_texture_view(list->device, &dst_image_view_desc, &dst_view))
goto cleanup;
/* Transcoded output doesn't have to cover everything. Cover minimum. */
extent = d3d12_resource_desc_get_subresource_extent(&dst->desc, dst->format, dst_image_view_desc.miplevel_idx);
transcoded_width = extent.width;
transcoded_height = extent.height;
if (dst_x >= transcoded_width || dst_y >= transcoded_height)
{
WARN("Trying to decode out of bounds.\n");
goto cleanup;
}
transcoded_width -= dst_x;
transcoded_height -= dst_y;
extent = d3d12_resource_desc_get_active_feedback_extent(&src->desc, args.mip_level);
transcoded_width = min(transcoded_width, extent.width);
transcoded_height = min(transcoded_height, extent.height);
/* Source rect is not allowed for MIN_MIP mode. It is actively ignored. */
if (src->desc.Format == DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE && src_rect)
{
transcoded_width = min((int)transcoded_width, src_rect->right - src_rect->left);
transcoded_height = min((int)transcoded_height, src_rect->bottom - src_rect->top);
args.src_x = src_rect->left;
args.src_y = src_rect->top;
}
args.resolve_width = transcoded_width;
args.resolve_height = transcoded_height;
attachment_info.imageView = dst_view->vk_image_view;
rendering_info.renderArea.extent.width = transcoded_width;
rendering_info.renderArea.extent.height = transcoded_height;
viewport.width = (float)rendering_info.renderArea.extent.width;
viewport.height = (float)rendering_info.renderArea.extent.height;
vk_image_info.imageView = src_view->vk_image_view;
VK_CALL(vkCmdBeginRendering(list->cmd.vk_command_buffer, &rendering_info));
VK_CALL(vkCmdBindPipeline(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline_info.vk_pipeline));
VK_CALL(vkCmdSetViewport(list->cmd.vk_command_buffer, 0, 1, &viewport));
VK_CALL(vkCmdSetScissor(list->cmd.vk_command_buffer, 0, 1, &rendering_info.renderArea));
VK_CALL(vkCmdPushDescriptorSetKHR(list->cmd.vk_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline_info.vk_layout, 0, 1, vk_descriptor_writes));
VK_CALL(vkCmdPushConstants(list->cmd.vk_command_buffer, pipeline_info.vk_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(args), &args));
VK_CALL(vkCmdDraw(list->cmd.vk_command_buffer, 3, dst_image_view_desc.layer_count, 0, 0));
VK_CALL(vkCmdEndRendering(list->cmd.vk_command_buffer));
dst_image_view_desc.miplevel_idx++;
args.mip_level++;
d3d12_command_allocator_add_view(list->allocator, src_view);
d3d12_command_allocator_add_view(list->allocator, dst_view);
}
vk_image_barrier.oldLayout = d3d12_resource_pick_layout(dst, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
vk_image_barrier.newLayout = dst->common_layout;
vk_image_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
vk_image_barrier.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
vk_image_barrier.dstStageMask = VK_PIPELINE_STAGE_2_RESOLVE_BIT;
vk_image_barrier.dstAccessMask = 0;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
/* Resolve does not count as a placed initialization,
* so don't try to be clever here and compute writes_full_subresource.
* It gets quite difficult to reason about since the dst subresource can be padded out. */
d3d12_command_list_track_resource_usage(list, src, true);
d3d12_command_list_track_resource_usage(list, dst, true);
cleanup:
d3d12_command_list_debug_mark_end_region(list);
if (dst_view)
vkd3d_view_decref(dst_view, list->device);
if (src_view)
vkd3d_view_decref(src_view, list->device);
}
static void STDMETHODCALLTYPE d3d12_command_list_ResolveSubresourceRegion(d3d12_command_list_iface *iface,
ID3D12Resource *dst, UINT dst_sub_resource_idx, UINT dst_x, UINT dst_y,
ID3D12Resource *src, UINT src_sub_resource_idx,
D3D12_RECT *src_rect, DXGI_FORMAT format, D3D12_RESOLVE_MODE mode)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_resource *dst_resource, *src_resource;
struct d3d12_command_list_barrier_batch barriers;
VkImageSubresourceLayers src_subresource;
VkImageSubresourceLayers dst_subresource;
VkOffset3D src_offset;
VkOffset3D dst_offset;
VkExtent3D extent;
TRACE("iface %p, dst_resource %p, dst_sub_resource_idx %u, "
"dst_x %u, dst_y %u, src_resource %p, src_sub_resource_idx %u, "
"src_rect %p, format %#x, mode %#x!\n",
iface, dst, dst_sub_resource_idx, dst_x, dst_y,
src, src_sub_resource_idx, src_rect, format, mode);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "ResolveSubresourceRegion called within a render pass.\n");
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
dst_resource = impl_from_ID3D12Resource(dst);
src_resource = impl_from_ID3D12Resource(src);
/* Sampler feedback resolves are esoteric and need their own code paths. */
if (mode == D3D12_RESOLVE_MODE_DECODE_SAMPLER_FEEDBACK)
{
if (format != DXGI_FORMAT_R8_UINT)
{
WARN("Invalid format #%x for DECODE_SAMPLER_FEEDBACK.\n", format);
return;
}
/* For decode, we use the dst index instead to determine how to interpret the subresource index
* in MIN_MIP mode.
* This index is then context dependent on the format.
* -1: Decode all layer/mips.
* N: For MIN_MIP, decode array layer N.
* For MIP_USED, decode subresource N (specific mip/layer).
* Spec is vague if it's allowed to have mismatching subresource IDX, but it works on native drivers. */
d3d12_command_list_decode_sampler_feedback(list,
dst_resource, dst_sub_resource_idx, dst_x, dst_y,
src_resource, src_sub_resource_idx, src_rect);
return;
}
else if (mode == D3D12_RESOLVE_MODE_ENCODE_SAMPLER_FEEDBACK)
{
if (format != DXGI_FORMAT_R8_UINT)
{
WARN("Invalid format #%x for ENCODE_SAMPLER_FEEDBACK.\n", format);
return;
}
d3d12_command_list_encode_sampler_feedback(list,
dst_resource, dst_sub_resource_idx, dst_x, dst_y,
src_resource, src_sub_resource_idx, src_rect);
return;
}
assert(d3d12_resource_is_texture(dst_resource));
assert(d3d12_resource_is_texture(src_resource));
src_subresource = vk_image_subresource_layers_from_d3d12(
src_resource->format, src_sub_resource_idx,
src_resource->desc.MipLevels,
d3d12_resource_desc_get_layer_count(&src_resource->desc));
dst_subresource = vk_image_subresource_layers_from_d3d12(
dst_resource->format, dst_sub_resource_idx,
dst_resource->desc.MipLevels,
d3d12_resource_desc_get_layer_count(&dst_resource->desc));
if (src_rect)
{
src_offset.x = src_rect->left;
src_offset.y = src_rect->top;
src_offset.z = 0;
extent.width = src_rect->right - src_rect->left;
extent.height = src_rect->bottom - src_rect->top;
extent.depth = 1;
}
else
{
memset(&src_offset, 0, sizeof(src_offset));
extent = d3d12_resource_desc_get_vk_subresource_extent(&src_resource->desc, src_resource->format, &src_subresource);
}
dst_offset.x = (int32_t)dst_x;
dst_offset.y = (int32_t)dst_y;
dst_offset.z = 0;
if (mode == D3D12_RESOLVE_MODE_AVERAGE || mode == D3D12_RESOLVE_MODE_MIN || mode == D3D12_RESOLVE_MODE_MAX)
{
VkImageResolve2 vk_image_resolve;
vk_image_resolve.sType = VK_STRUCTURE_TYPE_IMAGE_RESOLVE_2_KHR;
vk_image_resolve.pNext = NULL;
vk_image_resolve.srcSubresource = src_subresource;
vk_image_resolve.dstSubresource = dst_subresource;
vk_image_resolve.extent = extent;
vk_image_resolve.srcOffset = src_offset;
vk_image_resolve.dstOffset = dst_offset;
d3d12_command_list_resolve_subresource(list, dst_resource, dst_sub_resource_idx,
src_resource, &vk_image_resolve, format, mode);
}
else if (mode == D3D12_RESOLVE_MODE_DECOMPRESS)
{
/* This is a glorified copy path. The region can overlap fully, in which case we have an in-place decompress.
* Do nothing here. We can copy within a subresource, in which case we enter GENERAL layout.
* Otherwise, this can always map to vkCmdCopyImage2KHR, except for DEPTH -> COLOR copy.
* In this case, just use the fallback paths as is. */
bool writes_full_subresource;
bool overlapping_subresource;
bool writes_full_resource;
VkImageCopy2 image_copy;
overlapping_subresource = dst_resource == src_resource && dst_sub_resource_idx == src_sub_resource_idx;
/* In place DECOMPRESS. No-op. */
if (overlapping_subresource && memcmp(&src_offset, &dst_offset, sizeof(VkOffset3D)) == 0)
return;
/* Cannot discard if we're copying in-place. */
writes_full_subresource = !overlapping_subresource &&
d3d12_image_copy_writes_full_subresource(dst_resource,
&extent, &dst_subresource) &&
d3d12_resource_may_alias_other_resources(dst_resource);
writes_full_resource = writes_full_subresource && d3d12_resource_get_sub_resource_count(dst_resource) == 1;
d3d12_command_list_track_resource_usage(list, src_resource, true);
d3d12_command_list_track_resource_usage(list, dst_resource, !writes_full_resource);
image_copy.sType = VK_STRUCTURE_TYPE_IMAGE_COPY_2;
image_copy.pNext = NULL;
image_copy.srcSubresource = src_subresource;
image_copy.dstSubresource = dst_subresource;
image_copy.srcOffset = src_offset;
image_copy.dstOffset = dst_offset;
image_copy.extent = extent;
d3d12_command_list_barrier_batch_init(&barriers);
d3d12_command_list_check_and_resolve_pending_transfer_image_write(list, &barriers,
dst_resource->res.vk_image, dst_sub_resource_idx);
d3d12_command_list_copy_image_transition_images(list, &barriers,
dst_resource, dst_resource->format, src_resource,
src_resource->format, &image_copy, writes_full_subresource,
overlapping_subresource);
d3d12_command_list_barrier_batch_end(list, &barriers);
d3d12_command_list_barrier_batch_init(&barriers);
d3d12_command_list_copy_image(list, &barriers,
dst_resource, dst_resource->format, src_resource,
src_resource->format, &image_copy, writes_full_subresource,
overlapping_subresource);
if (barriers.image_barrier_count == 0 &&
barriers.vk_memory_barrier.dstStageMask == 0 &&
barriers.vk_memory_barrier.srcStageMask == 0)
{
/* Remember that there is a potential WAW hazard. */
d3d12_command_list_register_pending_transfer_image_write(
list, dst_resource->res.vk_image, dst_sub_resource_idx, VK_PIPELINE_STAGE_2_RESOLVE_BIT);
}
d3d12_command_list_barrier_batch_end(list, &barriers);
}
else
{
/* The "weird" resolve modes like sampler feedback encode/decode, etc. */
FIXME("Unsupported resolve mode: %u.\n", mode);
}
}
static void STDMETHODCALLTYPE d3d12_command_list_SetViewInstanceMask(d3d12_command_list_iface *iface, UINT mask)
{
FIXME("iface %p, mask %#x stub!\n", iface, mask);
}
static bool vk_pipeline_stage_from_wbi_mode(D3D12_WRITEBUFFERIMMEDIATE_MODE mode, VkPipelineStageFlagBits *stage)
{
switch (mode)
{
case D3D12_WRITEBUFFERIMMEDIATE_MODE_DEFAULT:
*stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
return true;
case D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_IN:
*stage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
return true;
case D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_OUT:
*stage = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
return true;
default:
return false;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_WriteBufferImmediate(d3d12_command_list_iface *iface,
UINT count, const D3D12_WRITEBUFFERIMMEDIATE_PARAMETER *parameters,
const D3D12_WRITEBUFFERIMMEDIATE_MODE *modes)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
const struct vkd3d_unique_resource *resource;
D3D12_WRITEBUFFERIMMEDIATE_MODE mode;
VkPipelineStageFlagBits stage;
bool do_flush, do_batch;
VkDeviceSize offset;
size_t batch_entry;
unsigned int i;
TRACE("iface %p, count %u, parameters %p, modes %p.\n", iface, count, parameters, modes);
/* Always flush WBI batch if we're outside a render pass instance, since
* otherwise we're only calling end_wbi_batch in end_current_render_pass. */
do_flush = !(list->rendering_info.state_flags & VKD3D_RENDERING_ACTIVE);
for (i = 0; i < count; ++i)
{
if (!(resource = vkd3d_va_map_deref(&list->device->memory_allocator.va_map, parameters[i].Dest)))
{
/* Unreal Engine emits WriteBufferImmediate diagnostic markers targeting unmapped
* host addresses if diagnostic heap creation failed due to lack of
* VK_EXT_external_memory_host support. In that case, ignore the write instead
* of invalidating the command list to allow execution to proceed. */
if (!list->device->vk_info.EXT_external_memory_host)
{
WARN_ONCE("Invalid target address %#"PRIx64" in WriteBufferImmediate without "
"VK_EXT_external_memory_host support, ignoring.\n", parameters[i].Dest);
continue;
}
d3d12_command_list_mark_as_invalid(list, "Invalid target address %#"PRIx64".\n", parameters[i].Dest);
return;
}
offset = parameters[i].Dest - resource->va;
mode = modes ? modes[i] : D3D12_WRITEBUFFERIMMEDIATE_MODE_DEFAULT;
if (!vk_pipeline_stage_from_wbi_mode(mode, &stage))
{
d3d12_command_list_mark_as_invalid(list, "Invalid WBI mode %u.\n", mode);
return;
}
/* Avoid ending the active render pass instance, if any */
do_batch = mode == D3D12_WRITEBUFFERIMMEDIATE_MODE_DEFAULT
|| !list->device->vk_info.AMD_buffer_marker
|| (list->wbi_batch.batch_len && mode != D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_IN)
|| (list->query_resolve_count)
|| (list->rtas_batch.build_info_count);
if (do_batch)
{
batch_entry = list->wbi_batch.batch_len++;
list->wbi_batch.buffers[batch_entry] = resource->vk_buffer;
list->wbi_batch.offsets[batch_entry] = offset;
list->wbi_batch.stages[batch_entry] = stage;
list->wbi_batch.values[batch_entry] = parameters[i].Value;
if (mode == D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_IN)
do_flush = true;
}
else
{
VK_CALL(vkCmdWriteBufferMarkerAMD(list->cmd.vk_command_buffer, stage,
resource->vk_buffer, offset, parameters[i].Value));
}
if (list->wbi_batch.batch_len == VKD3D_MAX_WBI_BATCH_SIZE)
{
if (list->rendering_info.state_flags & VKD3D_RENDERING_ACTIVE)
{
/* Implicitly calls end_wbi_batch. We cannot have any pending transfers
* while inside a render pass instance that we would have to end. */
d3d12_command_list_end_current_render_pass(list, true);
/* Flush subsequent batches now that the render pass instance has ended */
do_flush = true;
}
else
{
/* Flush pending transfers first to maintain correct order of operations */
d3d12_command_list_end_transfer_batch(list);
d3d12_command_list_flush_rtas_batch(list);
d3d12_command_list_end_wbi_batch(list);
}
}
}
if (do_flush && list->wbi_batch.batch_len)
{
if (list->rendering_info.state_flags & VKD3D_RENDERING_ACTIVE)
{
/* Implicitly calls end_wbi_batch. We cannot have any pending transfers
* while inside a render pass instance that we would have to end. */
d3d12_command_list_end_current_render_pass(list, true);
}
else
{
/* Flush pending transfers first to maintain correct order of operations */
d3d12_command_list_end_transfer_batch(list);
d3d12_command_list_flush_rtas_batch(list);
d3d12_command_list_end_wbi_batch(list);
}
}
VKD3D_BREADCRUMB_COMMAND(WBI);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetProtectedResourceSession(d3d12_command_list_iface *iface,
ID3D12ProtectedResourceSession *protected_session)
{
FIXME("iface %p, protected_session %p stub!\n", iface, protected_session);
}
static void vk_clear_color_value_from_d3d12(VkClearColorValue *vk_value, const D3D12_CLEAR_VALUE *d3d_value)
{
unsigned int i;
for (i = 0; i < 4; i++)
vk_value->float32[i] = d3d_value->Color[i];
}
static void vk_clear_depth_stencil_value_from_d3d12(VkClearDepthStencilValue *vk_value,
const D3D12_CLEAR_VALUE *d3d_depth_value, const D3D12_CLEAR_VALUE *d3d_stencil_value)
{
vk_value->depth = d3d_depth_value->DepthStencil.Depth;
vk_value->stencil = d3d_stencil_value->DepthStencil.Stencil;
}
static VkAttachmentLoadOp vk_load_op_from_d3d12(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE access_type)
{
if (access_type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR)
return VK_ATTACHMENT_LOAD_OP_CLEAR;
if (access_type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD)
return VK_ATTACHMENT_LOAD_OP_DONT_CARE;
return VK_ATTACHMENT_LOAD_OP_LOAD;
}
static void d3d12_command_list_load_render_pass_rtv(struct d3d12_command_list *list,
struct d3d12_rtv_desc *rtv_info, const D3D12_RENDER_PASS_RENDER_TARGET_DESC *rt)
{
VkAttachmentLoadOp load_op = vk_load_op_from_d3d12(rt->BeginningAccess.Type);
VkClearValue clear_value;
bool full_resource_clear;
vk_clear_color_value_from_d3d12(&clear_value.color, &rt->BeginningAccess.Clear.ClearValue);
full_resource_clear = vkd3d_rtv_and_aspects_fully_cover_resource(rtv_info->resource, rtv_info->view,
load_op != VK_ATTACHMENT_LOAD_OP_LOAD ? rtv_info->format->vk_aspect_mask : 0u);
d3d12_command_list_track_resource_usage(list, rtv_info->resource, !full_resource_clear);
if (load_op != VK_ATTACHMENT_LOAD_OP_LOAD)
{
d3d12_command_list_load_attachment(list, rtv_info->resource, rtv_info->view,
VK_IMAGE_ASPECT_COLOR_BIT, &clear_value, 0, NULL, load_op);
}
}
static void d3d12_command_list_load_render_pass_dsv(struct d3d12_command_list *list,
struct d3d12_rtv_desc *dsv_info, const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC *ds)
{
VkAttachmentLoadOp stencil_load_op = vk_load_op_from_d3d12(ds->StencilBeginningAccess.Type);
VkAttachmentLoadOp depth_load_op = vk_load_op_from_d3d12(ds->DepthBeginningAccess.Type);
VkImageAspectFlags aspect_flags = dsv_info->format->vk_aspect_mask;
VkImageAspectFlags clear_aspects = 0u;
VkClearValue clear_value;
bool full_resource_clear;
vk_clear_depth_stencil_value_from_d3d12(&clear_value.depthStencil,
&ds->DepthBeginningAccess.Clear.ClearValue,
&ds->StencilBeginningAccess.Clear.ClearValue);
if (depth_load_op != VK_ATTACHMENT_LOAD_OP_LOAD)
clear_aspects |= VK_IMAGE_ASPECT_DEPTH_BIT;
if (stencil_load_op != VK_ATTACHMENT_LOAD_OP_LOAD)
clear_aspects |= VK_IMAGE_ASPECT_STENCIL_BIT;
clear_aspects &= aspect_flags;
full_resource_clear = vkd3d_rtv_and_aspects_fully_cover_resource(dsv_info->resource, dsv_info->view, clear_aspects);
d3d12_command_list_track_resource_usage(list, dsv_info->resource, !full_resource_clear);
if (depth_load_op == stencil_load_op || aspect_flags != (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
VkAttachmentLoadOp load_op = (aspect_flags & VK_IMAGE_ASPECT_DEPTH_BIT) ? depth_load_op : stencil_load_op;
if (load_op != VK_ATTACHMENT_LOAD_OP_LOAD)
{
d3d12_command_list_load_attachment(list, dsv_info->resource, dsv_info->view,
aspect_flags, &clear_value, 0, NULL, load_op);
}
}
else
{
if (depth_load_op != VK_ATTACHMENT_LOAD_OP_LOAD)
{
d3d12_command_list_load_attachment(list, dsv_info->resource, dsv_info->view,
VK_IMAGE_ASPECT_DEPTH_BIT, &clear_value, 0, NULL, depth_load_op);
}
if (stencil_load_op != VK_ATTACHMENT_LOAD_OP_LOAD)
{
d3d12_command_list_load_attachment(list, dsv_info->resource, dsv_info->view,
VK_IMAGE_ASPECT_STENCIL_BIT, &clear_value, 0, NULL, stencil_load_op);
}
}
}
static void d3d12_command_list_resolve_render_pass_attachments(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
enum vkd3d_resolve_image_path local_resolve_paths[8], *resolve_paths;
VkImageMemoryBarrier2 local_barriers[32], *barriers;
uint32_t barrier_index, barrier_count;
VkPipelineStageFlags2 src_stages;
VkDependencyInfo dep_info;
VkAccessFlags2 src_access;
VkImageLayout src_layout;
unsigned int i, j, k;
/* Ensure we have enough storage for two full sets of image barriers. Each set
* needs to be large enough to hold a pair of image barriers for each unique set
* of subresources in the resolve region arrays. Compute an upper bound here so
* that we won't have to traverse the region arrays multiple times. */
barrier_count = 0;
for (i = 0; i < list->rtv_resolve_count; i++)
barrier_count += 2 * list->rtv_resolves[i].region_count;
if (!barrier_count)
return;
barriers = local_barriers;
if (barrier_count * 2 > ARRAY_SIZE(local_barriers))
barriers = vkd3d_malloc(sizeof(*barriers) * barrier_count * 2);
resolve_paths = local_resolve_paths;
if (list->rtv_resolve_count > ARRAY_SIZE(local_resolve_paths))
resolve_paths = vkd3d_malloc(sizeof(*resolve_paths) * list->rtv_resolve_count);
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.pImageMemoryBarriers = barriers;
for (i = 0; i < list->rtv_resolve_count; i++)
{
struct d3d12_rtv_resolve *resolve = &list->rtv_resolves[i];
const VkImageResolve2 *regions = &list->rtv_resolve_regions[resolve->region_index];
if (!resolve->region_count)
continue;
resolve_paths[i] = d3d12_command_list_select_resolve_path(list, resolve->dst_resource,
resolve->src_resource, resolve->region_count, regions, resolve->format,
resolve->mode);
for (j = 0; j < resolve->region_count; j++)
{
bool found_src = false;
bool found_dst = false;
for (k = 0; k < j && (!found_src || !found_dst); k++)
{
found_src = found_src || !memcmp(&regions[j].srcSubresource, &regions[k].srcSubresource, sizeof(regions[j].srcSubresource));
found_dst = found_dst || !memcmp(&regions[j].srcSubresource, &regions[k].dstSubresource, sizeof(regions[j].dstSubresource));
}
if (!found_src)
{
barrier_index = dep_info.imageMemoryBarrierCount++;
if (resolve->src_resource->format->vk_aspect_mask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
src_stages = VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
src_access = VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
src_layout = d3d12_command_list_get_depth_stencil_resource_layout(list, resolve->src_resource, NULL);
}
else
{
src_stages = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
src_access = VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
src_layout = d3d12_resource_pick_layout(resolve->src_resource, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
d3d12_get_resolve_barrier_for_src_resource(resolve->src_resource, &regions[j],
resolve_paths[i], false, src_layout, src_stages, src_access, &barriers[barrier_index]);
d3d12_get_resolve_barrier_for_src_resource(resolve->src_resource, &regions[j],
resolve_paths[i], true, src_layout, src_stages, src_access, &barriers[barrier_count + barrier_index]);
}
if (!found_dst)
{
barrier_index = dep_info.imageMemoryBarrierCount++;
/* The destination image must be in RESOLVE_DEST state */
d3d12_get_resolve_barrier_for_dst_resource(resolve->dst_resource, &regions[j],
resolve_paths[i], false, resolve->dst_resource->common_layout, VK_PIPELINE_STAGE_2_RESOLVE_BIT,
VK_ACCESS_2_NONE, &barriers[barrier_index]);
d3d12_get_resolve_barrier_for_dst_resource(resolve->dst_resource, &regions[j],
resolve_paths[i], true, resolve->dst_resource->common_layout, VK_PIPELINE_STAGE_2_RESOLVE_BIT,
VK_ACCESS_2_NONE, &barriers[barrier_count + barrier_index]);
}
}
}
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
for (i = 0; i < list->rtv_resolve_count; i++)
{
struct d3d12_rtv_resolve *resolve = &list->rtv_resolves[i];
const VkImageResolve2 *regions = &list->rtv_resolve_regions[resolve->region_index];
if (resolve->region_count)
{
d3d12_command_list_execute_resolve(list, resolve->dst_resource, resolve->src_resource,
resolve->region_count, regions, resolve->format, resolve->mode, resolve_paths[i]);
}
}
dep_info.pImageMemoryBarriers = barriers + barrier_count;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
if (barriers != local_barriers)
vkd3d_free(barriers);
if (resolve_paths != local_resolve_paths)
vkd3d_free(resolve_paths);
d3d12_command_list_reset_rtv_resolves(list);
}
static void d3d12_command_list_add_render_pass_resolve(struct d3d12_command_list *list,
const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS *args, VkImageAspectFlagBits aspect)
{
VkImageResolve2 region, *src_region;
struct d3d12_rtv_resolve *resolve;
bool merged_regions;
unsigned int i, j;
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
vkd3d_array_reserve((void **)&list->rtv_resolves, &list->rtv_resolve_size,
list->rtv_resolve_count + 1, sizeof(*list->rtv_resolves));
resolve = &list->rtv_resolves[list->rtv_resolve_count++];
resolve->dst_resource = impl_from_ID3D12Resource(args->pDstResource);
resolve->src_resource = impl_from_ID3D12Resource(args->pSrcResource);
resolve->region_index = list->rtv_resolve_region_count;
resolve->region_count = 0;
resolve->format = args->Format;
resolve->mode = args->ResolveMode;
memset(&region, 0, sizeof(region));
region.sType = VK_STRUCTURE_TYPE_IMAGE_RESOLVE_2;
for (i = 0; i < args->SubresourceCount; i++)
{
const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS *subresource_args = &args->pSubresourceParameters[i];
region.srcSubresource = vk_image_subresource_layers_from_d3d12(
resolve->src_resource->format, subresource_args->SrcSubresource,
resolve->src_resource->desc.MipLevels, resolve->src_resource->desc.DepthOrArraySize);
region.dstSubresource = vk_image_subresource_layers_from_d3d12(
resolve->dst_resource->format, subresource_args->DstSubresource,
resolve->dst_resource->desc.MipLevels, resolve->dst_resource->desc.DepthOrArraySize);
region.srcOffset.x = subresource_args->SrcRect.left;
region.srcOffset.y = subresource_args->SrcRect.top;
region.dstOffset.x = subresource_args->DstX;
region.dstOffset.y = subresource_args->DstY;
region.extent.width = (uint32_t)(subresource_args->SrcRect.right - subresource_args->SrcRect.left);
region.extent.height = (uint32_t)(subresource_args->SrcRect.bottom - subresource_args->SrcRect.top);
region.extent.depth = 1u;
/* Merge with existing mip region if possible. To keep things simple, only consider
* ordered subresource indices. */
merged_regions = false;
for (j = 0; j < resolve->region_count; j++)
{
src_region = &list->rtv_resolve_regions[resolve->region_index + j];
if (src_region->srcSubresource.aspectMask == region.srcSubresource.aspectMask &&
src_region->srcSubresource.mipLevel == region.srcSubresource.mipLevel &&
src_region->srcSubresource.baseArrayLayer + src_region->srcSubresource.layerCount == region.srcSubresource.baseArrayLayer &&
src_region->dstSubresource.aspectMask == region.dstSubresource.aspectMask &&
src_region->dstSubresource.mipLevel == region.dstSubresource.mipLevel &&
src_region->dstSubresource.baseArrayLayer + src_region->dstSubresource.layerCount == region.dstSubresource.baseArrayLayer &&
src_region->srcOffset.x == region.srcOffset.x && src_region->srcOffset.y == region.srcOffset.y &&
src_region->dstOffset.x == region.dstOffset.x && src_region->dstOffset.y == region.dstOffset.y &&
src_region->extent.width == region.extent.width && src_region->extent.height == region.extent.height)
{
src_region->srcSubresource.layerCount += region.srcSubresource.layerCount;
src_region->dstSubresource.layerCount += region.dstSubresource.layerCount;
merged_regions = true;
break;
}
}
if (!merged_regions)
{
vkd3d_array_reserve((void **)&list->rtv_resolve_regions, &list->rtv_resolve_region_size,
list->rtv_resolve_region_count + 1, sizeof(*list->rtv_resolve_regions));
list->rtv_resolve_regions[list->rtv_resolve_region_count++] = region;
resolve->region_count += 1;
}
}
}
static bool d3d12_render_pass_beginning_access_binds_to_rasterizer(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE access,
D3D12_RENDER_PASS_FLAGS flags, VkImageAspectFlagBits aspect)
{
UINT bind_read_only_dsv_flags;
if (access == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR ||
access == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD ||
access == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE ||
access == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE_LOCAL_RENDER)
return true;
if (access == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE_LOCAL_SRV)
{
bind_read_only_dsv_flags = 0u;
if (aspect == VK_IMAGE_ASPECT_DEPTH_BIT)
bind_read_only_dsv_flags = D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH;
else if (aspect == VK_IMAGE_ASPECT_STENCIL_BIT)
bind_read_only_dsv_flags = D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL;
return !!(flags & bind_read_only_dsv_flags);
}
/* NO_ACCESS, PRESERVE_LOCAL_UAV */
return false;
}
static void STDMETHODCALLTYPE d3d12_command_list_BeginRenderPass(d3d12_command_list_iface *iface,
UINT rt_count, const D3D12_RENDER_PASS_RENDER_TARGET_DESC *render_targets,
const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC *depth_stencil, D3D12_RENDER_PASS_FLAGS flags)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_rtv_desc *rtv_desc;
VkImageAspectFlags dsv_aspects;
VkFormat prev_dsv_format;
unsigned int i, rt_index;
TRACE("iface %p, rt_count %u, render_targets %p, depth_stencil %p, flags %#x.\n",
iface, rt_count, render_targets, depth_stencil, flags);
if (list->is_inside_render_pass)
{
d3d12_command_list_mark_as_invalid(list, "BeginRenderPass called inside a render pass.\n");
return;
}
d3d12_command_list_invalidate_rendering_info(list);
d3d12_command_list_end_current_render_pass(list, false);
prev_dsv_format = list->dsv.format ? list->dsv.format->vk_format : VK_FORMAT_UNDEFINED;
list->is_inside_render_pass = true;
list->render_pass_flags = flags;
memset(list->rtvs, 0, sizeof(list->rtvs));
memset(&list->dsv, 0, sizeof(list->dsv));
d3d12_command_list_debug_mark_begin_region(list, "BeginRenderPass");
for (i = 0, rt_index = 0; i < rt_count; i++)
{
const D3D12_RENDER_PASS_RENDER_TARGET_DESC *rt = &render_targets[i];
if (d3d12_render_pass_beginning_access_binds_to_rasterizer(rt->BeginningAccess.Type, flags, VK_IMAGE_ASPECT_COLOR_BIT))
{
if (rt_index >= ARRAY_SIZE(list->rtvs))
{
WARN("Render target count %u > %zu, ignoring extra descriptors.\n", rt_index, ARRAY_SIZE(list->rtvs));
continue;
}
if ((rtv_desc = d3d12_rtv_desc_from_cpu_handle(rt->cpuDescriptor)) && rtv_desc->resource)
{
list->rtvs[rt_index] = *rtv_desc;
VKD3D_BREADCRUMB_COOKIE(rtv_desc->view->cookie.index);
VKD3D_BREADCRUMB_AUX32(i);
VKD3D_BREADCRUMB_TAG("RTV bind");
if (!(flags & D3D12_RENDER_PASS_FLAG_RESUMING_PASS))
d3d12_command_list_load_render_pass_rtv(list, &list->rtvs[rt_index], rt);
}
else
{
VKD3D_BREADCRUMB_AUX32(i);
VKD3D_BREADCRUMB_TAG("RTV bind NULL");
}
rt_index += 1;
}
}
dsv_aspects = 0;
if (depth_stencil)
{
if ((rtv_desc = d3d12_rtv_desc_from_cpu_handle(depth_stencil->cpuDescriptor)) && rtv_desc->resource)
{
dsv_aspects = rtv_desc->format->vk_aspect_mask;
if (d3d12_render_pass_beginning_access_binds_to_rasterizer(depth_stencil->DepthBeginningAccess.Type, flags, VK_IMAGE_ASPECT_DEPTH_BIT) ||
(d3d12_render_pass_beginning_access_binds_to_rasterizer(depth_stencil->StencilBeginningAccess.Type, flags, VK_IMAGE_ASPECT_STENCIL_BIT) &&
(dsv_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)))
{
list->dsv = *rtv_desc;
VKD3D_BREADCRUMB_COOKIE(rtv_desc->view->cookie.index);
VKD3D_BREADCRUMB_TAG("DSV bind");
if (!(flags & D3D12_RENDER_PASS_FLAG_RESUMING_PASS))
d3d12_command_list_load_render_pass_dsv(list, &list->dsv, depth_stencil);
}
}
else
{
VKD3D_BREADCRUMB_TAG("DSV bind NULL");
}
}
if (!(list->render_pass_flags & D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS))
{
for (i = 0; i < rt_count; i++)
{
const D3D12_RENDER_PASS_RENDER_TARGET_DESC *rt = &render_targets[i];
if (rt->EndingAccess.Type == D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE)
d3d12_command_list_add_render_pass_resolve(list, &rt->EndingAccess.Resolve, VK_IMAGE_ASPECT_COLOR_BIT);
}
if (depth_stencil)
{
if (depth_stencil->DepthEndingAccess.Type == D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE &&
(dsv_aspects & VK_IMAGE_ASPECT_DEPTH_BIT))
d3d12_command_list_add_render_pass_resolve(list, &depth_stencil->DepthEndingAccess.Resolve, VK_IMAGE_ASPECT_DEPTH_BIT);
if (depth_stencil->StencilEndingAccess.Type == D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE &&
(dsv_aspects & VK_IMAGE_ASPECT_STENCIL_BIT))
d3d12_command_list_add_render_pass_resolve(list, &depth_stencil->StencilEndingAccess.Resolve, VK_IMAGE_ASPECT_STENCIL_BIT);
}
}
d3d12_command_list_invalidate_ds_state(list, prev_dsv_format);
d3d12_command_list_recompute_fb_size(list);
d3d12_command_list_debug_mark_end_region(list);
}
static void STDMETHODCALLTYPE d3d12_command_list_EndRenderPass(d3d12_command_list_iface *iface)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p.\n", iface);
if (!list->is_inside_render_pass)
{
d3d12_command_list_mark_as_invalid(list, "EndRenderPass called outside a render pass.\n");
return;
}
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_debug_mark_begin_region(list, "EndRenderPass");
if (!(list->render_pass_flags & D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS))
d3d12_command_list_resolve_render_pass_attachments(list);
/* Bound render targets are implicitly unbound after the render pass */
list->is_inside_render_pass = false;
list->render_pass_flags = 0;
memset(list->rtvs, 0, sizeof(list->rtvs));
memset(&list->dsv, 0, sizeof(list->dsv));
d3d12_command_list_debug_mark_end_region(list);
}
static void STDMETHODCALLTYPE d3d12_command_list_InitializeMetaCommand(d3d12_command_list_iface *iface,
ID3D12MetaCommand *meta_command, const void *parameter_data, SIZE_T parameter_size)
{
struct d3d12_meta_command *meta_command_object = impl_from_ID3D12MetaCommand(meta_command);
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, meta_command %p, parameter_data %p, parameter_size %lu.\n",
iface, meta_command, parameter_data, parameter_size);
/* Not all meta commands require initialization */
if (!meta_command_object->init_proc)
return;
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH;
d3d12_command_list_end_current_render_pass(list, true);
d3d12_command_list_end_transfer_batch(list);
d3d12_command_list_invalidate_all_state(list);
meta_command_object->init_proc(meta_command_object, list, parameter_data, parameter_size);
}
static void STDMETHODCALLTYPE d3d12_command_list_ExecuteMetaCommand(d3d12_command_list_iface *iface,
ID3D12MetaCommand *meta_command, const void *parameter_data, SIZE_T parameter_size)
{
struct d3d12_meta_command *meta_command_object = impl_from_ID3D12MetaCommand(meta_command);
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, meta_command %p, parameter_data %p, parameter_size %lu.\n",
iface, meta_command, parameter_data, parameter_size);
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH;
d3d12_command_list_end_current_render_pass(list, true);
d3d12_command_list_end_transfer_batch(list);
d3d12_command_list_invalidate_all_state(list);
meta_command_object->exec_proc(meta_command_object, list, parameter_data, parameter_size);
}
static void d3d12_command_list_free_rtas_batch(struct d3d12_command_list *list)
{
struct d3d12_rtas_batch_state *rtas_batch = &list->rtas_batch;
vkd3d_free(rtas_batch->build_infos);
vkd3d_free(rtas_batch->geometry_infos);
vkd3d_free(rtas_batch->omm_infos);
vkd3d_free(rtas_batch->range_infos);
vkd3d_free(rtas_batch->range_ptrs);
vkd3d_free(rtas_batch->omm_build_infos);
vkd3d_free(rtas_batch->omm_usage_infos);
}
static bool d3d12_command_list_allocate_rtas_build_info(struct d3d12_command_list *list, uint32_t geometry_count,
VkAccelerationStructureBuildGeometryInfoKHR **build_info,
VkAccelerationStructureGeometryKHR **geometry_infos,
VkAccelerationStructureTrianglesOpacityMicromapEXT **omm_infos,
VkAccelerationStructureBuildRangeInfoKHR **range_infos)
{
struct d3d12_rtas_batch_state *rtas_batch = &list->rtas_batch;
if (!vkd3d_array_reserve((void **)&rtas_batch->build_infos, &rtas_batch->build_info_size,
rtas_batch->build_info_count + 1, sizeof(*rtas_batch->build_infos)))
{
ERR("Failed to allocate build info array.\n");
return false;
}
if (!vkd3d_array_reserve((void **)&rtas_batch->geometry_infos, &rtas_batch->geometry_info_size,
rtas_batch->geometry_info_count + geometry_count, sizeof(*rtas_batch->geometry_infos)))
{
ERR("Failed to allocate geometry info array.\n");
return false;
}
if (d3d12_device_supports_ray_tracing_tier_1_2(list->device) &&
!vkd3d_array_reserve((void **)&rtas_batch->omm_infos, &rtas_batch->omm_info_size,
rtas_batch->geometry_info_count + geometry_count, sizeof(*rtas_batch->omm_infos)))
{
ERR("Failed to allocate opacity micromap info array.\n");
return false;
}
if (!vkd3d_array_reserve((void **)&rtas_batch->range_infos, &rtas_batch->range_info_size,
rtas_batch->geometry_info_count + geometry_count, sizeof(*rtas_batch->range_infos)))
{
ERR("Failed to allocate range info array.\n");
return false;
}
*build_info = &rtas_batch->build_infos[rtas_batch->build_info_count];
*geometry_infos = &rtas_batch->geometry_infos[rtas_batch->geometry_info_count];
if (d3d12_device_supports_ray_tracing_tier_1_2(list->device))
*omm_infos = &rtas_batch->omm_infos[rtas_batch->geometry_info_count];
else
*omm_infos = NULL;
*range_infos = &rtas_batch->range_infos[rtas_batch->geometry_info_count];
rtas_batch->build_info_count += 1;
rtas_batch->geometry_info_count += geometry_count;
return true;
}
static bool d3d12_command_list_allocate_omm_build_info(struct d3d12_command_list *list, uint32_t usage_count,
VkMicromapBuildInfoEXT **build_info,
VkMicromapUsageEXT **usage_infos)
{
struct d3d12_rtas_batch_state *rtas_batch = &list->rtas_batch;
if (!vkd3d_array_reserve((void **)&rtas_batch->omm_build_infos, &rtas_batch->omm_build_info_size,
rtas_batch->omm_build_info_count + 1, sizeof(*rtas_batch->omm_build_infos)))
{
ERR("Failed to allocate build info array.\n");
return false;
}
if (!vkd3d_array_reserve((void **)&rtas_batch->omm_usage_infos, &rtas_batch->omm_usage_info_size,
rtas_batch->omm_usage_info_count + usage_count, sizeof(*rtas_batch->omm_usage_infos)))
{
ERR("Failed to allocate usage array.\n");
return false;
}
*build_info = &rtas_batch->omm_build_infos[rtas_batch->omm_build_info_count];
*usage_infos = &rtas_batch->omm_usage_infos[rtas_batch->omm_usage_info_count];
rtas_batch->omm_build_info_count += 1;
rtas_batch->omm_usage_info_count += usage_count;
return true;
}
static void d3d12_command_list_clear_rtas_batch(struct d3d12_command_list *list)
{
struct d3d12_rtas_batch_state *rtas_batch = &list->rtas_batch;
rtas_batch->build_info_count = 0;
rtas_batch->geometry_info_count = 0;
rtas_batch->omm_build_info_count = 0;
rtas_batch->omm_usage_info_count = 0;
}
static void d3d12_command_list_flush_rtas_batch(struct d3d12_command_list *list)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct d3d12_rtas_batch_state *rtas_batch = &list->rtas_batch;
unsigned int i, geometry_index, usage_index;
if (!rtas_batch->build_info_count && !rtas_batch->omm_build_info_count)
return;
TRACE("list %p, build_info_count %zu, omm_build_info_count %zu.\n", list,
rtas_batch->build_info_count, rtas_batch->omm_build_info_count);
if (rtas_batch->build_info_count &&
!vkd3d_array_reserve((void **)&rtas_batch->range_ptrs, &rtas_batch->range_ptr_size,
rtas_batch->build_info_count, sizeof(*rtas_batch->range_ptrs)))
{
ERR("Failed to allocate range pointer array.\n");
return;
}
/* Assign geometry and range pointers */
geometry_index = 0;
for (i = 0; i < rtas_batch->build_info_count; i++)
{
uint32_t geometry_count = rtas_batch->build_infos[i].geometryCount;
assert(geometry_index + geometry_count <= rtas_batch->geometry_info_count);
rtas_batch->build_infos[i].pGeometries = &rtas_batch->geometry_infos[geometry_index];
rtas_batch->range_ptrs[i] = &rtas_batch->range_infos[geometry_index];
geometry_index += geometry_count;
}
/* Assign usage count pointers */
usage_index = 0;
for (i = 0; i < rtas_batch->omm_build_info_count; i++)
{
uint32_t usage_count = rtas_batch->omm_build_infos[i].usageCountsCount;
assert(usage_index + usage_count <= rtas_batch->omm_usage_info_count);
rtas_batch->omm_build_infos[i].pUsageCounts = &rtas_batch->omm_usage_infos[usage_index];
usage_index += usage_count;
}
d3d12_command_list_end_current_render_pass(list, true);
d3d12_command_list_end_transfer_batch(list);
if (rtas_batch->build_info_count)
VK_CALL(vkCmdBuildAccelerationStructuresKHR(list->cmd.vk_command_buffer,
rtas_batch->build_info_count, rtas_batch->build_infos, rtas_batch->range_ptrs));
if (rtas_batch->omm_build_info_count)
VK_CALL(vkCmdBuildMicromapsEXT(list->cmd.vk_command_buffer,
rtas_batch->omm_build_info_count, rtas_batch->omm_build_infos));
d3d12_command_list_clear_rtas_batch(list);
}
static void d3d12_command_list_build_raytracing_opacity_micromap_array(struct d3d12_command_list *list,
const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC *desc, UINT num_postbuild_info_descs,
const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC *postbuild_info_descs)
{
VkMicromapBuildInfoEXT *build_info;
VkMicromapUsageEXT *usage_infos;
uint32_t usage_info_count;
if (!d3d12_device_supports_ray_tracing_tier_1_2(list->device))
{
ERR("Opacity micromap is not supported. Calling this is invalid.\n");
return;
}
usage_info_count = desc->Inputs.pOpacityMicromapArrayDesc->NumOmmHistogramEntries;
if (!d3d12_command_list_allocate_omm_build_info(list, usage_info_count,
&build_info, &usage_infos))
return;
if (!vkd3d_opacity_micromap_convert_inputs(list->device, &desc->Inputs, build_info, usage_infos))
{
ERR("Failed to convert inputs.\n");
return;
}
if (desc->DestAccelerationStructureData)
{
build_info->dstMicromap =
vkd3d_va_map_place_opacity_micromap(&list->device->memory_allocator.va_map,
list->device, desc->DestAccelerationStructureData);
if (build_info->dstMicromap == VK_NULL_HANDLE)
{
ERR("Failed to place destMicromap. Dropping call.\n");
return;
}
}
build_info->scratchData.deviceAddress = desc->ScratchAccelerationStructureData;
#ifdef VKD3D_ENABLE_BREADCRUMBS
/* Immediately record the OMM build command here so that we don't have
* to create a deep copy of the entire D3D12 input description */
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS)
{
d3d12_command_list_flush_rtas_batch(list);
VKD3D_BREADCRUMB_TAG("OMM build [Dest VA, Scratch VA]");
VKD3D_BREADCRUMB_AUX64(desc->DestAccelerationStructureData);
VKD3D_BREADCRUMB_AUX64(desc->ScratchAccelerationStructureData);
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkMicromapBuildSizesInfoEXT size_info;
unsigned int i;
memset(&size_info, 0, sizeof(size_info));
size_info.sType = VK_STRUCTURE_TYPE_MICROMAP_BUILD_SIZES_INFO_EXT;
VK_CALL(vkGetMicromapBuildSizesEXT(list->device->vk_device,
VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, build_info, &size_info));
VKD3D_BREADCRUMB_TAG("Build requirements [Size, Build Scratch, Discardable]");
VKD3D_BREADCRUMB_AUX64(size_info.micromapSize);
VKD3D_BREADCRUMB_AUX64(size_info.buildScratchSize);
VKD3D_BREADCRUMB_AUX32(size_info.discardable);
VKD3D_BREADCRUMB_TAG("Inputs [Flags, VA, Descs VA, Descs stride]");
VKD3D_BREADCRUMB_AUX32(desc->Inputs.Flags);
VKD3D_BREADCRUMB_AUX64(desc->Inputs.pOpacityMicromapArrayDesc->InputBuffer);
VKD3D_BREADCRUMB_AUX64(desc->Inputs.pOpacityMicromapArrayDesc->PerOmmDescs.StartAddress);
VKD3D_BREADCRUMB_AUX64(desc->Inputs.pOpacityMicromapArrayDesc->PerOmmDescs.StrideInBytes);
for (i = 0; i < desc->Inputs.pOpacityMicromapArrayDesc->NumOmmHistogramEntries; i++)
{
const D3D12_RAYTRACING_OPACITY_MICROMAP_HISTOGRAM_ENTRY *histogram_entry =
&desc->Inputs.pOpacityMicromapArrayDesc->pOmmHistogram[i];
VKD3D_BREADCRUMB_TAG("Histogram entry [Count, Subdivision Level, Format]");
VKD3D_BREADCRUMB_AUX32(histogram_entry->Count);
VKD3D_BREADCRUMB_AUX32(histogram_entry->SubdivisionLevel);
VKD3D_BREADCRUMB_AUX32(histogram_entry->Format);
}
}
}
#endif
if (num_postbuild_info_descs)
{
/* This doesn't seem to get used very often, so just record the build command
* for now. If this ever becomes a performance issue, we can add postbuild info
* to the batch. */
d3d12_command_list_flush_rtas_batch(list);
vkd3d_opacity_micromap_emit_immediate_postbuild_info(list,
num_postbuild_info_descs, postbuild_info_descs,
build_info->dstMicromap);
}
VKD3D_BREADCRUMB_COMMAND(BUILD_OMM);
}
static void STDMETHODCALLTYPE d3d12_command_list_BuildRaytracingAccelerationStructure(d3d12_command_list_iface *iface,
const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC *desc, UINT num_postbuild_info_descs,
const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC *postbuild_info_descs)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkAccelerationStructureTrianglesOpacityMicromapEXT *omm_infos = NULL;
struct d3d12_rtas_batch_state *rtas_batch = &list->rtas_batch;
VkAccelerationStructureBuildGeometryInfoKHR *build_info;
VkAccelerationStructureBuildRangeInfoKHR *range_infos;
VkAccelerationStructureGeometryKHR *geometry_infos;
uint32_t *primitive_counts = NULL;
VkMemoryBarrier2 vk_barrier;
VkDependencyInfo dep_info;
uint32_t geometry_count;
TRACE("iface %p, desc %p, num_postbuild_info_descs %u, postbuild_info_descs %p\n",
iface, desc, num_postbuild_info_descs, postbuild_info_descs);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "BuildRaytracingAccelerationStructure called within a render pass.\n");
if (!d3d12_device_supports_ray_tracing_tier_1_0(list->device))
{
WARN("Acceleration structure is not supported. Calling this is invalid.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH;
/* Do not batch TLAS and BLAS builds into the same command, since doing so
* is disallowed if there are data dependencies between the builds. This
* happens in Cyberpunk 2077, which does not emit appropriate UAV barriers. */
if ((rtas_batch->build_info_count || rtas_batch->omm_build_info_count) &&
rtas_batch->build_type != desc->Inputs.Type)
{
d3d12_command_list_flush_rtas_batch(list);
memset(&vk_barrier, 0, sizeof(vk_barrier));
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER_2;
vk_barrier.srcStageMask = VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_BUILD_BIT_KHR;
vk_barrier.srcAccessMask = VK_ACCESS_2_ACCELERATION_STRUCTURE_WRITE_BIT_KHR;
vk_barrier.dstStageMask = VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_BUILD_BIT_KHR;
vk_barrier.dstAccessMask = VK_ACCESS_2_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_2_ACCELERATION_STRUCTURE_WRITE_BIT_KHR;
if (list->device->device_info.opacity_micromap_features.micromap)
{
vk_barrier.srcAccessMask |= VK_ACCESS_2_MICROMAP_READ_BIT_EXT | VK_ACCESS_2_MICROMAP_WRITE_BIT_EXT;
vk_barrier.dstAccessMask |= VK_ACCESS_2_MICROMAP_READ_BIT_EXT | VK_ACCESS_2_MICROMAP_WRITE_BIT_EXT;
}
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.memoryBarrierCount = 1;
dep_info.pMemoryBarriers = &vk_barrier;
VK_CALL(vkCmdPipelineBarrier2(list->cmd.vk_command_buffer, &dep_info));
}
rtas_batch->build_type = desc->Inputs.Type;
if (rtas_batch->build_type == D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_OPACITY_MICROMAP_ARRAY)
{
d3d12_command_list_build_raytracing_opacity_micromap_array(list,
desc, num_postbuild_info_descs, postbuild_info_descs);
return;
}
geometry_count = vkd3d_acceleration_structure_get_geometry_count(&desc->Inputs);
#ifdef VKD3D_ENABLE_BREADCRUMBS
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS)
primitive_counts = vkd3d_malloc(geometry_count * sizeof(*primitive_counts));
#endif
if (!d3d12_command_list_allocate_rtas_build_info(list, geometry_count,
&build_info, &geometry_infos, &omm_infos, &range_infos))
return;
if (!vkd3d_acceleration_structure_convert_inputs(list->device, &desc->Inputs,
build_info, geometry_infos, omm_infos, range_infos, primitive_counts))
{
ERR("Failed to convert inputs.\n");
return;
}
if (desc->DestAccelerationStructureData)
{
build_info->dstAccelerationStructure =
vkd3d_va_map_place_acceleration_structure(&list->device->memory_allocator.va_map,
list->device, desc->DestAccelerationStructureData);
if (build_info->dstAccelerationStructure == VK_NULL_HANDLE)
{
ERR("Failed to place destAccelerationStructure. Dropping call.\n");
return;
}
}
if (build_info->mode == VK_BUILD_ACCELERATION_STRUCTURE_MODE_UPDATE_KHR &&
desc->SourceAccelerationStructureData)
{
build_info->srcAccelerationStructure =
vkd3d_va_map_place_acceleration_structure(&list->device->memory_allocator.va_map,
list->device, desc->SourceAccelerationStructureData);
if (build_info->srcAccelerationStructure == VK_NULL_HANDLE)
{
ERR("Failed to place srcAccelerationStructure. Dropping call.\n");
return;
}
}
build_info->scratchData.deviceAddress = desc->ScratchAccelerationStructureData;
#ifdef VKD3D_ENABLE_BREADCRUMBS
/* Immediately record the RTAS build command here so that we don't have
* to create a deep copy of the entire D3D12 input description */
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS)
{
d3d12_command_list_flush_rtas_batch(list);
VKD3D_BREADCRUMB_TAG("RTAS build [Dest VA, Source VA, Scratch VA]");
VKD3D_BREADCRUMB_AUX64(desc->DestAccelerationStructureData);
VKD3D_BREADCRUMB_AUX64(desc->SourceAccelerationStructureData);
VKD3D_BREADCRUMB_AUX64(desc->ScratchAccelerationStructureData);
VKD3D_BREADCRUMB_TAG((desc->Inputs.Flags & D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE) ?
"Update" : "Create");
VKD3D_BREADCRUMB_TAG(desc->Inputs.Type == D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL ? "Top" : "Bottom");
{
VkAccelerationStructureBuildSizesInfoKHR size_info;
memset(&size_info, 0, sizeof(size_info));
size_info.sType = VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR;
if (desc->Inputs.Flags & D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE)
{
build_info->mode = VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR;
build_info->flags |= VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR;
}
VK_CALL(vkGetAccelerationStructureBuildSizesKHR(list->device->vk_device,
VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, build_info,
primitive_counts, &size_info));
VKD3D_BREADCRUMB_TAG("Build requirements [Size, Build Scratch, Update Scratch]");
VKD3D_BREADCRUMB_AUX64(size_info.accelerationStructureSize);
VKD3D_BREADCRUMB_AUX64(size_info.buildScratchSize);
VKD3D_BREADCRUMB_AUX64(size_info.updateScratchSize);
if (desc->Inputs.Type == D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL)
{
VKD3D_BREADCRUMB_AUX64(desc->Inputs.InstanceDescs);
VKD3D_BREADCRUMB_AUX32(desc->Inputs.NumDescs);
}
else
{
unsigned int i;
for (i = 0; i < desc->Inputs.NumDescs; i++)
{
const D3D12_RAYTRACING_GEOMETRY_DESC *geom;
if (desc->Inputs.DescsLayout == D3D12_ELEMENTS_LAYOUT_ARRAY)
geom = &desc->Inputs.pGeometryDescs[i];
else
geom = desc->Inputs.ppGeometryDescs[i];
if (geom->Type == D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES)
{
VKD3D_BREADCRUMB_TAG("Triangle [Flags, VBO VA, VBO stride, IBO, Transform, VBO format, IBO format, V count, I count]");
VKD3D_BREADCRUMB_AUX32(geom->Flags);
VKD3D_BREADCRUMB_AUX64(geom->Triangles.VertexBuffer.StartAddress);
VKD3D_BREADCRUMB_AUX64(geom->Triangles.VertexBuffer.StrideInBytes);
VKD3D_BREADCRUMB_AUX64(geom->Triangles.IndexBuffer);
VKD3D_BREADCRUMB_AUX64(geom->Triangles.Transform3x4);
VKD3D_BREADCRUMB_AUX32(geom->Triangles.VertexFormat);
VKD3D_BREADCRUMB_AUX32(geom->Triangles.IndexFormat);
VKD3D_BREADCRUMB_AUX32(geom->Triangles.VertexCount);
VKD3D_BREADCRUMB_AUX32(geom->Triangles.IndexCount);
}
else
{
VKD3D_BREADCRUMB_TAG("AABB [Flags, VA, stride, count]");
VKD3D_BREADCRUMB_AUX32(geom->Flags);
VKD3D_BREADCRUMB_AUX64(geom->AABBs.AABBs.StartAddress);
VKD3D_BREADCRUMB_AUX64(geom->AABBs.AABBs.StrideInBytes);
VKD3D_BREADCRUMB_AUX64(geom->AABBs.AABBCount);
}
}
}
}
vkd3d_free(primitive_counts);
}
#endif
if (num_postbuild_info_descs)
{
/* This doesn't seem to get used very often, so just record the build command
* for now. If this ever becomes a performance issue, we can add postbuild info
* to the batch. */
d3d12_command_list_flush_rtas_batch(list);
vkd3d_acceleration_structure_emit_immediate_postbuild_info(list,
num_postbuild_info_descs, postbuild_info_descs,
build_info->dstAccelerationStructure);
}
VKD3D_BREADCRUMB_COMMAND(BUILD_RTAS);
}
static void STDMETHODCALLTYPE d3d12_command_list_EmitRaytracingAccelerationStructurePostbuildInfo(d3d12_command_list_iface *iface,
const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC *desc, UINT num_acceleration_structures,
const D3D12_GPU_VIRTUAL_ADDRESS *src_data)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, desc %p, num_acceleration_structures %u, src_data %p\n",
iface, desc, num_acceleration_structures, src_data);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "EmitRaytracingAccelerationStructurePostbuildInfo called within a render pass.\n");
if (!d3d12_device_supports_ray_tracing_tier_1_0(list->device))
{
WARN("Acceleration structure is not supported. Calling this is invalid.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_LOW;
d3d12_command_list_end_current_render_pass(list, true);
vkd3d_acceleration_structure_emit_postbuild_info(list,
desc, num_acceleration_structures, src_data);
VKD3D_BREADCRUMB_COMMAND(EMIT_RTAS_POSTBUILD);
}
static void STDMETHODCALLTYPE d3d12_command_list_CopyRaytracingAccelerationStructure(d3d12_command_list_iface *iface,
D3D12_GPU_VIRTUAL_ADDRESS dst_data, D3D12_GPU_VIRTUAL_ADDRESS src_data,
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE mode)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
VkAccelerationStructureKHR src_as;
VkMicromapEXT src_omm;
TRACE("iface %p, dst_data %#"PRIx64", src_data %#"PRIx64", mode %u\n",
iface, dst_data, src_data, mode);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "CopyRaytracingAccelerationStructure called within a render pass.\n");
if (!d3d12_device_supports_ray_tracing_tier_1_0(list->device))
{
WARN("Acceleration structure is not supported. Calling this is invalid.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH;
d3d12_command_list_end_current_render_pass(list, true);
d3d12_command_list_end_transfer_batch(list);
if (d3d12_device_supports_ray_tracing_tier_1_2(list->device))
{
vkd3d_va_map_try_read_rtas(&list->device->memory_allocator.va_map,
list->device, src_data, &src_as, &src_omm);
if (src_as != VK_NULL_HANDLE)
{
vkd3d_acceleration_structure_copy(list, dst_data, src_as, mode);
VKD3D_BREADCRUMB_AUX64(dst_data);
VKD3D_BREADCRUMB_AUX64(src_data);
VKD3D_BREADCRUMB_AUX32(mode);
VKD3D_BREADCRUMB_COMMAND(COPY_RTAS);
return;
}
else if (src_omm != VK_NULL_HANDLE)
{
vkd3d_opacity_micromap_copy(list, dst_data, src_omm, mode);
VKD3D_BREADCRUMB_AUX64(dst_data);
VKD3D_BREADCRUMB_AUX64(src_data);
VKD3D_BREADCRUMB_AUX32(mode);
VKD3D_BREADCRUMB_COMMAND(COPY_OMM);
return;
}
else
FIXME("Failed to query existing RTAS for VA 0x%"PRIx64", falling back to placement.\n", src_data);
}
src_as = vkd3d_va_map_place_acceleration_structure(
&list->device->memory_allocator.va_map, list->device, src_data);
if (src_as != VK_NULL_HANDLE)
{
vkd3d_acceleration_structure_copy(list, dst_data, src_as, mode);
VKD3D_BREADCRUMB_AUX64(dst_data);
VKD3D_BREADCRUMB_AUX64(src_data);
VKD3D_BREADCRUMB_AUX32(mode);
VKD3D_BREADCRUMB_COMMAND(COPY_RTAS);
}
else
ERR("Invalid src address #%"PRIx64" for RTAS copy.\n", src_data);
}
static void STDMETHODCALLTYPE d3d12_command_list_SetPipelineState1(d3d12_command_list_iface *iface,
ID3D12StateObject *state_object)
{
struct d3d12_rt_state_object *state = rt_impl_from_ID3D12StateObject(state_object);
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, state_object %p\n", iface, state_object);
if (list->rt_state == state)
return;
d3d12_command_list_invalidate_current_pipeline(list, false);
/* SetPSO and SetPSO1 alias the same internal active pipeline state even if they are completely different types. */
list->state = NULL;
list->rt_state = state;
list->current_meta_flags = 0;
/* DXR uses compute bind points for descriptors. When binding an RTPSO, invalidate all state
* to make sure we broadcast state correctly to COMPUTE or RT bind points in Vulkan. */
if (list->active_pipeline_type != VKD3D_PIPELINE_TYPE_RAY_TRACING)
{
list->active_pipeline_type = VKD3D_PIPELINE_TYPE_RAY_TRACING;
d3d12_command_list_invalidate_root_parameters(list, &list->compute_bindings, true, NULL);
}
#ifdef VKD3D_ENABLE_BREADCRUMBS
if ((vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS) && state)
{
struct vkd3d_breadcrumb_command cmd;
size_t i;
for (i = 0; i < state->breadcrumb_shaders_count; i++)
{
cmd.type = VKD3D_BREADCRUMB_COMMAND_SET_SHADER_HASH;
cmd.shader.stage = state->breadcrumb_shaders[i].stage;
cmd.shader.hash = state->breadcrumb_shaders[i].hash;
vkd3d_breadcrumb_tracer_add_command(list, &cmd);
VKD3D_BREADCRUMB_TAG(state->breadcrumb_shaders[i].name);
}
}
#endif
}
static VkStridedDeviceAddressRegionKHR convert_strided_range(
const D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE *region)
{
VkStridedDeviceAddressRegionKHR table;
table.deviceAddress = region->StartAddress;
table.size = region->SizeInBytes;
table.stride = region->StrideInBytes;
return table;
}
static void STDMETHODCALLTYPE d3d12_command_list_DispatchRays(d3d12_command_list_iface *iface,
const D3D12_DISPATCH_RAYS_DESC *desc)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkStridedDeviceAddressRegionKHR callable_table;
VkStridedDeviceAddressRegionKHR raygen_table;
VkStridedDeviceAddressRegionKHR miss_table;
VkStridedDeviceAddressRegionKHR hit_table;
TRACE("iface %p, desc %p\n", iface, desc);
if (list->is_inside_render_pass)
d3d12_command_list_mark_as_invalid(list, "DispatchRays called within a render pass.\n");
if (!d3d12_device_supports_ray_tracing_tier_1_0(list->device))
{
WARN("Ray tracing is not supported. Calling this is invalid.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH;
raygen_table.deviceAddress = desc->RayGenerationShaderRecord.StartAddress;
raygen_table.size = desc->RayGenerationShaderRecord.SizeInBytes;
raygen_table.stride = raygen_table.size;
miss_table = convert_strided_range(&desc->MissShaderTable);
hit_table = convert_strided_range(&desc->HitGroupTable);
callable_table = convert_strided_range(&desc->CallableShaderTable);
d3d12_command_list_end_transfer_batch(list);
if (!d3d12_command_list_update_raygen_state(list))
{
WARN("Failed to update raygen state, ignoring dispatch.\n");
return;
}
/* TODO: Is DispatchRays predicated? */
VK_CALL(vkCmdTraceRaysKHR(list->cmd.vk_command_buffer,
&raygen_table, &miss_table, &hit_table, &callable_table,
desc->Width, desc->Height, desc->Depth));
VKD3D_BREADCRUMB_AUX32(desc->Width);
VKD3D_BREADCRUMB_AUX32(desc->Height);
VKD3D_BREADCRUMB_AUX32(desc->Depth);
VKD3D_BREADCRUMB_AUX64(raygen_table.deviceAddress);
VKD3D_BREADCRUMB_AUX64(raygen_table.size);
VKD3D_BREADCRUMB_AUX32(raygen_table.stride);
VKD3D_BREADCRUMB_AUX64(miss_table.deviceAddress);
VKD3D_BREADCRUMB_AUX64(miss_table.size);
VKD3D_BREADCRUMB_AUX32(miss_table.stride);
VKD3D_BREADCRUMB_AUX64(hit_table.deviceAddress);
VKD3D_BREADCRUMB_AUX64(hit_table.size);
VKD3D_BREADCRUMB_AUX32(hit_table.stride);
VKD3D_BREADCRUMB_AUX64(callable_table.deviceAddress);
VKD3D_BREADCRUMB_AUX64(callable_table.size);
VKD3D_BREADCRUMB_AUX32(callable_table.stride);
VKD3D_BREADCRUMB_COMMAND(TRACE_RAYS);
}
static VkFragmentShadingRateCombinerOpKHR vk_shading_rate_combiner_from_d3d12(D3D12_SHADING_RATE_COMBINER combiner)
{
switch (combiner)
{
case D3D12_SHADING_RATE_COMBINER_PASSTHROUGH:
return VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR;
case D3D12_SHADING_RATE_COMBINER_OVERRIDE:
return VK_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_KHR;
case D3D12_SHADING_RATE_COMBINER_MAX:
return VK_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_KHR;
case D3D12_SHADING_RATE_COMBINER_MIN:
return VK_FRAGMENT_SHADING_RATE_COMBINER_OP_MIN_KHR;
case D3D12_SHADING_RATE_COMBINER_SUM:
/* Undocumented log space */
return VK_FRAGMENT_SHADING_RATE_COMBINER_OP_MUL_KHR;
default:
ERR("Unhandled shading rate combiner %u.\n", combiner);
/* Default to passthrough for unknown */
return VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR;
}
}
static uint32_t vk_fragment_size_from_d3d12(D3D12_AXIS_SHADING_RATE axis_rate)
{
switch (axis_rate)
{
case D3D12_AXIS_SHADING_RATE_1X: return 1;
case D3D12_AXIS_SHADING_RATE_2X: return 2;
case D3D12_AXIS_SHADING_RATE_4X: return 4;
default:
ERR("Unhandled axis shading rate %u.\n", axis_rate);
return 1;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_RSSetShadingRate(d3d12_command_list_iface *iface,
D3D12_SHADING_RATE base, const D3D12_SHADING_RATE_COMBINER *combiners)
{
VkFragmentShadingRateCombinerOpKHR combiner_ops[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT];
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
VkExtent2D fragment_size;
uint32_t i;
TRACE("iface %p, base %#x, combiners %p\n", iface, base, combiners);
fragment_size.width = vk_fragment_size_from_d3d12(D3D12_GET_COARSE_SHADING_RATE_X_AXIS(base));
fragment_size.height = vk_fragment_size_from_d3d12(D3D12_GET_COARSE_SHADING_RATE_Y_AXIS(base));
for (i = 0; i < D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT; i++)
{
combiner_ops[i] = combiners ?
vk_shading_rate_combiner_from_d3d12(combiners[i]) :
VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR;
}
if (memcmp(&fragment_size, &dyn_state->fragment_shading_rate.fragment_size, sizeof(fragment_size)) != 0 ||
memcmp(combiner_ops, dyn_state->fragment_shading_rate.combiner_ops, sizeof(combiner_ops)) != 0)
{
dyn_state->fragment_shading_rate.fragment_size = fragment_size;
memcpy(dyn_state->fragment_shading_rate.combiner_ops, combiner_ops, sizeof(combiner_ops));
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_FRAGMENT_SHADING_RATE;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_RSSetShadingRateImage(d3d12_command_list_iface *iface,
ID3D12Resource *image)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_resource *vrs_image = impl_from_ID3D12Resource(image);
TRACE("iface %p, image %p.\n", iface, image);
/* Handle invalid images being set here. */
if (vrs_image && !vrs_image->vrs_view)
{
WARN("RSSetShadingRateImage called with invalid resource for VRS.\n");
vrs_image = NULL;
}
if (vrs_image == list->vrs_image)
return;
/* Need to end the renderpass if we have one to make
* way for the new VRS attachment */
d3d12_command_list_invalidate_rendering_info(list);
d3d12_command_list_end_current_render_pass(list, false);
if (vrs_image)
d3d12_command_list_track_resource_usage(list, vrs_image, true);
list->vrs_image = vrs_image;
}
static void STDMETHODCALLTYPE d3d12_command_list_DispatchMesh(d3d12_command_list_iface *iface, UINT x, UINT y, UINT z)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
struct vkd3d_scratch_allocation scratch;
TRACE("iface %p, x %u, y %u, z %u.\n", iface, x, y, z);
if (list->predication.fallback_enabled)
{
union vkd3d_predicate_command_direct_args args;
args.dispatch.x = x;
args.dispatch.y = y;
args.dispatch.z = z;
if (!d3d12_command_list_emit_predicated_command(list, VKD3D_PREDICATE_COMMAND_DISPATCH, 0, &args, &scratch))
return;
}
if (!d3d12_command_list_begin_render_pass(list, VKD3D_PIPELINE_TYPE_MESH_GRAPHICS))
{
WARN("Failed to begin render pass, ignoring draw call.\n");
return;
}
list->cmd.estimated_cost += VKD3D_COMMAND_COST_HIGH;
if (!list->predication.fallback_enabled)
VK_CALL(vkCmdDrawMeshTasksEXT(list->cmd.vk_command_buffer, x, y, z));
else
VK_CALL(vkCmdDrawMeshTasksIndirectEXT(list->cmd.vk_command_buffer, scratch.buffer, scratch.offset, 1, 0));
}
static bool d3d12_barrier_invalidates_indirect_arguments(D3D12_BARRIER_SYNC sync, D3D12_BARRIER_ACCESS access)
{
return (sync & (D3D12_BARRIER_SYNC_ALL | D3D12_BARRIER_SYNC_EXECUTE_INDIRECT)) &&
(access == D3D12_BARRIER_ACCESS_COMMON || (access & D3D12_BARRIER_ACCESS_INDIRECT_ARGUMENT));
}
static bool d3d12_barrier_accesses_copy_dest(D3D12_BARRIER_SYNC sync, D3D12_BARRIER_ACCESS access)
{
return (sync & (D3D12_BARRIER_SYNC_ALL | D3D12_BARRIER_SYNC_COPY)) &&
(access == D3D12_BARRIER_ACCESS_COMMON || (access & D3D12_BARRIER_ACCESS_COPY_DEST));
}
static bool d3d12_barrier_accesses_resolve_dest(D3D12_BARRIER_SYNC sync, D3D12_BARRIER_ACCESS access)
{
return (sync & (D3D12_BARRIER_SYNC_ALL | D3D12_BARRIER_SYNC_RESOLVE)) &&
(access == D3D12_BARRIER_ACCESS_COMMON || (access & D3D12_BARRIER_ACCESS_RESOLVE_DEST));
}
static void d3d12_command_list_merge_copy_tracking_global_barrier(struct d3d12_command_list *list,
const D3D12_GLOBAL_BARRIER *barrier,
struct d3d12_command_list_barrier_batch *batch)
{
/* If we're going to do transfer barriers and we have
* pending copies in flight which need to be synchronized,
* we should just resolve that while we're at it. */
if ((list->transfer_batch.vk_stages & VK_PIPELINE_STAGE_2_COPY_BIT) &&
(d3d12_barrier_accesses_copy_dest(barrier->SyncBefore, barrier->AccessBefore) ||
d3d12_barrier_accesses_copy_dest(barrier->SyncAfter, barrier->AccessAfter)))
{
d3d12_command_list_merge_copy_tracking(list, batch);
}
else if ((list->transfer_batch.vk_stages & VK_PIPELINE_STAGE_2_RESOLVE_BIT) &&
(d3d12_barrier_accesses_resolve_dest(barrier->SyncBefore, barrier->AccessBefore) ||
d3d12_barrier_accesses_resolve_dest(barrier->SyncAfter, barrier->AccessAfter)))
{
d3d12_command_list_merge_copy_tracking(list, batch);
}
}
static VkPipelineStageFlags2 vk_stage_flags_from_d3d12_barrier(struct d3d12_command_list *list,
D3D12_BARRIER_SYNC sync, D3D12_BARRIER_ACCESS access)
{
VkPipelineStageFlags2 stages = 0;
/* Resolve umbrella scopes. */
/* https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#umbrella-synchronization-scopes */
if (sync & D3D12_BARRIER_SYNC_ALL)
return VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
/* Split barriers are currently broken in the D3D12 runtime, so they cannot be used,
* but the spec for them is rather unfortunate, you're meant to synchronize once with
* SyncAfter = SPLIT, and then SyncBefore = SPLIT to complete the barrier.
* Apparently, there can only be one SPLIT barrier in flight for each (sub-)resource
* which is extremely weird and suggests we have to track a VkEvent to make this work,
* which is complete bogus. SPLIT barriers are allowed cross submissions even ...
* Only reasonable solution is to force ALL_COMMANDS_BIT when SPLIT is observed. */
if (sync == D3D12_BARRIER_SYNC_SPLIT)
return VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
if (sync & D3D12_BARRIER_SYNC_DRAW)
{
sync |= D3D12_BARRIER_SYNC_INDEX_INPUT |
D3D12_BARRIER_SYNC_VERTEX_SHADING |
D3D12_BARRIER_SYNC_PIXEL_SHADING |
D3D12_BARRIER_SYNC_DEPTH_STENCIL |
D3D12_BARRIER_SYNC_RENDER_TARGET;
}
if (sync & D3D12_BARRIER_SYNC_ALL_SHADING)
{
sync |= D3D12_BARRIER_SYNC_NON_PIXEL_SHADING |
D3D12_BARRIER_SYNC_PIXEL_SHADING;
}
if (sync & D3D12_BARRIER_SYNC_NON_PIXEL_SHADING)
{
sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING |
D3D12_BARRIER_SYNC_COMPUTE_SHADING;
/* Ray tracing is not included in this list in docs,
* but the example code for legacy UAV barrier mapping
* implies that it should be included. */
if ((list->vk_queue_flags & VK_QUEUE_COMPUTE_BIT) &&
d3d12_device_supports_ray_tracing_tier_1_0(list->device))
sync |= D3D12_BARRIER_SYNC_RAYTRACING;
}
if (sync & D3D12_BARRIER_SYNC_INDEX_INPUT)
stages |= VK_PIPELINE_STAGE_2_INDEX_INPUT_BIT;
if (sync & D3D12_BARRIER_SYNC_VERTEX_SHADING)
{
stages |= VK_PIPELINE_STAGE_2_VERTEX_ATTRIBUTE_INPUT_BIT |
VK_PIPELINE_STAGE_2_PRE_RASTERIZATION_SHADERS_BIT;
if (access == D3D12_BARRIER_ACCESS_COMMON || (access & D3D12_BARRIER_ACCESS_STREAM_OUTPUT))
stages |= VK_PIPELINE_STAGE_2_TRANSFORM_FEEDBACK_BIT_EXT | VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT;
}
if (sync & D3D12_BARRIER_SYNC_PIXEL_SHADING)
{
stages |= VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
/* Only add special pipeline stages when required by access masks. */
if (list->device->device_info.fragment_shading_rate_features.attachmentFragmentShadingRate &&
(access == D3D12_BARRIER_ACCESS_COMMON || (access & D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE)))
stages |= VK_PIPELINE_STAGE_2_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR;
}
if (sync & D3D12_BARRIER_SYNC_DEPTH_STENCIL)
stages |= VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
if (sync & D3D12_BARRIER_SYNC_RENDER_TARGET)
stages |= VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
if (sync & (D3D12_BARRIER_SYNC_COMPUTE_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW))
stages |= VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
if (sync & D3D12_BARRIER_SYNC_RAYTRACING)
stages |= VK_PIPELINE_STAGE_2_RAY_TRACING_SHADER_BIT_KHR;
if (sync & D3D12_BARRIER_SYNC_COPY)
stages |= VK_PIPELINE_STAGE_2_COPY_BIT;
if (sync & D3D12_BARRIER_SYNC_RESOLVE)
{
stages |= VK_PIPELINE_STAGE_2_COPY_BIT | VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_2_RESOLVE_BIT | VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
}
if (sync & D3D12_BARRIER_SYNC_EXECUTE_INDIRECT) /* PREDICATION is alias for EXECUTE_INDIRECT */
{
stages |= VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT | VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
/* We might use explicit preprocess. */
if (list->device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands ||
list->device->device_info.device_generated_commands_features_nv.deviceGeneratedCommands)
{
stages |= VK_PIPELINE_STAGE_2_COMMAND_PREPROCESS_BIT_EXT;
}
}
if (sync & D3D12_BARRIER_SYNC_COPY_RAYTRACING_ACCELERATION_STRUCTURE)
stages |= VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_COPY_BIT_KHR;
if (sync & D3D12_BARRIER_SYNC_BUILD_RAYTRACING_ACCELERATION_STRUCTURE)
stages |= VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_BUILD_BIT_KHR;
if (sync & D3D12_BARRIER_SYNC_EMIT_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO)
{
/* Somewhat awkward, but in legacy barriers we have to consider that UNORDERED_ACCESS is used to handle
* postinfo barrier. See vkd3d_acceleration_structure_end_barrier which broadcasts the barrier to ALL_COMMANDS
* as a workaround.
* Application will use UNORDERED_ACCESS access flag, which means we cannot use STAGE_2_COPY_BIT here. */
stages |= VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
}
return stages;
}
static VkAccessFlags2 vk_access_flags_from_d3d12_barrier(struct d3d12_command_list *list, D3D12_BARRIER_ACCESS access)
{
VkAccessFlags2 vk_access = 0;
if (access == D3D12_BARRIER_ACCESS_COMMON)
return VK_ACCESS_2_MEMORY_WRITE_BIT | VK_ACCESS_2_MEMORY_READ_BIT;
if (access == D3D12_BARRIER_ACCESS_NO_ACCESS)
return VK_ACCESS_2_NONE;
if (access & D3D12_BARRIER_ACCESS_VERTEX_BUFFER)
vk_access |= VK_ACCESS_2_VERTEX_ATTRIBUTE_READ_BIT;
if (access & D3D12_BARRIER_ACCESS_CONSTANT_BUFFER)
vk_access |= VK_ACCESS_2_UNIFORM_READ_BIT;
if (access & D3D12_BARRIER_ACCESS_INDEX_BUFFER)
vk_access |= VK_ACCESS_2_INDEX_READ_BIT;
if (access & D3D12_BARRIER_ACCESS_RENDER_TARGET)
vk_access |= VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT;
if (access & D3D12_BARRIER_ACCESS_UNORDERED_ACCESS)
vk_access |= VK_ACCESS_2_SHADER_READ_BIT | VK_ACCESS_2_SHADER_WRITE_BIT;
if (access & D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ)
vk_access |= VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
if (access & D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE)
vk_access |= VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
if (access & D3D12_BARRIER_ACCESS_SHADER_RESOURCE)
vk_access |= VK_ACCESS_2_SHADER_READ_BIT;
if (access & D3D12_BARRIER_ACCESS_STREAM_OUTPUT)
{
vk_access |= VK_ACCESS_2_TRANSFORM_FEEDBACK_WRITE_BIT_EXT |
VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT |
VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT;
}
if (access & D3D12_BARRIER_ACCESS_INDIRECT_ARGUMENT)
{
/* Add SHADER_READ_BIT here since we might read the indirect buffer in compute for
* patching reasons. */
vk_access |= VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT | VK_ACCESS_2_SHADER_READ_BIT;
/* We might use preprocessing. */
if (list->device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands ||
list->device->device_info.device_generated_commands_features_nv.deviceGeneratedCommands)
vk_access |= VK_ACCESS_2_COMMAND_PREPROCESS_READ_BIT_EXT;
}
if (access & D3D12_BARRIER_ACCESS_COPY_DEST)
vk_access |= VK_ACCESS_2_TRANSFER_WRITE_BIT;
if (access & D3D12_BARRIER_ACCESS_COPY_SOURCE)
vk_access |= VK_ACCESS_2_TRANSFER_READ_BIT;
if (access & D3D12_BARRIER_ACCESS_RESOLVE_DEST)
vk_access |= VK_ACCESS_2_TRANSFER_WRITE_BIT | VK_ACCESS_2_SHADER_WRITE_BIT;
if (access & D3D12_BARRIER_ACCESS_RESOLVE_SOURCE)
vk_access |= VK_ACCESS_2_TRANSFER_READ_BIT | VK_ACCESS_2_SHADER_READ_BIT;
if (access & D3D12_BARRIER_ACCESS_RAYTRACING_ACCELERATION_STRUCTURE_READ)
vk_access |= VK_ACCESS_2_ACCELERATION_STRUCTURE_READ_BIT_KHR;
if (access & D3D12_BARRIER_ACCESS_RAYTRACING_ACCELERATION_STRUCTURE_WRITE)
vk_access |= VK_ACCESS_2_ACCELERATION_STRUCTURE_WRITE_BIT_KHR;
if (access & D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE)
vk_access |= VK_ACCESS_2_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT_KHR;
return vk_access;
}
static VkPipelineStageFlags2 vk_sanitize_stage_flags_for_access(struct d3d12_command_list *list,
VkPipelineStageFlags2 stages, VkAccessFlags2 access)
{
/* We can't use Vulkan's 64-bit constants to initialize an array since they
* are not constant according to C rules, so use a macro instead. */
#define HANDLE_ACCESS(a, b) \
do \
{ \
if (access & (a)) \
{ \
if (!(stages & (b))) \
stages |= (b); \
access &= ~(a); \
} \
} while (0)
VkPipelineStageFlags2 queue_shader_stages = vk_queue_shader_stages(list->device, list->vk_queue_flags);
const VkAccessFlags2 all_shader_access = VK_ACCESS_2_UNIFORM_READ_BIT | VK_ACCESS_2_SHADER_SAMPLED_READ_BIT |
VK_ACCESS_2_SHADER_READ_BIT | VK_ACCESS_2_SHADER_WRITE_BIT | VK_ACCESS_2_SHADER_STORAGE_READ_BIT |
VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT | VK_ACCESS_2_DESCRIPTOR_BUFFER_READ_BIT_EXT;
const VkAccessFlags2 all_graphics_access =
VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT | VK_ACCESS_2_INDEX_READ_BIT | VK_ACCESS_2_VERTEX_ATTRIBUTE_READ_BIT |
VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
VK_ACCESS_2_TRANSFORM_FEEDBACK_WRITE_BIT_EXT | VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT |
VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT | VK_ACCESS_2_CONDITIONAL_RENDERING_READ_BIT_EXT |
VK_ACCESS_2_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT_KHR;
const VkAccessFlags2 all_transfer_access =
VK_ACCESS_2_TRANSFER_READ_BIT | VK_ACCESS_2_TRANSFER_WRITE_BIT;
const VkAccessFlags2 all_host_access =
VK_ACCESS_2_HOST_READ_BIT | VK_ACCESS_2_HOST_WRITE_BIT;
/* If any of the meta stage flags are set, ignore any access that is
* already accounted for. */
if (stages & VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT)
{
access &= all_host_access;
}
else
{
if (stages & VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT)
access &= ~(all_graphics_access | all_shader_access);
if (stages & VK_PIPELINE_STAGE_2_ALL_TRANSFER_BIT)
access &= ~all_transfer_access;
}
/* Ensure that for each access flag, we have at least one stage that supports
* the given access type. If not, be conservative and add all stages that may
* perform that access. */
if (access & (VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT))
{
if (!(stages & ~VK_PIPELINE_STAGE_2_HOST_BIT))
stages |= VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
access &= ~(VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT);
}
HANDLE_ACCESS(all_shader_access, queue_shader_stages);
HANDLE_ACCESS(VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT,
VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT);
HANDLE_ACCESS(VK_ACCESS_2_INDEX_READ_BIT,
VK_PIPELINE_STAGE_2_INDEX_INPUT_BIT);
HANDLE_ACCESS(VK_ACCESS_2_VERTEX_ATTRIBUTE_READ_BIT,
VK_PIPELINE_STAGE_2_VERTEX_ATTRIBUTE_INPUT_BIT);
HANDLE_ACCESS(VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT);
HANDLE_ACCESS(VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT);
HANDLE_ACCESS(VK_ACCESS_2_TRANSFER_READ_BIT | VK_ACCESS_2_TRANSFER_WRITE_BIT,
VK_PIPELINE_STAGE_2_COPY_BIT | VK_PIPELINE_STAGE_2_BLIT_BIT |
VK_PIPELINE_STAGE_2_CLEAR_BIT | VK_PIPELINE_STAGE_2_RESOLVE_BIT);
HANDLE_ACCESS(VK_ACCESS_2_HOST_READ_BIT | VK_ACCESS_2_HOST_WRITE_BIT,
VK_PIPELINE_STAGE_2_HOST_BIT);
HANDLE_ACCESS(VK_ACCESS_2_TRANSFORM_FEEDBACK_WRITE_BIT_EXT |
VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT |
VK_ACCESS_2_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT,
VK_PIPELINE_STAGE_2_TRANSFORM_FEEDBACK_BIT_EXT);
HANDLE_ACCESS(VK_ACCESS_2_CONDITIONAL_RENDERING_READ_BIT_EXT,
VK_PIPELINE_STAGE_2_CONDITIONAL_RENDERING_BIT_EXT);
HANDLE_ACCESS(VK_ACCESS_2_COMMAND_PREPROCESS_READ_BIT_EXT |
VK_ACCESS_2_COMMAND_PREPROCESS_WRITE_BIT_EXT,
VK_PIPELINE_STAGE_2_COMMAND_PREPROCESS_BIT_EXT);
HANDLE_ACCESS(VK_ACCESS_2_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT_KHR,
VK_PIPELINE_STAGE_2_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR);
HANDLE_ACCESS(VK_ACCESS_2_ACCELERATION_STRUCTURE_READ_BIT_KHR,
VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_BUILD_BIT_KHR |
VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_COPY_BIT_KHR |
queue_shader_stages);
HANDLE_ACCESS(VK_ACCESS_2_ACCELERATION_STRUCTURE_WRITE_BIT_KHR,
VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_BUILD_BIT_KHR |
VK_PIPELINE_STAGE_2_ACCELERATION_STRUCTURE_COPY_BIT_KHR);
HANDLE_ACCESS(VK_ACCESS_2_SHADER_BINDING_TABLE_READ_BIT_KHR,
VK_PIPELINE_STAGE_2_RAY_TRACING_SHADER_BIT_KHR);
if (access)
FIXME("Unhandled access flags %#"PRIx64".\n", access);
return stages;
#undef HANDLE_ACCESS
}
static void d3d12_command_list_process_enhanced_barrier_global(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch, const D3D12_GLOBAL_BARRIER *barrier)
{
VkPipelineStageFlags2 src_stages, dst_stages;
VkAccessFlags2 src_access, dst_access;
if (barrier->SyncBefore == D3D12_BARRIER_SYNC_SPLIT || barrier->SyncAfter == D3D12_BARRIER_SYNC_SPLIT)
{
WARN("Split barrier not allowed for GLOBAL barriers.\n");
return;
}
VKD3D_BREADCRUMB_AUX32(barrier->SyncBefore);
VKD3D_BREADCRUMB_AUX32(barrier->AccessBefore);
VKD3D_BREADCRUMB_AUX32(barrier->SyncAfter);
VKD3D_BREADCRUMB_AUX32(barrier->AccessAfter);
VKD3D_BREADCRUMB_TAG("Global Barrier [SyncBefore, AccessBefore, SyncAfter, AccessAfter]");
src_stages = vk_stage_flags_from_d3d12_barrier(list, barrier->SyncBefore, barrier->AccessBefore);
dst_stages = vk_stage_flags_from_d3d12_barrier(list, barrier->SyncAfter, barrier->AccessAfter);
src_access = vk_access_flags_from_d3d12_barrier(list, barrier->AccessBefore);
dst_access = vk_access_flags_from_d3d12_barrier(list, barrier->AccessAfter);
src_stages = vk_sanitize_stage_flags_for_access(list, src_stages, src_access);
dst_stages = vk_sanitize_stage_flags_for_access(list, dst_stages, dst_access);
if (d3d12_barrier_invalidates_indirect_arguments(barrier->SyncAfter, barrier->AccessAfter))
{
d3d12_command_list_debug_mark_label(list, "Indirect Argument barrier", 1.0f, 1.0f, 0.0f, 1.0f);
/* Any indirect patching commands now have to go to normal command buffer, unless we split the sequence. */
list->cmd.vk_init_commands_post_indirect_barrier = list->cmd.vk_command_buffer;
}
if (barrier->SyncBefore & (D3D12_BARRIER_SYNC_ALL | D3D12_BARRIER_SYNC_BUILD_RAYTRACING_ACCELERATION_STRUCTURE))
d3d12_command_list_flush_rtas_batch(list);
d3d12_command_list_merge_copy_tracking_global_barrier(list, barrier, batch);
d3d12_command_list_barrier_batch_add_global_transition(list, batch,
src_stages, src_access, dst_stages, dst_access);
}
static void d3d12_command_list_process_enhanced_barrier_buffer(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch, const D3D12_BUFFER_BARRIER *barrier)
{
/* We get very little out of buffer barriers since the stage flags are more granular now. */
D3D12_GLOBAL_BARRIER global;
global.SyncBefore = barrier->SyncBefore;
global.SyncAfter = barrier->SyncAfter;
global.AccessBefore = barrier->AccessBefore;
global.AccessAfter = barrier->AccessAfter;
d3d12_command_list_process_enhanced_barrier_global(list, batch, &global);
}
static void d3d12_command_list_process_enhanced_barrier_texture(struct d3d12_command_list *list,
struct d3d12_command_list_barrier_batch *batch, const D3D12_TEXTURE_BARRIER *barrier)
{
VkImageSubresourceLayers vk_subresource_layers;
VkImageMemoryBarrier2 vk_transition;
D3D12_GLOBAL_BARRIER global_barrier;
struct d3d12_resource *resource;
uint32_t dsv_decay_mask = 0;
bool discarding_transition;
unsigned int i;
if (barrier->SyncBefore == D3D12_BARRIER_SYNC_SPLIT || barrier->SyncAfter == D3D12_BARRIER_SYNC_SPLIT)
WARN("Split barriers are known to be broken on D3D12 native runtime.\n");
if (!barrier->pResource)
{
WARN("No pResource.\n");
return;
}
resource = impl_from_ID3D12Resource(barrier->pResource);
if (!resource || !d3d12_resource_is_texture(resource))
{
WARN("Resource is not a texture.\n");
return;
}
/* Split barrier. Defer this until SyncBefore = SPLIT. See notes in sync flag translation. */
if (barrier->SyncAfter == D3D12_BARRIER_SYNC_SPLIT)
return;
/* This is a no-op, but zero array planes is not a noop for some bizarre reason. */
if (barrier->Subresources.NumMipLevels != 0 && barrier->Subresources.NumPlanes == 0)
{
WARN("No-op texture barrier due to NumPlanes == 0.\n");
return;
}
if (barrier->Subresources.NumMipLevels != 0 && barrier->Subresources.NumArraySlices == 0)
WARN("NumArraySlices == 0 promotes to 1 slice.\n");
global_barrier.SyncBefore = barrier->SyncBefore;
global_barrier.SyncAfter = barrier->SyncAfter;
global_barrier.AccessBefore = barrier->AccessBefore;
global_barrier.AccessAfter = barrier->AccessAfter;
d3d12_command_list_merge_copy_tracking_global_barrier(list, &global_barrier, batch);
vk_transition.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
vk_transition.pNext = NULL;
vk_transition.oldLayout = vk_image_layout_from_d3d12_barrier(list, resource, barrier->LayoutBefore);
if ((resource->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) &&
barrier->LayoutBefore != barrier->LayoutAfter)
{
dsv_decay_mask = d3d12_command_list_notify_dsv_state_enhanced(list, resource, barrier);
}
vk_image_memory_barrier_subresources_from_d3d12_texture_barrier(list, resource,
&barrier->Subresources, dsv_decay_mask, &vk_transition.subresourceRange);
vk_transition.newLayout = vk_image_layout_from_d3d12_barrier(list, resource, barrier->LayoutAfter);
/* Aliasing is a lot trickier with enhanced barriers.
* If aliasing is possible, i.e. there are memory flushes on the resource,
* we must resolve subresource updates now.
* Aliasing is possible if we flush and ensure some kind of execution barrier with the consumer. */
if ((resource->flags & VKD3D_RESOURCE_LINEAR_STAGING_COPY) &&
barrier->AccessBefore != D3D12_BARRIER_ACCESS_NO_ACCESS &&
d3d12_resource_may_alias_other_resources(resource))
{
vk_subresource_layers.baseArrayLayer = vk_transition.subresourceRange.baseArrayLayer;
vk_subresource_layers.layerCount = vk_transition.subresourceRange.layerCount;
vk_subresource_layers.aspectMask = vk_transition.subresourceRange.aspectMask;
for (i = 0; i < vk_transition.subresourceRange.levelCount; i++)
{
vk_subresource_layers.mipLevel = i + vk_transition.subresourceRange.baseMipLevel;
d3d12_command_list_update_subresource_data(list, resource, vk_subresource_layers);
}
d3d12_command_list_flush_subresource_updates(list);
}
vk_transition.srcStageMask = vk_stage_flags_from_d3d12_barrier(list, barrier->SyncBefore, barrier->AccessBefore);
vk_transition.dstStageMask = vk_stage_flags_from_d3d12_barrier(list, barrier->SyncAfter, barrier->AccessAfter);
vk_transition.srcAccessMask = vk_access_flags_from_d3d12_barrier(list, barrier->AccessBefore);
vk_transition.dstAccessMask = vk_access_flags_from_d3d12_barrier(list, barrier->AccessAfter);
vk_transition.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_transition.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vk_transition.image = resource->res.vk_image;
if (!d3d12_device_supports_unified_layouts(list->device))
{
/* All COPY operations on images do their own barriers, so we don't have to explicitly flush or invalidate. */
vk_transition.srcAccessMask &= ~(VK_ACCESS_2_TRANSFER_WRITE_BIT | VK_ACCESS_2_TRANSFER_READ_BIT);
vk_transition.dstAccessMask &= ~(VK_ACCESS_2_TRANSFER_WRITE_BIT | VK_ACCESS_2_TRANSFER_READ_BIT);
}
vk_transition.srcStageMask = vk_sanitize_stage_flags_for_access(list, vk_transition.srcStageMask, vk_transition.srcAccessMask);
vk_transition.dstStageMask = vk_sanitize_stage_flags_for_access(list, vk_transition.dstStageMask, vk_transition.dstAccessMask);
/* This works like a "deactivating" discard.
* The behavior around UNDEFINED layout in D3D12 is ... not well explained in the docs.
* The basic idea for aliasing seems to be that you should transition to UNDEFINED + NO_ACCESS to "deactivate",
* and the activating resource will transition from UNDEFINED.
* Using NO_ACCESS seems to imply that the resource can be invalidated (i.e. any data in caches can vanish),
* so any subsequent transition from UNDEFINED should be able to discard, regardless of the DISCARD flag.
* For deactivation, we will perform no layout transition. In sync2, this is done by setting newLayout == oldLayout. */
if (vk_transition.newLayout == VK_IMAGE_LAYOUT_UNDEFINED)
vk_transition.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
if (barrier->LayoutBefore == D3D12_BARRIER_LAYOUT_UNDEFINED && !(barrier->Flags & D3D12_TEXTURE_BARRIER_FLAG_DISCARD))
FIXME("Transitioning away from UNDEFINED, but there is no DISCARD flag. Uncertain what is expected here. vkd3d-proton will force a discard.\n");
d3d12_command_list_barrier_batch_add_layout_transition(list, batch, &vk_transition);
discarding_transition = vk_transition.oldLayout == VK_IMAGE_LAYOUT_UNDEFINED &&
vk_transition.newLayout != VK_IMAGE_LAYOUT_UNDEFINED &&
d3d12_barrier_subresource_range_covers_resource(resource, &barrier->Subresources);
d3d12_command_list_track_resource_usage(list, resource, !discarding_transition);
}
static void STDMETHODCALLTYPE d3d12_command_list_Barrier(d3d12_command_list_iface *iface, UINT32 NumBarrierGroups, const D3D12_BARRIER_GROUP *pBarrierGroups)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_command_list_barrier_batch batch;
unsigned int barrier_group_index;
const D3D12_BARRIER_GROUP *group;
unsigned int i, num_barriers;
TRACE("iface %p, NumBarrierGroups %u, D3D12_BARRIER_GROUP %p\n",
iface, NumBarrierGroups, pBarrierGroups);
d3d12_command_list_end_current_render_pass(list, false);
d3d12_command_list_end_transfer_batch(list);
d3d12_command_list_barrier_batch_init(&batch);
d3d12_command_list_debug_mark_begin_region(list, "Barrier");
for (barrier_group_index = 0; barrier_group_index < NumBarrierGroups; barrier_group_index++)
{
group = &pBarrierGroups[barrier_group_index];
num_barriers = group->NumBarriers;
switch (group->Type)
{
case D3D12_BARRIER_TYPE_GLOBAL:
for (i = 0; i < num_barriers; i++)
d3d12_command_list_process_enhanced_barrier_global(list, &batch, &group->pGlobalBarriers[i]);
/* GLOBAL barrier can be used as a global aliasing barrier for linear staging images as well.
* Flush out these now. */
if (num_barriers)
d3d12_command_list_flush_subresource_updates(list);
break;
case D3D12_BARRIER_TYPE_BUFFER:
for (i = 0; i < num_barriers; i++)
d3d12_command_list_process_enhanced_barrier_buffer(list, &batch, &group->pBufferBarriers[i]);
break;
case D3D12_BARRIER_TYPE_TEXTURE:
for (i = 0; i < num_barriers; i++)
d3d12_command_list_process_enhanced_barrier_texture(list, &batch, &group->pTextureBarriers[i]);
break;
default:
WARN("Unknown barrier group type %u.\n", group->Type);
break;
}
}
d3d12_command_list_barrier_batch_end(list, &batch);
VKD3D_BREADCRUMB_COMMAND(BARRIER);
d3d12_command_list_debug_mark_end_region(list);
}
static void STDMETHODCALLTYPE d3d12_command_list_OMSetFrontAndBackStencilRef(d3d12_command_list_iface *iface, UINT FrontStencilRef, UINT BackStencilRef)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
TRACE("iface %p, FrontStencilRef %u, BackStencilRef %u.\n",
iface, FrontStencilRef, BackStencilRef);
if (dyn_state->stencil_front.reference != FrontStencilRef || dyn_state->stencil_back.reference != BackStencilRef)
{
dyn_state->stencil_front.reference = FrontStencilRef;
dyn_state->stencil_back.reference = BackStencilRef;
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_STENCIL_REFERENCE;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_RSSetDepthBias(d3d12_command_list_iface *iface, FLOAT DepthBias, FLOAT DepthBiasClamp, FLOAT SlopeScaledDepthBias)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
TRACE("iface %p, DepthBias %f, DepthBiasClamp %f, SlopeScaledDepthBias %f.\n",
iface, DepthBias, DepthBiasClamp, SlopeScaledDepthBias);
if (dyn_state->depth_bias.constant_factor != DepthBias || dyn_state->depth_bias.clamp != DepthBiasClamp ||
dyn_state->depth_bias.slope_factor != SlopeScaledDepthBias)
{
dyn_state->depth_bias.constant_factor = DepthBias;
dyn_state->depth_bias.clamp = DepthBiasClamp;
dyn_state->depth_bias.slope_factor = SlopeScaledDepthBias;
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_DEPTH_BIAS;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_IASetIndexBufferStripCutValue(d3d12_command_list_iface *iface, D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_dynamic_state *dyn_state = &list->dynamic_state;
TRACE("iface %p, IBStripCutValue %u.\n", iface, IBStripCutValue);
if (dyn_state->index_buffer_strip_cut_value != IBStripCutValue)
{
dyn_state->index_buffer_strip_cut_value = IBStripCutValue;
dyn_state->dirty_flags |= VKD3D_DYNAMIC_STATE_PRIMITIVE_RESTART;
}
}
static void STDMETHODCALLTYPE d3d12_command_list_SetProgram(
d3d12_command_list_iface *iface, const D3D12_SET_PROGRAM_DESC *desc)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct d3d12_wg_state_object *wg_state;
uint32_t wg_state_program_index;
TRACE("iface %p, desc %p\n", iface, desc);
if (desc->Type != D3D12_PROGRAM_TYPE_WORK_GRAPH)
{
FIXME("Unsupported type %u.\n", desc->Type);
memset(&list->wg_state, 0, sizeof(list->wg_state));
return;
}
list->wg_state = desc->WorkGraph;
/* We only get program identifier, not the state object? Spicy ... */
wg_state = (struct d3d12_wg_state_object *)(uintptr_t)desc->WorkGraph.ProgramIdentifier.OpaqueData[1];
wg_state_program_index = desc->WorkGraph.ProgramIdentifier.OpaqueData[0];
if (wg_state)
{
if (wg_state_program_index >= wg_state->programs_count)
{
ERR("program index %u is out of bounds (%u programs).\n",
wg_state_program_index, (unsigned int)wg_state->programs_count);
memset(&list->wg_state, 0, sizeof(list->wg_state));
return;
}
if (desc->WorkGraph.Flags & D3D12_SET_WORK_GRAPH_FLAG_INITIALIZE)
{
/* It's somewhat ambiguous if we should initialize scratch on SetProgram time or not.
* Assume we can. */
d3d12_command_list_workgraph_initialize_scratch(list);
}
}
}
static void STDMETHODCALLTYPE d3d12_command_list_DispatchGraph(
d3d12_command_list_iface *iface, const D3D12_DISPATCH_GRAPH_DESC *desc)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
TRACE("iface %p, desc %p\n", iface, desc);
d3d12_command_list_workgraph_dispatch(list, desc);
}
#define VKD3D_DECLARE_D3D12_GRAPHICS_COMMAND_LIST_VARIANT(name, set_table_variant) \
static CONST_VTBL struct ID3D12GraphicsCommandList10Vtbl d3d12_command_list_vtbl_##name = \
{ \
/* IUnknown methods */ \
d3d12_command_list_QueryInterface, \
d3d12_command_list_AddRef, \
d3d12_command_list_Release, \
/* ID3D12Object methods */ \
d3d12_command_list_GetPrivateData, \
d3d12_command_list_SetPrivateData, \
d3d12_command_list_SetPrivateDataInterface, \
(void *)d3d12_object_SetName, \
/* ID3D12DeviceChild methods */ \
d3d12_command_list_GetDevice, \
/* ID3D12CommandList methods */ \
d3d12_command_list_GetType, \
/* ID3D12GraphicsCommandList methods */ \
d3d12_command_list_Close, \
d3d12_command_list_Reset, \
d3d12_command_list_ClearState, \
d3d12_command_list_DrawInstanced, \
d3d12_command_list_DrawIndexedInstanced, \
d3d12_command_list_Dispatch, \
d3d12_command_list_CopyBufferRegion, \
d3d12_command_list_CopyTextureRegion, \
d3d12_command_list_CopyResource, \
d3d12_command_list_CopyTiles, \
d3d12_command_list_ResolveSubresource, \
d3d12_command_list_IASetPrimitiveTopology, \
d3d12_command_list_RSSetViewports, \
d3d12_command_list_RSSetScissorRects, \
d3d12_command_list_OMSetBlendFactor, \
d3d12_command_list_OMSetStencilRef, \
d3d12_command_list_SetPipelineState, \
d3d12_command_list_ResourceBarrier, \
d3d12_command_list_ExecuteBundle, \
d3d12_command_list_SetDescriptorHeaps, \
d3d12_command_list_SetComputeRootSignature, \
d3d12_command_list_SetGraphicsRootSignature, \
d3d12_command_list_SetComputeRootDescriptorTable_##set_table_variant, \
d3d12_command_list_SetGraphicsRootDescriptorTable_##set_table_variant, \
d3d12_command_list_SetComputeRoot32BitConstant, \
d3d12_command_list_SetGraphicsRoot32BitConstant, \
d3d12_command_list_SetComputeRoot32BitConstants, \
d3d12_command_list_SetGraphicsRoot32BitConstants, \
d3d12_command_list_SetComputeRootConstantBufferView, \
d3d12_command_list_SetGraphicsRootConstantBufferView, \
d3d12_command_list_SetComputeRootShaderResourceView, \
d3d12_command_list_SetGraphicsRootShaderResourceView, \
d3d12_command_list_SetComputeRootUnorderedAccessView, \
d3d12_command_list_SetGraphicsRootUnorderedAccessView, \
d3d12_command_list_IASetIndexBuffer, \
d3d12_command_list_IASetVertexBuffers, \
d3d12_command_list_SOSetTargets, \
d3d12_command_list_OMSetRenderTargets, \
d3d12_command_list_ClearDepthStencilView, \
d3d12_command_list_ClearRenderTargetView, \
d3d12_command_list_ClearUnorderedAccessViewUint, \
d3d12_command_list_ClearUnorderedAccessViewFloat, \
d3d12_command_list_DiscardResource, \
d3d12_command_list_BeginQuery, \
d3d12_command_list_EndQuery, \
d3d12_command_list_ResolveQueryData, \
d3d12_command_list_SetPredication, \
d3d12_command_list_SetMarker, \
d3d12_command_list_BeginEvent, \
d3d12_command_list_EndEvent, \
d3d12_command_list_ExecuteIndirect, \
/* ID3D12GraphicsCommandList1 methods */ \
d3d12_command_list_AtomicCopyBufferUINT, \
d3d12_command_list_AtomicCopyBufferUINT64, \
d3d12_command_list_OMSetDepthBounds, \
d3d12_command_list_SetSamplePositions, \
d3d12_command_list_ResolveSubresourceRegion, \
d3d12_command_list_SetViewInstanceMask, \
/* ID3D12GraphicsCommandList2 methods */ \
d3d12_command_list_WriteBufferImmediate, \
/* ID3D12GraphicsCommandList3 methods */ \
d3d12_command_list_SetProtectedResourceSession, \
/* ID3D12GraphicsCommandList4 methods */ \
d3d12_command_list_BeginRenderPass, \
d3d12_command_list_EndRenderPass, \
d3d12_command_list_InitializeMetaCommand, \
d3d12_command_list_ExecuteMetaCommand, \
d3d12_command_list_BuildRaytracingAccelerationStructure, \
d3d12_command_list_EmitRaytracingAccelerationStructurePostbuildInfo, \
d3d12_command_list_CopyRaytracingAccelerationStructure, \
d3d12_command_list_SetPipelineState1, \
d3d12_command_list_DispatchRays, \
/* ID3D12GraphicsCommandList5 methods */ \
d3d12_command_list_RSSetShadingRate, \
d3d12_command_list_RSSetShadingRateImage, \
/* ID3D12GraphicsCommandList6 methods */ \
d3d12_command_list_DispatchMesh, \
/* ID3D12GraphicsCommandList7 methods */ \
d3d12_command_list_Barrier, \
/* ID3D12GraphicsCommandList8 methods */ \
d3d12_command_list_OMSetFrontAndBackStencilRef, \
/* ID3D12GraphicsCommandList9 methods */ \
d3d12_command_list_RSSetDepthBias, \
d3d12_command_list_IASetIndexBufferStripCutValue, \
/* ID3D12GraphicsCommandList10 methods */ \
d3d12_command_list_SetProgram, \
d3d12_command_list_DispatchGraph, \
}
VKD3D_DECLARE_D3D12_GRAPHICS_COMMAND_LIST_VARIANT(default, default);
VKD3D_DECLARE_D3D12_GRAPHICS_COMMAND_LIST_VARIANT(embedded_64_16, embedded_64_16);
VKD3D_DECLARE_D3D12_GRAPHICS_COMMAND_LIST_VARIANT(embedded_32_16, embedded_32_16);
VKD3D_DECLARE_D3D12_GRAPHICS_COMMAND_LIST_VARIANT(embedded_default, embedded_default);
#ifdef VKD3D_ENABLE_PROFILING
#include "command_list_profiled.h"
#endif
static struct d3d12_command_list *unsafe_impl_from_ID3D12CommandList(ID3D12CommandList *iface)
{
if (!iface)
return NULL;
return CONTAINING_RECORD(iface, struct d3d12_command_list, ID3D12GraphicsCommandList_iface);
}
extern CONST_VTBL struct ID3D12GraphicsCommandListExt1Vtbl d3d12_command_list_vkd3d_ext_vtbl;
static void d3d12_command_list_init_attachment_info(VkRenderingAttachmentInfo *attachment_info)
{
attachment_info->sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
attachment_info->loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachment_info->storeOp = VK_ATTACHMENT_STORE_OP_STORE;
}
static void d3d12_command_list_init_rendering_info(struct d3d12_device *device, struct vkd3d_rendering_info *rendering_info)
{
unsigned int i;
rendering_info->info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info->info.colorAttachmentCount = D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT;
rendering_info->info.pColorAttachments = rendering_info->rtv;
for (i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
d3d12_command_list_init_attachment_info(&rendering_info->rtv[i]);
d3d12_command_list_init_attachment_info(&rendering_info->dsv);
if (device->device_info.fragment_shading_rate_features.attachmentFragmentShadingRate)
{
uint32_t tile_size = d3d12_determine_shading_rate_image_tile_size(device);
if (tile_size)
{
rendering_info->vrs.sType = VK_STRUCTURE_TYPE_RENDERING_FRAGMENT_SHADING_RATE_ATTACHMENT_INFO_KHR;
rendering_info->vrs.shadingRateAttachmentTexelSize.width = tile_size;
rendering_info->vrs.shadingRateAttachmentTexelSize.height = tile_size;
vk_prepend_struct(&rendering_info->info, &rendering_info->vrs);
}
}
}
static HRESULT d3d12_command_list_init(struct d3d12_command_list *list, struct d3d12_device *device,
D3D12_COMMAND_LIST_TYPE type)
{
HRESULT hr;
memset(list, 0, sizeof(*list));
#ifdef VKD3D_ENABLE_PROFILING
if (vkd3d_uses_profiling())
list->ID3D12GraphicsCommandList_iface.lpVtbl = &d3d12_command_list_vtbl_profiled;
else
#endif
{
list->ID3D12GraphicsCommandList_iface.lpVtbl = &d3d12_command_list_vtbl_default;
if (d3d12_device_use_embedded_mutable_descriptors(device))
{
/* Specialize SetDescriptorTable calls since we need different code paths for those,
* and they are quite hot. */
if (device->bindless_state.descriptor_buffer_cbv_srv_uav_size == 64 &&
device->bindless_state.descriptor_buffer_sampler_size == 16)
{
list->ID3D12GraphicsCommandList_iface.lpVtbl = &d3d12_command_list_vtbl_embedded_64_16;
}
else if (device->bindless_state.descriptor_buffer_cbv_srv_uav_size == 32 &&
device->bindless_state.descriptor_buffer_sampler_size == 16)
{
list->ID3D12GraphicsCommandList_iface.lpVtbl = &d3d12_command_list_vtbl_embedded_32_16;
}
else
{
list->ID3D12GraphicsCommandList_iface.lpVtbl = &d3d12_command_list_vtbl_embedded_default;
}
}
}
list->refcount = 1;
list->type = type;
list->ID3D12GraphicsCommandListExt_iface.lpVtbl = &d3d12_command_list_vkd3d_ext_vtbl;
hash_map_init(&list->query_resolve_lut,
vkd3d_query_lookup_entry_hash,
vkd3d_query_lookup_entry_compare,
sizeof(struct vkd3d_query_lookup_entry));
d3d12_command_list_init_rendering_info(device, &list->rendering_info);
if (FAILED(hr = vkd3d_private_store_init(&list->private_store)))
return hr;
d3d_destruction_notifier_init(&list->destruction_notifier, (IUnknown*)&list->ID3D12GraphicsCommandList_iface);
d3d12_device_add_ref(list->device = device);
return hr;
}
HRESULT d3d12_command_list_create(struct d3d12_device *device,
UINT node_mask, D3D12_COMMAND_LIST_TYPE type, struct d3d12_command_list **list)
{
struct d3d12_command_list *object;
HRESULT hr;
debug_ignored_node_mask(node_mask);
/* We store RTV descriptors by value, which we align to 64 bytes, so d3d12_command_list inherits this requirement.
* Otherwise ubsan complains. */
if (!(object = vkd3d_malloc_aligned(sizeof(*object), D3D12_DESC_ALIGNMENT)))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d12_command_list_init(object, device, type)))
{
vkd3d_free_aligned(object);
return hr;
}
TRACE("Created command list %p.\n", object);
*list = object;
return S_OK;
}
struct d3d12_command_list *d3d12_command_list_from_iface(ID3D12CommandList *iface)
{
bool is_valid = false;
if (!iface)
return NULL;
#ifdef VKD3D_ENABLE_PROFILING
is_valid |= iface->lpVtbl == (struct ID3D12CommandListVtbl *)&d3d12_command_list_vtbl_profiled;
#endif
/* A little annoying, but we only have to validate this on submission,
* so the overhead is irrelevant. */
is_valid |=
iface->lpVtbl == (struct ID3D12CommandListVtbl *)&d3d12_command_list_vtbl_default ||
iface->lpVtbl == (struct ID3D12CommandListVtbl *)&d3d12_command_list_vtbl_embedded_64_16 ||
iface->lpVtbl == (struct ID3D12CommandListVtbl *)&d3d12_command_list_vtbl_embedded_32_16 ||
iface->lpVtbl == (struct ID3D12CommandListVtbl *)&d3d12_command_list_vtbl_embedded_default;
if (!is_valid)
return NULL;
return CONTAINING_RECORD(iface, struct d3d12_command_list, ID3D12GraphicsCommandList_iface);
}
/* ID3D12CommandQueue */
extern ULONG STDMETHODCALLTYPE d3d12_command_queue_vkd3d_ext_AddRef(d3d12_command_queue_vkd3d_ext_iface *iface);
static inline struct d3d12_command_queue *impl_from_ID3D12CommandQueue(ID3D12CommandQueue *iface)
{
return CONTAINING_RECORD(iface, struct d3d12_command_queue, ID3D12CommandQueue_iface);
}
HRESULT STDMETHODCALLTYPE d3d12_command_queue_QueryInterface(ID3D12CommandQueue *iface,
REFIID riid, void **object)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (!object)
return E_POINTER;
if (IsEqualGUID(riid, &IID_ID3D12CommandQueue)
|| IsEqualGUID(riid, &IID_ID3D12Pageable)
|| IsEqualGUID(riid, &IID_ID3D12DeviceChild)
|| IsEqualGUID(riid, &IID_ID3D12Object)
|| IsEqualGUID(riid, &IID_IUnknown))
{
ID3D12CommandQueue_AddRef(iface);
*object = iface;
return S_OK;
}
if (IsEqualGUID(riid, &IID_ID3D12CommandQueueExt))
{
d3d12_command_queue_vkd3d_ext_AddRef(&command_queue->ID3D12CommandQueueExt_iface);
*object = &command_queue->ID3D12CommandQueueExt_iface;
return S_OK;
}
if (IsEqualGUID(riid, &IID_IDXGIVkSwapChainFactory))
{
IDXGIVkSwapChainFactory_AddRef(&command_queue->vk_swap_chain_factory.IDXGIVkSwapChainFactory_iface);
*object = &command_queue->vk_swap_chain_factory;
return S_OK;
}
if (IsEqualGUID(riid, &IID_ID3DDestructionNotifier))
{
ID3DDestructionNotifier_AddRef(&command_queue->destruction_notifier.ID3DDestructionNotifier_iface);
*object = &command_queue->destruction_notifier.ID3DDestructionNotifier_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE d3d12_command_queue_AddRef(ID3D12CommandQueue *iface)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
ULONG refcount = InterlockedIncrement(&command_queue->refcount);
TRACE("%p increasing refcount to %u.\n", command_queue, refcount);
return refcount;
}
ULONG STDMETHODCALLTYPE d3d12_command_queue_Release(ID3D12CommandQueue *iface)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
ULONG refcount = InterlockedDecrement(&command_queue->refcount);
TRACE("%p decreasing refcount to %u.\n", command_queue, refcount);
if (!refcount)
{
struct d3d12_device *device = command_queue->device;
d3d_destruction_notifier_free(&command_queue->destruction_notifier);
vkd3d_private_store_destroy(&command_queue->private_store);
d3d12_command_queue_submit_stop(command_queue);
pthread_join(command_queue->submission_thread, NULL);
pthread_mutex_destroy(&command_queue->queue_lock);
pthread_cond_destroy(&command_queue->queue_cond);
d3d12_device_unmap_vkd3d_queue(command_queue->vkd3d_queue, command_queue);
vkd3d_fence_worker_stop(&command_queue->fence_worker, device);
vkd3d_free(command_queue->submissions);
vkd3d_free(command_queue->wait_semaphores);
vkd3d_free(command_queue->wait_fences);
vkd3d_free(command_queue->sparse.buffer_binds);
vkd3d_free(command_queue->sparse.image_binds);
vkd3d_free(command_queue->sparse.image_opaque_binds);
vkd3d_free(command_queue->sparse.tracked);
vkd3d_free(command_queue);
d3d12_device_release(device);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_GetPrivateData(ID3D12CommandQueue *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_get_private_data(&command_queue->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_SetPrivateData(ID3D12CommandQueue *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_set_private_data(&command_queue->private_store, guid, data_size, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_SetPrivateDataInterface(ID3D12CommandQueue *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return vkd3d_set_private_data_interface(&command_queue->private_store, guid, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_GetDevice(ID3D12CommandQueue *iface, REFIID iid, void **device)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
TRACE("iface %p, iid %s, device %p.\n", iface, debugstr_guid(iid), device);
return d3d12_device_query_interface(command_queue->device, iid, device);
}
static unsigned int vkd3d_get_tile_index_from_coordinate(const struct d3d12_sparse_info *sparse,
const D3D12_TILED_RESOURCE_COORDINATE *coord)
{
const D3D12_SUBRESOURCE_TILING *tiling = &sparse->tilings[coord->Subresource];
if (tiling->StartTileIndexInOverallResource == ~0u)
return sparse->packed_mips.StartTileIndexInOverallResource + coord->X;
return tiling->StartTileIndexInOverallResource + coord->X +
tiling->WidthInTiles * (coord->Y + tiling->HeightInTiles * coord->Z);
}
static unsigned int vkd3d_get_tile_index_from_region(const struct d3d12_sparse_info *sparse,
const D3D12_TILED_RESOURCE_COORDINATE *coord, const D3D12_TILE_REGION_SIZE *size,
unsigned int tile_index_in_region)
{
unsigned int tile_index;
if (coord->Subresource >= sparse->tiling_count)
return VKD3D_INVALID_TILE_INDEX;
if (!size->UseBox)
{
/* Tiles are already ordered by subresource and coordinates correctly,
* so we can just add the tile index to the region's base index */
tile_index = vkd3d_get_tile_index_from_coordinate(sparse, coord) + tile_index_in_region;
}
else
{
D3D12_TILED_RESOURCE_COORDINATE box_coord = *coord;
box_coord.X += (tile_index_in_region % size->Width);
box_coord.Y += (tile_index_in_region / size->Width) % size->Height;
box_coord.Z += (tile_index_in_region / (size->Width * size->Height));
tile_index = vkd3d_get_tile_index_from_coordinate(sparse, &box_coord);
}
return tile_index < sparse->tile_count ? tile_index : VKD3D_INVALID_TILE_INDEX;
}
static void STDMETHODCALLTYPE d3d12_command_queue_UpdateTileMappings(ID3D12CommandQueue *iface,
ID3D12Resource *resource, UINT region_count, const D3D12_TILED_RESOURCE_COORDINATE *region_coords,
const D3D12_TILE_REGION_SIZE *region_sizes, ID3D12Heap *heap, UINT range_count,
const D3D12_TILE_RANGE_FLAGS *range_flags,
const UINT *heap_range_offsets, const UINT *range_tile_counts,
D3D12_TILE_MAPPING_FLAGS flags)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
unsigned int region_tile = 0, region_idx = 0, range_tile = 0, range_idx = 0;
struct d3d12_resource *res = impl_from_ID3D12Resource(resource);
struct d3d12_heap *memory_heap = impl_from_ID3D12Heap(heap);
struct d3d12_sparse_info *sparse = &res->sparse;
D3D12_TILED_RESOURCE_COORDINATE region_coord;
struct d3d12_command_queue_submission sub;
struct vkd3d_sparse_memory_bind *bind;
D3D12_TILE_REGION_SIZE region_size;
D3D12_TILE_RANGE_FLAGS range_flag;
UINT range_size, range_offset;
size_t bind_infos_size = 0;
VkDeviceSize heap_offset;
uint32_t *bound_tiles;
unsigned int i;
TRACE("iface %p, resource %p, region_count %u, region_coords %p, "
"region_sizes %p, heap %p, range_count %u, range_flags %p, heap_range_offsets %p, "
"range_tile_counts %p, flags %#x.\n",
iface, resource, region_count, region_coords, region_sizes, heap,
range_count, range_flags, heap_range_offsets, range_tile_counts, flags);
/* This can be a fallback sparse resource, just ignore any UpdateTileMapping calls on this. */
if (!(res->flags & VKD3D_RESOURCE_RESERVED))
{
WARN("Ignoring UpdateTileMapping calls on fallback reserved resource.\n");
return;
}
if (!region_count || !range_count)
return;
sub.type = VKD3D_SUBMISSION_BIND_SPARSE;
sub.bind_sparse.mode = VKD3D_SPARSE_MEMORY_BIND_MODE_UPDATE;
sub.bind_sparse.bind_count = 0;
sub.bind_sparse.bind_infos = NULL;
sub.bind_sparse.dst_resource = res;
sub.bind_sparse.src_resource = NULL;
if (region_coords)
region_coord = region_coords[0];
else
{
region_coord.X = 0;
region_coord.Y = 0;
region_coord.Z = 0;
region_coord.Subresource = 0;
}
if (region_sizes)
region_size = region_sizes[0];
else
{
region_size.NumTiles = region_coords ? 1 : sparse->tile_count;
region_size.UseBox = false;
region_size.Width = 0;
region_size.Height = 0;
region_size.Depth = 0;
}
range_flag = D3D12_TILE_RANGE_FLAG_NONE;
range_size = ~0u;
range_offset = 0;
if (!(bound_tiles = vkd3d_calloc(sparse->tile_count, sizeof(*bound_tiles))))
{
ERR("Failed to allocate tile mapping table.\n");
return;
}
for (i = 0; i < sparse->tile_count; i++)
bound_tiles[i] = VKD3D_INVALID_TILE_INDEX;
while (region_idx < region_count && range_idx < range_count)
{
if (range_tile == 0)
{
if (range_flags)
{
range_flag = range_flags[range_idx];
if (range_flag == D3D12_TILE_RANGE_FLAG_NULL &&
(vkd3d_config_flags & VKD3D_CONFIG_FLAG_SKIP_NULL_SPARSE_TILES) &&
command_queue->device->workarounds.amdgpu_broken_null_tile_mapping)
{
range_flag = D3D12_TILE_RANGE_FLAG_SKIP;
}
}
if (range_tile_counts)
range_size = range_tile_counts[range_idx];
if (heap_range_offsets)
range_offset = heap_range_offsets[range_idx];
}
if (region_tile == 0)
{
if (region_coords)
region_coord = region_coords[region_idx];
if (region_sizes)
region_size = region_sizes[region_idx];
}
if (range_flag != D3D12_TILE_RANGE_FLAG_SKIP)
{
unsigned int tile_index = vkd3d_get_tile_index_from_region(sparse, &region_coord, &region_size, region_tile);
if (tile_index != VKD3D_INVALID_TILE_INDEX)
{
if (bound_tiles[tile_index] == VKD3D_INVALID_TILE_INDEX)
{
if (!vkd3d_array_reserve((void **)&sub.bind_sparse.bind_infos, &bind_infos_size,
sub.bind_sparse.bind_count + 1, sizeof(*sub.bind_sparse.bind_infos)))
{
ERR("Failed to allocate bind info array.\n");
goto fail;
}
bound_tiles[tile_index] = sub.bind_sparse.bind_count;
bind = &sub.bind_sparse.bind_infos[sub.bind_sparse.bind_count++];
}
else
{
/* App binds the same tile multiple times, use last binding. */
bind = &sub.bind_sparse.bind_infos[bound_tiles[tile_index]];
}
bind->dst_tile = tile_index;
bind->src_tile = 0;
if (range_flag == D3D12_TILE_RANGE_FLAG_NULL)
{
bind->vk_memory = VK_NULL_HANDLE;
bind->vk_offset = 0;
}
else
{
heap_offset = range_flag == D3D12_TILE_RANGE_FLAG_REUSE_SINGLE_TILE
? VKD3D_TILE_SIZE * range_offset
: VKD3D_TILE_SIZE * (range_offset + range_tile);
if (heap_offset + VKD3D_TILE_SIZE > memory_heap->desc.SizeInBytes)
{
ERR("Heap offset %"PRIu64" out of bounds, heap size is %"PRIu64".\n", heap_offset, memory_heap->desc.SizeInBytes);
goto fail;
}
bind->vk_memory = memory_heap->allocation.device_allocation.vk_memory;
bind->vk_offset = memory_heap->allocation.offset + heap_offset;
}
}
else
{
WARN("Tile coordinates out of bounds, subresource %u @ (%u,%u,%u), tile %u.\n",
region_coord.Subresource, region_coord.X, region_coord.Y, region_coord.Z, region_tile);
}
}
if (++range_tile == range_size)
{
range_idx += 1;
range_tile = 0;
}
if (++region_tile == region_size.NumTiles)
{
region_idx += 1;
region_tile = 0;
}
}
/* Avoids tripping validation error since it's not legal to have bindCount == 0. */
if (sub.bind_sparse.bind_count == 0)
goto fail;
vkd3d_free(bound_tiles);
d3d12_resource_incref(res);
d3d12_command_queue_add_submission(command_queue, &sub);
return;
fail:
vkd3d_free(bound_tiles);
vkd3d_free(sub.bind_sparse.bind_infos);
}
static void STDMETHODCALLTYPE d3d12_command_queue_CopyTileMappings(ID3D12CommandQueue *iface,
ID3D12Resource *dst_resource, const D3D12_TILED_RESOURCE_COORDINATE *dst_region_start_coordinate,
ID3D12Resource *src_resource, const D3D12_TILED_RESOURCE_COORDINATE *src_region_start_coordinate,
const D3D12_TILE_REGION_SIZE *region_size, D3D12_TILE_MAPPING_FLAGS flags)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
struct d3d12_resource *dst_res = impl_from_ID3D12Resource(dst_resource);
struct d3d12_resource *src_res = impl_from_ID3D12Resource(src_resource);
struct d3d12_command_queue_submission sub;
struct vkd3d_sparse_memory_bind *bind;
unsigned int i;
TRACE("iface %p, dst_resource %p, dst_region_start_coordinate %p, "
"src_resource %p, src_region_start_coordinate %p, region_size %p, flags %#x.\n",
iface, dst_resource, dst_region_start_coordinate, src_resource,
src_region_start_coordinate, region_size, flags);
sub.type = VKD3D_SUBMISSION_BIND_SPARSE;
sub.bind_sparse.mode = VKD3D_SPARSE_MEMORY_BIND_MODE_COPY;
sub.bind_sparse.bind_count = region_size->NumTiles;
sub.bind_sparse.bind_infos = vkd3d_malloc(region_size->NumTiles * sizeof(*sub.bind_sparse.bind_infos));
sub.bind_sparse.dst_resource = dst_res;
sub.bind_sparse.src_resource = src_res;
if (!sub.bind_sparse.bind_infos)
{
ERR("Failed to allocate bind info array.\n");
return;
}
for (i = 0; i < region_size->NumTiles; i++)
{
bind = &sub.bind_sparse.bind_infos[i];
bind->dst_tile = vkd3d_get_tile_index_from_region(&dst_res->sparse, dst_region_start_coordinate, region_size, i);
bind->src_tile = vkd3d_get_tile_index_from_region(&src_res->sparse, src_region_start_coordinate, region_size, i);
bind->vk_memory = VK_NULL_HANDLE;
bind->vk_offset = 0;
if (bind->dst_tile == VKD3D_INVALID_TILE_INDEX || bind->src_tile == VKD3D_INVALID_TILE_INDEX)
{
WARN("Tile coordinates out of bounds, src subresource %u @ (%u,%u,%u), dst subresource %u @ (%u,%u,%u), tile %u.\n",
src_region_start_coordinate->Subresource, src_region_start_coordinate->X, src_region_start_coordinate->Y, src_region_start_coordinate->Z,
dst_region_start_coordinate->Subresource, dst_region_start_coordinate->X, src_region_start_coordinate->Y, dst_region_start_coordinate->Z, i);
goto fail;
}
}
d3d12_resource_incref(dst_res);
d3d12_command_queue_add_submission(command_queue, &sub);
return;
fail:
vkd3d_free(sub.bind_sparse.bind_infos);
}
static void STDMETHODCALLTYPE d3d12_command_queue_ExecuteCommandLists(ID3D12CommandQueue *iface,
UINT command_list_count, ID3D12CommandList * const *command_lists)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
struct vkd3d_queue_timeline_trace_cookie timeline_cookie;
struct vkd3d_initial_transition *transitions;
size_t num_transitions, num_command_buffers;
VkCommandBufferSubmitInfo *buffers, *buffer;
struct d3d12_command_allocator **allocators;
struct d3d12_resource **retained_resources;
struct d3d12_command_queue_submission sub;
struct d3d12_command_list *cmd_list;
size_t num_retained_resources = 0;
#ifdef VKD3D_ENABLE_BREADCRUMBS
unsigned int *breadcrumb_indices;
#endif
uint32_t *cmd_cost;
unsigned int iter;
unsigned int i, j;
HRESULT hr;
TRACE("iface %p, command_list_count %u, command_lists %p.\n",
iface, command_list_count, command_lists);
if (!command_list_count)
return;
if (FAILED(hr = vkd3d_memory_transfer_queue_flush(&command_queue->device->memory_transfers)))
{
d3d12_device_mark_as_removed(command_queue->device, hr,
"Failed to execute pending memory clears.\n");
return;
}
memset(&sub, 0, sizeof(sub));
/* ExecuteCommandLists submission barrier buffer */
num_command_buffers = command_queue->vkd3d_queue->barrier_command_buffer ? 1 : 0;
for (i = 0; i < command_list_count; ++i)
{
cmd_list = d3d12_command_list_from_iface(command_lists[i]);
if (!cmd_list)
{
WARN("Unsupported command list type %p.\n", cmd_list);
return;
}
#ifdef VKD3D_ENABLE_PROFILING
vkd3d_timestamp_profiler_submit_command_list(command_queue->device->timestamp_profiler, cmd_list);
#endif
for (iter = 0; iter < cmd_list->cmd.iteration_count; iter++)
{
if (cmd_list->cmd.iterations[iter].vk_init_commands)
num_command_buffers++;
assert(cmd_list->cmd.iterations[iter].vk_command_buffer);
num_command_buffers++;
}
num_retained_resources += cmd_list->retained_resources_count;
for (iter = 0; iter < cmd_list->retained_resources_count; iter++)
{
if (vkd3d_atomic_uint32_load_explicit(
&cmd_list->retained_resources[iter]->internal_refcount, vkd3d_memory_order_relaxed) == 0)
{
ERR("Trying to execute resource which has already been destroyed. This will likely hang GPU.\n");
/* TODO: We could mark device as lost, or just ignore this submit. Hard to tell
* what the appropriate action is. Future workarounds may have to guide our decision here. */
return;
}
}
}
if (!(buffers = vkd3d_calloc(num_command_buffers, sizeof(*buffers))))
{
ERR("Failed to allocate command buffer array.\n");
return;
}
if (!(allocators = vkd3d_calloc(command_list_count, sizeof(*allocators))))
{
ERR("Failed to allocate outstanding submissions count.\n");
vkd3d_free(buffers);
return;
}
if (!(cmd_cost = vkd3d_calloc(num_command_buffers, sizeof(*cmd_cost))))
{
ERR("Failed to allocate command buffer cost array.\n");
return;
}
#ifdef VKD3D_ENABLE_BREADCRUMBS
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS_TRACE)
breadcrumb_indices = vkd3d_malloc(sizeof(unsigned int) * command_list_count);
else
breadcrumb_indices = NULL;
#endif
if (num_retained_resources)
retained_resources = vkd3d_malloc(sizeof(*retained_resources) * num_retained_resources);
else
retained_resources = NULL;
num_retained_resources = 0;
timeline_cookie = vkd3d_queue_timeline_trace_register_execute(
&command_queue->device->queue_timeline_trace,
command_lists, command_list_count);
num_transitions = 0;
for (i = 0, j = 0; i < command_list_count; ++i)
{
cmd_list = unsafe_impl_from_ID3D12CommandList(command_lists[i]);
if (cmd_list->is_recording || !cmd_list->submit_allocator)
{
if (cmd_list->is_recording)
{
d3d12_device_mark_as_removed(command_queue->device, DXGI_ERROR_INVALID_CALL,
"Command list %p is in recording state.\n", command_lists[i]);
}
else
{
d3d12_device_mark_as_removed(command_queue->device, DXGI_ERROR_INVALID_CALL,
"Command list %p is not associated with an allocator.\n", command_lists[i]);
}
vkd3d_free(allocators);
vkd3d_free(buffers);
vkd3d_free(cmd_cost);
vkd3d_free(retained_resources);
#ifdef VKD3D_ENABLE_BREADCRUMBS
vkd3d_free(breadcrumb_indices);
#endif
vkd3d_queue_timeline_trace_complete_execute(&command_queue->device->queue_timeline_trace,
NULL, timeline_cookie);
return;
}
num_transitions += cmd_list->init_transitions_count;
allocators[i] = cmd_list->submit_allocator;
for (iter = 0; iter < cmd_list->cmd.iteration_count; iter++)
{
if (cmd_list->cmd.iterations[iter].vk_init_commands)
{
/* Assume high cost for DGC preprocessing, everything else is cheap enough to be ignored. */
cmd_cost[j] = cmd_list->cmd.iterations[iter].indirect_meta.need_preprocess_barrier
? VKD3D_COMMAND_COST_LOW : 0u;
buffer = &buffers[j++];
buffer->sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_SUBMIT_INFO;
buffer->commandBuffer = cmd_list->cmd.iterations[iter].vk_init_commands;
}
cmd_cost[j] = cmd_list->cmd.iterations[iter].estimated_cost;
buffer = &buffers[j++];
buffer->sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_SUBMIT_INFO;
buffer->commandBuffer = cmd_list->cmd.iterations[iter].vk_command_buffer;
}
if (cmd_list->debug_capture)
sub.execute.debug_capture = true;
/* Submission logic for IB fallbacks seems to have exposed something ... very dodgy in RADV. */
if (cmd_list->cmd.uses_dgc_compute_in_async_compute &&
!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_SKIP_DRIVER_WORKAROUNDS) &&
command_queue->device->device_info.vulkan_1_2_properties.driverID == VK_DRIVER_ID_MESA_RADV)
{
sub.execute.split_submission = true;
}
for (iter = 0; iter < cmd_list->retained_resources_count; iter++)
retained_resources[num_retained_resources++] = cmd_list->retained_resources[iter];
#ifdef VKD3D_ENABLE_BREADCRUMBS
if (breadcrumb_indices)
breadcrumb_indices[i] = cmd_list->breadcrumb_context_index;
/* For a grouped submission, it's useful to know about the full submission when reporting failures.
* Synchronization issues can occur between command lists.
* It's not allowed to submit the same command list concurrently, so this should be safe. */
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS)
{
vkd3d_breadcrumb_tracer_link_submission(cmd_list,
i ? unsafe_impl_from_ID3D12CommandList(command_lists[i - 1]) : NULL,
i + 1 < command_list_count ? unsafe_impl_from_ID3D12CommandList(command_lists[i + 1]) : NULL);
}
#endif
}
if (command_queue->vkd3d_queue->barrier_command_buffer)
{
/* Append a full GPU barrier between submissions.
* This command buffer is SIMULTANEOUS_BIT. */
cmd_cost[j] = 0u;
buffer = &buffers[j++];
buffer->sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_SUBMIT_INFO;
buffer->commandBuffer = command_queue->vkd3d_queue->barrier_command_buffer;
}
if (command_list_count == 1 && num_transitions != 0)
{
/* Pilfer directly. */
cmd_list = unsafe_impl_from_ID3D12CommandList(command_lists[0]);
sub.execute.transitions = cmd_list->init_transitions;
sub.execute.transition_count = cmd_list->init_transitions_count;
cmd_list->init_transitions = NULL;
cmd_list->init_transitions_count = 0;
cmd_list->init_transitions_size = 0;
}
else if (num_transitions != 0)
{
sub.execute.transitions = vkd3d_malloc(num_transitions * sizeof(*sub.execute.transitions));
sub.execute.transition_count = num_transitions;
transitions = sub.execute.transitions;
for (i = 0; i < command_list_count; ++i)
{
cmd_list = unsafe_impl_from_ID3D12CommandList(command_lists[i]);
if (cmd_list->init_transitions_count)
memcpy(transitions, cmd_list->init_transitions,
cmd_list->init_transitions_count * sizeof(*transitions));
transitions += cmd_list->init_transitions_count;
}
}
else
{
sub.execute.transitions = NULL;
sub.execute.transition_count = 0;
}
sub.type = VKD3D_SUBMISSION_EXECUTE;
sub.execute.cmd = buffers;
sub.execute.cmd_cost = cmd_cost;
sub.execute.cmd_count = num_command_buffers;
sub.execute.command_allocators = allocators;
sub.execute.num_command_allocators = command_list_count;
sub.execute.retained_resources = retained_resources;
sub.execute.num_retained_resources = num_retained_resources;
for (i = 0; i < command_list_count; i++)
d3d12_command_allocator_inc_ref(allocators[i]);
for (i = 0; i < num_retained_resources; i++)
d3d12_resource_incref(retained_resources[i]);
sub.execute.low_latency_frame_id = command_queue->device->frame_markers.render;
#ifdef VKD3D_ENABLE_BREADCRUMBS
sub.execute.breadcrumb_indices = breadcrumb_indices;
sub.execute.breadcrumb_indices_count = breadcrumb_indices ? command_list_count : 0;
#endif
sub.execute.timeline_cookie = timeline_cookie;
d3d12_command_queue_add_submission(command_queue, &sub);
}
static void STDMETHODCALLTYPE d3d12_command_queue_SetMarker(ID3D12CommandQueue *iface,
UINT metadata, const void *data, UINT size)
{
FIXME("iface %p, metadata %#x, data %p, size %u stub!\n",
iface, metadata, data, size);
}
static void STDMETHODCALLTYPE d3d12_command_queue_BeginEvent(ID3D12CommandQueue *iface,
UINT metadata, const void *data, UINT size)
{
FIXME("iface %p, metatdata %#x, data %p, size %u stub!\n",
iface, metadata, data, size);
}
static void STDMETHODCALLTYPE d3d12_command_queue_EndEvent(ID3D12CommandQueue *iface)
{
FIXME("iface %p stub!\n", iface);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Signal(ID3D12CommandQueue *iface,
ID3D12Fence *fence_iface, UINT64 value)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
struct d3d12_command_queue_submission sub;
TRACE("iface %p, fence %p, value %#"PRIx64".\n", iface, fence_iface, value);
d3d12_fence_iface_inc_ref((d3d12_fence_iface *)fence_iface);
sub.type = VKD3D_SUBMISSION_SIGNAL;
sub.signal.fence = (d3d12_fence_iface *)fence_iface;
sub.signal.value = value;
d3d12_command_queue_add_submission(command_queue, &sub);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Wait(ID3D12CommandQueue *iface,
ID3D12Fence *fence_iface, UINT64 value)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
struct d3d12_command_queue_submission sub;
uint64_t ticket = 0;
TRACE("iface %p, fence %p, value %#"PRIx64".\n", iface, fence_iface, value);
d3d12_fence_iface_inc_ref((d3d12_fence_iface *)fence_iface);
if (!is_shared_ID3D12Fence(fence_iface))
{
struct d3d12_fence *fence = impl_from_ID3D12Fence(fence_iface);
ticket = d3d12_fence_register_pending_gpu_wait(fence, value);
}
sub.type = VKD3D_SUBMISSION_WAIT;
sub.wait.fence = (d3d12_fence_iface *)fence_iface;
sub.wait.value = value;
sub.wait.wait_ticket = ticket;
d3d12_command_queue_add_submission(command_queue, &sub);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_GetTimestampFrequency(ID3D12CommandQueue *iface,
UINT64 *frequency)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
struct d3d12_device *device = command_queue->device;
TRACE("iface %p, frequency %p.\n", iface, frequency);
if (!command_queue->vkd3d_queue->timestamp_bits)
{
WARN("Timestamp queries not supported.\n");
return E_FAIL;
}
*frequency = 1000000000 / device->vk_info.device_limits.timestampPeriod;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_GetClockCalibration(ID3D12CommandQueue *iface,
UINT64 *gpu_timestamp, UINT64 *cpu_timestamp)
{
#ifdef _WIN32
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
struct d3d12_device *device = command_queue->device;
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkCalibratedTimestampInfoEXT timestamp_infos[2], *timestamp_info;
uint64_t max_deviation, timestamps[2];
LARGE_INTEGER qpc_begin, qpc_end;
uint32_t count = 0;
VkResult vr;
TRACE("iface %p, gpu_timestamp %p, cpu_timestamp %p.\n",
iface, gpu_timestamp, cpu_timestamp);
if (!command_queue->vkd3d_queue->timestamp_bits)
{
WARN("Timestamp queries not supported.\n");
return E_FAIL;
}
if (!(device->device_info.time_domains & VKD3D_TIME_DOMAIN_DEVICE))
{
FIXME("Calibrated timestamps not supported by device.\n");
*gpu_timestamp = 0;
*cpu_timestamp = 0;
return S_OK;
}
memset(timestamp_infos, 0, sizeof(timestamp_infos));
timestamp_info = &timestamp_infos[count++];
timestamp_info->sType = VK_STRUCTURE_TYPE_CALIBRATED_TIMESTAMP_INFO_KHR;
timestamp_info->timeDomain = VK_TIME_DOMAIN_DEVICE_KHR;
if (device->device_info.time_domains & VKD3D_TIME_DOMAIN_QPC)
{
timestamp_info = &timestamp_infos[count++];
timestamp_info->sType = VK_STRUCTURE_TYPE_CALIBRATED_TIMESTAMP_INFO_KHR;
timestamp_info->timeDomain = VK_TIME_DOMAIN_QUERY_PERFORMANCE_COUNTER_KHR;
}
else
{
FIXME_ONCE("QPC domain not supported by device, timestamp calibration may be inaccurate.\n");
QueryPerformanceCounter(&qpc_begin);
}
if ((vr = VK_CALL(vkGetCalibratedTimestampsKHR(device->vk_device,
count, timestamp_infos, timestamps, &max_deviation))) < 0)
{
ERR("Querying calibrated timestamps failed, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
if (!(device->device_info.time_domains & VKD3D_TIME_DOMAIN_QPC))
{
QueryPerformanceCounter(&qpc_end);
timestamps[1] = qpc_begin.QuadPart + (qpc_end.QuadPart - qpc_begin.QuadPart) / 2;
}
*gpu_timestamp = timestamps[0];
*cpu_timestamp = timestamps[1];
return S_OK;
#else
FIXME("Calibrated timestamps not supported.\n");
*gpu_timestamp = 0;
*cpu_timestamp = 0;
return S_OK;
#endif
}
static D3D12_COMMAND_QUEUE_DESC * STDMETHODCALLTYPE d3d12_command_queue_GetDesc(ID3D12CommandQueue *iface,
D3D12_COMMAND_QUEUE_DESC *desc)
{
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
TRACE("iface %p, desc %p.\n", iface, desc);
*desc = command_queue->desc;
return desc;
}
extern CONST_VTBL struct ID3D12CommandQueueExtVtbl d3d12_command_queue_vkd3d_ext_vtbl;
static CONST_VTBL struct ID3D12CommandQueueVtbl d3d12_command_queue_vtbl =
{
/* IUnknown methods */
d3d12_command_queue_QueryInterface,
d3d12_command_queue_AddRef,
d3d12_command_queue_Release,
/* ID3D12Object methods */
d3d12_command_queue_GetPrivateData,
d3d12_command_queue_SetPrivateData,
d3d12_command_queue_SetPrivateDataInterface,
(void *)d3d12_object_SetName,
/* ID3D12DeviceChild methods */
d3d12_command_queue_GetDevice,
/* ID3D12CommandQueue methods */
d3d12_command_queue_UpdateTileMappings,
d3d12_command_queue_CopyTileMappings,
d3d12_command_queue_ExecuteCommandLists,
d3d12_command_queue_SetMarker,
d3d12_command_queue_BeginEvent,
d3d12_command_queue_EndEvent,
d3d12_command_queue_Signal,
d3d12_command_queue_Wait,
d3d12_command_queue_GetTimestampFrequency,
d3d12_command_queue_GetClockCalibration,
d3d12_command_queue_GetDesc,
};
static bool d3d12_command_queue_needs_cpu_waits_locked(struct d3d12_command_queue *command_queue)
{
uint64_t current_time_ns, queue_submit_time_ns;
unsigned int i;
if (command_queue->vkd3d_queue->command_queue_count == 1)
return false;
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_NO_STAGGERED_SUBMIT)
return false;
current_time_ns = vkd3d_get_current_time_ns();
for (i = 0; i < command_queue->vkd3d_queue->command_queue_count; i++)
{
struct d3d12_command_queue *q = command_queue->vkd3d_queue->command_queues[i];
if (q == command_queue)
continue;
/* If any other virtual queue is actively doing submissions, resolve waits
* on the CPU in order to avoid delays caused by false dependencies. */
queue_submit_time_ns = vkd3d_atomic_uint64_load_explicit(&q->last_submission_time_ns, vkd3d_memory_order_relaxed);
if (queue_submit_time_ns + VKD3D_QUEUE_INACTIVE_THRESHOLD_NS > current_time_ns)
return true;
}
return false;
}
static void d3d12_command_queue_destroy_serializing_semaphore(struct d3d12_command_queue *command_queue)
{
const struct vkd3d_vk_device_procs *vk_procs = &command_queue->device->vk_procs;
VK_CALL(vkDestroySemaphore(command_queue->device->vk_device, command_queue->serializing_semaphore, NULL));
}
static void d3d12_command_queue_reset_fence_waits(struct d3d12_command_queue *command_queue)
{
size_t i;
for (i = 0; i < command_queue->wait_fence_count; i++)
if (command_queue->wait_fences[i].fence)
d3d12_fence_dec_ref(command_queue->wait_fences[i].fence);
command_queue->wait_fence_count = 0;
}
struct vkd3d_waiting_fence_signal_order_info
{
struct d3d12_fence *fence;
uint64_t update_count;
};
static void vkd3d_waiting_fence_ensure_signal_order(
struct vkd3d_fence_worker *worker, void *userdata, bool complete)
{
struct vkd3d_waiting_fence_signal_order_info *info = userdata;
struct d3d12_fence *fence = info->fence;
if (complete)
{
d3d12_fence_lock(fence);
d3d12_fence_wait_until_signal_count_reaches_locked(fence, info->update_count);
d3d12_fence_unlock(fence);
}
d3d12_fence_dec_ref(fence);
}
static void d3d12_command_queue_push_fence_waits_to_worker(struct d3d12_command_queue *command_queue)
{
struct vkd3d_fence_worker *worker = &command_queue->fence_worker;
struct vkd3d_waiting_fence_signal_order_info *order_info;
struct vkd3d_queue_timeline_trace_cookie cookie;
struct vkd3d_fence_virtual_wait *fence_wait;
struct vkd3d_fence_wait_info fence_info;
HRESULT hr;
size_t i;
for (i = 0; i < command_queue->wait_fence_count; i++)
{
fence_wait = &command_queue->wait_fences[i];
cookie = vkd3d_queue_timeline_trace_register_wait(&worker->device->queue_timeline_trace,
&fence_wait->fence->ID3D12Fence_iface, fence_wait->virtual_value);
memset(&fence_info, 0, sizeof(fence_info));
if (vkd3d_queue_timeline_trace_cookie_is_valid(cookie))
{
/* Only wait for actual fence completion if we're interested in it for profiling purposes.
* Otherwise, there is no point in waiting on it since we resolved the wait to a vkd3d_queue internal timeline.
* This also functions as a performance workaround for NV since NV seems to dislike when the same timeline is
* waited on by multiple threads, which could happen in this code path. See issue 2256 for more details. */
fence_info.vk_semaphore = fence_wait->vk_semaphore;
fence_info.vk_semaphore_value = fence_wait->vk_semaphore_value;
}
/* We must ensure signal order being correct.
* If we signal a fence based on a wait, signaling in this queue must not happen
* until we have signaled the queue we depend on. */
order_info = vkd3d_waiting_fence_set_callback(
&fence_info, &vkd3d_waiting_fence_ensure_signal_order, sizeof(*order_info));
order_info->fence = fence_wait->fence;
order_info->update_count = fence_wait->update_count;
/* Consume the fence, we'll defer the decref. */
fence_wait->fence = NULL;
if (FAILED(hr = vkd3d_enqueue_timeline_semaphore(worker, &fence_info, &cookie)))
ERR("Failed to enqueue timeline semaphore, hr %#x.\n", hr);
}
}
static void d3d12_command_queue_add_wait_semaphores(struct d3d12_command_queue *command_queue,
unsigned int wait_count, const VkSemaphoreSubmitInfo *waits)
{
VkSemaphoreSubmitInfo *dst_wait;
unsigned int i, j;
bool found;
if (!wait_count)
return;
if (!vkd3d_array_reserve((void**)&command_queue->wait_semaphores, &command_queue->wait_semaphores_size,
command_queue->wait_semaphore_count + wait_count, sizeof(*command_queue->wait_semaphores)))
{
ERR("Failed to allocate semaphore wait list.\n");
return;
}
for (i = 0; i < wait_count; i++)
{
found = false;
for (j = 0; j < command_queue->wait_semaphore_count; j++)
{
dst_wait = &command_queue->wait_semaphores[j];
if ((found = (dst_wait->semaphore == waits[i].semaphore)))
{
dst_wait->value = max(dst_wait->value, waits[i].value);
dst_wait->stageMask |= waits[i].stageMask;
break;
}
}
if (!found)
command_queue->wait_semaphores[command_queue->wait_semaphore_count++] = waits[i];
}
}
static void d3d12_command_queue_add_wait(struct d3d12_command_queue *command_queue,
struct d3d12_fence *fence, const struct d3d12_fence_value *fence_value)
{
struct vkd3d_fence_virtual_wait *fence_wait;
VkSemaphoreSubmitInfo semaphore_wait;
if (!vkd3d_array_reserve((void**)&command_queue->wait_fences, &command_queue->wait_fences_size,
command_queue->wait_fence_count + 1, sizeof(*command_queue->wait_fences)))
{
ERR("Failed to add fence wait to queue.\n");
return;
}
fence_wait = &command_queue->wait_fences[command_queue->wait_fence_count++];
memset(fence_wait, 0, sizeof(*fence_wait));
fence_wait->fence = fence;
fence_wait->virtual_value = fence_value->virtual_value;
fence_wait->vk_semaphore = fence_value->vk_semaphore;
fence_wait->vk_semaphore_value = fence_value->vk_semaphore_value;
fence_wait->update_count = fence_value->update_count;
d3d12_fence_inc_ref(fence);
memset(&semaphore_wait, 0, sizeof(semaphore_wait));
semaphore_wait.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
semaphore_wait.semaphore = fence_value->vk_semaphore;
semaphore_wait.value = fence_value->vk_semaphore_value;
semaphore_wait.stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
d3d12_command_queue_add_wait_semaphores(command_queue, 1, &semaphore_wait);
}
static void d3d12_command_queue_eliminate_completed_waits(struct d3d12_command_queue *command_queue)
{
const struct vkd3d_vk_device_procs *vk_procs = &command_queue->device->vk_procs;
uint64_t semaphore_value;
unsigned int i, j;
for (i = 0, j = 0; i < command_queue->wait_semaphore_count; i++)
{
/* If value is 0, we might be dealing with a binary semaphore */
if (command_queue->wait_semaphores[i].value)
{
semaphore_value = 0;
VK_CALL(vkGetSemaphoreCounterValue(command_queue->device->vk_device,
command_queue->wait_semaphores[i].semaphore, &semaphore_value));
if (semaphore_value >= command_queue->wait_semaphores[i].value)
continue;
}
if (j < i)
command_queue->wait_semaphores[j] = command_queue->wait_semaphores[i];
j++;
}
command_queue->wait_semaphore_count = j;
}
static void d3d12_command_queue_gather_wait_semaphores_locked(struct d3d12_command_queue *command_queue, VkSubmitInfo2 *submit_info, uint32_t wait_flags)
{
struct VkSemaphoreSubmitInfo serializing_semaphore;
d3d12_command_queue_add_wait_semaphores(command_queue,
submit_info->waitSemaphoreInfoCount,
submit_info->pWaitSemaphoreInfos);
if (wait_flags & VKD3D_WAIT_SEMAPHORES_EXTERNAL)
{
/* Add global waits from the physical queue as well. This is safe as long
* as the caller submits pending waits inside the same locked scope. */
d3d12_command_queue_add_wait_semaphores(command_queue,
command_queue->vkd3d_queue->wait_count,
command_queue->vkd3d_queue->wait_semaphores);
command_queue->vkd3d_queue->wait_count = 0u;
}
if ((wait_flags & VKD3D_WAIT_SEMAPHORES_SERIALIZING) && command_queue->serializing_semaphore_signaled)
{
memset(&serializing_semaphore, 0, sizeof(serializing_semaphore));
serializing_semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
serializing_semaphore.semaphore = command_queue->serializing_semaphore;
serializing_semaphore.stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
d3d12_command_queue_add_wait_semaphores(command_queue, 1, &serializing_semaphore);
}
d3d12_command_queue_eliminate_completed_waits(command_queue);
submit_info->waitSemaphoreInfoCount = command_queue->wait_semaphore_count;
submit_info->pWaitSemaphoreInfos = command_queue->wait_semaphores;
}
static void d3d12_command_queue_finalize_waits(struct d3d12_command_queue *command_queue, VkResult submit_vr)
{
command_queue->wait_semaphore_count = 0u;
if (submit_vr == VK_SUCCESS)
d3d12_command_queue_push_fence_waits_to_worker(command_queue);
d3d12_command_queue_reset_fence_waits(command_queue);
}
static void d3d12_command_queue_flush_waiters(struct d3d12_command_queue *command_queue, uint32_t wait_flags)
{
const struct vkd3d_vk_device_procs *vk_procs = &command_queue->device->vk_procs;
VkSemaphoreSubmitInfo signal_semaphore;
VkSubmitInfo2 submit_info;
VkResult vr = VK_SUCCESS;
VkQueue vk_queue;
if (!(vk_queue = vkd3d_queue_acquire(command_queue->vkd3d_queue)))
{
ERR("Failed to acquire queue %p.\n", command_queue->vkd3d_queue);
return;
}
memset(&submit_info, 0, sizeof(submit_info));
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO_2;
d3d12_command_queue_gather_wait_semaphores_locked(command_queue, &submit_info, wait_flags);
if (submit_info.waitSemaphoreInfoCount)
{
command_queue->last_submission_timeline_value = ++command_queue->vkd3d_queue->submission_timeline_count;
memset(&signal_semaphore, 0, sizeof(signal_semaphore));
signal_semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
signal_semaphore.semaphore = command_queue->vkd3d_queue->submission_timeline;
signal_semaphore.value = command_queue->last_submission_timeline_value;
submit_info.signalSemaphoreInfoCount = 1;
submit_info.pSignalSemaphoreInfos = &signal_semaphore;
if ((vr = VK_CALL(vkQueueSubmit2(vk_queue, 1, &submit_info, VK_NULL_HANDLE))))
ERR("Failed to submit semaphore waits, vr %d.\n", vr);
if (vr == VK_SUCCESS && (wait_flags & VKD3D_WAIT_SEMAPHORES_SERIALIZING))
command_queue->serializing_semaphore_signaled = false;
}
vkd3d_queue_release(command_queue->vkd3d_queue);
d3d12_command_queue_finalize_waits(command_queue, vr);
}
static void d3d12_command_queue_wait_idle(struct d3d12_command_queue *command_queue)
{
const struct vkd3d_vk_device_procs *vk_procs = &command_queue->device->vk_procs;
VkSemaphoreWaitInfo semaphore_wait;
VkResult vr;
d3d12_command_queue_flush_waiters(command_queue, VKD3D_WAIT_SEMAPHORES_SERIALIZING);
memset(&semaphore_wait, 0, sizeof(semaphore_wait));
semaphore_wait.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO;
semaphore_wait.semaphoreCount = 1u;
semaphore_wait.pSemaphores = &command_queue->vkd3d_queue->submission_timeline;
semaphore_wait.pValues = &command_queue->last_submission_timeline_value;
if ((vr = VK_CALL(vkWaitSemaphores(command_queue->device->vk_device, &semaphore_wait, UINT64_MAX))))
ERR("Failed to wait for virtual queue idle, vr %d.\n", vr);
}
static void d3d12_command_queue_ensure_fence_signal_order(
struct d3d12_command_queue *command_queue, struct d3d12_fence *fence,
uint64_t update_count)
{
struct vkd3d_waiting_fence_signal_order_info *order_info;
struct vkd3d_fence_wait_info fence_info;
HRESULT hr;
/* For signal order purposes will only observe that the timeline is complete,
* but we have not observed signal order. To be 100% safe, we must not allow new signals
* until we have observed the fence worker completing too.
* We could just block here on fence->signal_count, but that's extra latency, and
* we want to submit as fast as possible when we're stalling on CPU. */
memset(&fence_info, 0, sizeof(fence_info));
order_info = vkd3d_waiting_fence_set_callback(
&fence_info, &vkd3d_waiting_fence_ensure_signal_order, sizeof(*order_info));
order_info->fence = fence;
order_info->update_count = update_count;
d3d12_fence_inc_ref(fence);
if (FAILED(hr = vkd3d_enqueue_timeline_semaphore(&command_queue->fence_worker, &fence_info, NULL)))
ERR("Failed to enqueue timeline semaphore, hr %#x.\n", hr);
}
static void d3d12_command_queue_wait(struct d3d12_command_queue *command_queue,
struct d3d12_fence *fence, UINT64 value, UINT64 ticket)
{
const struct vkd3d_vk_device_procs *vk_procs = &command_queue->device->vk_procs;
struct vkd3d_queue_timeline_trace_cookie cookie;
struct d3d12_fence_value fence_value;
VkSemaphoreWaitInfo wait_info;
struct vkd3d_queue *queue;
bool has_wait;
VkResult vr;
queue = command_queue->vkd3d_queue;
assert(!fence->timeline_semaphore);
d3d12_fence_lock(fence);
/* This is the critical part required to support out-of-order signal.
* Normally we would be able to submit waits and signals out of order,
* but we don't have virtualized queues in Vulkan, so we need to handle the case
* where multiple queues alias over the same physical queue, so effectively, we need to manage out-of-order submits
* ourselves. */
cookie = vkd3d_queue_timeline_trace_register_generic_region(&fence->device->queue_timeline_trace, "WAIT BEFORE SIGNAL");
has_wait = d3d12_fence_block_until_pending_value_reaches_locked(
fence, value, ticket, command_queue, &fence_value);
vkd3d_queue_timeline_trace_complete_execute(&fence->device->queue_timeline_trace, &command_queue->fence_worker, cookie);
d3d12_fence_unlock(fence);
/* For signal ordering purposes, we have already observed the virtual value,
* so we don't have to do anything more. */
if (!has_wait)
return;
assert(fence_value.update_count != 0);
TRACE("queue %p, fence %p, value %#"PRIx64", vk_semaphore %p, vk_semaphore_value %#"PRIx64".\n", command_queue,
fence, value, fence_value.vk_semaphore, fence_value.vk_semaphore_value);
pthread_mutex_lock(&queue->mutex);
if (d3d12_command_queue_needs_cpu_waits_locked(command_queue))
{
pthread_mutex_unlock(&queue->mutex);
d3d12_command_queue_ensure_fence_signal_order(command_queue, fence, fence_value.update_count);
memset(&wait_info, 0, sizeof(wait_info));
wait_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO;
wait_info.semaphoreCount = 1;
wait_info.pSemaphores = &fence_value.vk_semaphore;
wait_info.pValues = &fence_value.vk_semaphore_value;
cookie = vkd3d_queue_timeline_trace_register_generic_region(&fence->device->queue_timeline_trace, "CPU WAIT");
if ((vr = VK_CALL(vkWaitSemaphores(command_queue->device->vk_device, &wait_info, UINT64_MAX))))
ERR("Failed to wait for timeline semaphore, vr %d.\n", vr);
vkd3d_queue_timeline_trace_complete_execute(&fence->device->queue_timeline_trace, &command_queue->fence_worker, cookie);
}
else
{
pthread_mutex_unlock(&queue->mutex);
/* Defer the wait to next submit.
* This is also important, since we have to hold on to a private reference on the fence
* until we have observed the wait to actually complete. */
d3d12_command_queue_add_wait(command_queue, fence, &fence_value);
}
}
static void d3d12_command_queue_signal(struct d3d12_command_queue *command_queue,
struct d3d12_fence *fence, UINT64 value)
{
struct vkd3d_waiting_fence_signal_info *signal_info;
struct vkd3d_queue_timeline_trace_cookie cookie;
struct vkd3d_fence_wait_info fence_info;
uint64_t update_count;
HRESULT hr;
TRACE("queue %p, fence %p, value %#"PRIx64", vk_semaphore %p, vk_semaphore_value %#"PRIx64".\n", command_queue,
fence, value, command_queue->vkd3d_queue->submission_timeline, command_queue->last_submission_timeline_value);
assert(!fence->timeline_semaphore);
cookie = vkd3d_queue_timeline_trace_register_signal(&command_queue->device->queue_timeline_trace,
&fence->ID3D12Fence_iface, value);
d3d12_fence_lock(fence);
update_count = d3d12_fence_add_pending_signal_locked(fence, value, command_queue);
memset(&fence_info, 0, sizeof(fence_info));
fence_info.vk_semaphore = command_queue->vkd3d_queue->submission_timeline;
fence_info.vk_semaphore_value = command_queue->last_submission_timeline_value;
signal_info = vkd3d_waiting_fence_set_callback(&fence_info,
&vkd3d_waiting_fence_signal_fence, sizeof(*signal_info));
signal_info->fence = fence;
signal_info->virtual_value = value;
signal_info->update_count = update_count;
d3d12_fence_inc_ref(signal_info->fence);
if (FAILED(hr = vkd3d_enqueue_timeline_semaphore(&command_queue->fence_worker, &fence_info, &cookie)))
ERR("Failed to enqueue timeline semaphore, hr #%x.\n", hr);
d3d12_fence_update_pending_value_locked_and_broadcast(fence);
d3d12_fence_unlock(fence);
}
static void d3d12_command_queue_wait_shared(struct d3d12_command_queue *command_queue,
struct d3d12_shared_fence *fence, UINT64 value)
{
const struct vkd3d_vk_device_procs *vk_procs;
VkSemaphoreWaitInfo wait_info;
struct d3d12_device *device;
VkResult vr;
assert(fence->timeline_semaphore);
device = command_queue->device;
vk_procs = &device->vk_procs;
/* Resolve the wait on the CPU rather than submitting it to the Vulkan queue.
* For shared fences, we cannot know when signal operations for the fence get
* queued up, so this is the only way to prevent wait-before-signal situations
* when multiple D3D12 queues use the same Vulkan queue. */
wait_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO;
wait_info.pNext = NULL;
wait_info.flags = 0;
wait_info.pSemaphores = &fence->timeline_semaphore;
wait_info.semaphoreCount = 1;
wait_info.pValues = &value;
vr = VK_CALL(vkWaitSemaphores(device->vk_device, &wait_info, UINT64_MAX));
VKD3D_DEVICE_REPORT_FAULT_AND_BREADCRUMB_IF(device, vr == VK_ERROR_DEVICE_LOST);
}
static void d3d12_command_queue_signal_shared(struct d3d12_command_queue *command_queue,
struct d3d12_shared_fence *fence, UINT64 value)
{
struct vkd3d_waiting_fence_release_info *release_info;
const struct vkd3d_vk_device_procs *vk_procs;
VkSemaphoreSubmitInfo signal_semaphore_info;
struct vkd3d_fence_wait_info fence_info;
struct vkd3d_queue *vkd3d_queue;
struct d3d12_device *device;
VkSubmitInfo2 submit_info;
VkQueue vk_queue;
VkResult vr;
HRESULT hr;
device = command_queue->device;
vk_procs = &device->vk_procs;
vkd3d_queue = command_queue->vkd3d_queue;
TRACE("queue %p, fence %p, value %#"PRIx64".\n", command_queue, fence, value);
if (!(vk_queue = vkd3d_queue_acquire(vkd3d_queue)))
{
ERR("Failed to acquire queue %p.\n", vkd3d_queue);
return;
}
memset(&signal_semaphore_info, 0, sizeof(signal_semaphore_info));
signal_semaphore_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
signal_semaphore_info.semaphore = fence->timeline_semaphore;
signal_semaphore_info.value = value;
signal_semaphore_info.stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
memset(&submit_info, 0, sizeof(submit_info));
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO_2;
submit_info.signalSemaphoreInfoCount = 1;
submit_info.pSignalSemaphoreInfos = &signal_semaphore_info;
vr = VK_CALL(vkQueueSubmit2(vk_queue, 1, &submit_info, VK_NULL_HANDLE));
if (vr == VK_SUCCESS)
{
/* Track shared semaphore signals through the submission timeline to avoid problems with rewinding */
vkd3d_queue->submission_timeline_count++;
signal_semaphore_info.value = vkd3d_queue->submission_timeline_count;
signal_semaphore_info.semaphore = vkd3d_queue->submission_timeline;
vr = VK_CALL(vkQueueSubmit2(vk_queue, 1, &submit_info, VK_NULL_HANDLE));
command_queue->last_submission_timeline_value = vkd3d_queue->submission_timeline_count;
}
vkd3d_queue_release(vkd3d_queue);
if (vr < 0)
{
ERR("Failed to submit signal operation, vr %d.\n", vr);
return;
}
VKD3D_DEVICE_REPORT_FAULT_AND_BREADCRUMB_IF(command_queue->device, vr == VK_ERROR_DEVICE_LOST);
memset(&fence_info, 0, sizeof(fence_info));
fence_info.vk_semaphore = vkd3d_queue->submission_timeline;
fence_info.vk_semaphore_value = vkd3d_queue->submission_timeline_count;
release_info = vkd3d_waiting_fence_set_callback(&fence_info,
&vkd3d_waiting_fence_release_fence, sizeof(*release_info));
release_info->fence = &fence->ID3D12Fence_iface;
d3d12_shared_fence_inc_ref(fence);
if (FAILED(hr = vkd3d_enqueue_timeline_semaphore(&command_queue->fence_worker, &fence_info, NULL)))
{
ERR("Failed to enqueue timeline semaphore, hr #%x.\n", hr);
}
/* We should probably trigger DEVICE_REMOVED if we hit any errors in the submission thread. */
}
#define VKD3D_COMMAND_QUEUE_NUM_TRANSITION_BUFFERS 16
struct d3d12_command_queue_transition_pool
{
VkCommandBuffer cmd[VKD3D_COMMAND_QUEUE_NUM_TRANSITION_BUFFERS];
VkCommandPool pool;
VkSemaphore timeline;
uint64_t timeline_value;
VkImageMemoryBarrier2 *barriers;
size_t barriers_size;
size_t barriers_count;
const struct d3d12_query_heap **query_heaps;
size_t query_heaps_size;
size_t query_heaps_count;
};
static HRESULT d3d12_command_queue_transition_pool_init(struct d3d12_command_queue_transition_pool *pool,
struct d3d12_command_queue *queue)
{
const struct vkd3d_vk_device_procs *vk_procs = &queue->device->vk_procs;
VkCommandBufferAllocateInfo alloc_info;
VkCommandPoolCreateInfo pool_info;
VkResult vr;
HRESULT hr;
memset(pool, 0, sizeof(*pool));
pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
pool_info.pNext = NULL;
pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
pool_info.queueFamilyIndex = queue->vkd3d_queue->vk_family_index;
if ((vr = VK_CALL(vkCreateCommandPool(queue->device->vk_device, &pool_info, NULL, &pool->pool))))
return hresult_from_vk_result(vr);
alloc_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
alloc_info.pNext = NULL;
alloc_info.commandPool = pool->pool;
alloc_info.commandBufferCount = VKD3D_COMMAND_QUEUE_NUM_TRANSITION_BUFFERS;
alloc_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
if ((vr = VK_CALL(vkAllocateCommandBuffers(queue->device->vk_device, &alloc_info, pool->cmd))))
return hresult_from_vk_result(vr);
if (FAILED(hr = vkd3d_create_timeline_semaphore(queue->device, 0, false, &pool->timeline)))
return hr;
return S_OK;
}
static void d3d12_command_queue_transition_pool_wait(struct d3d12_command_queue_transition_pool *pool,
struct d3d12_device *device, uint64_t value)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkSemaphoreWaitInfo wait_info;
VkResult vr;
wait_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO;
wait_info.pNext = NULL;
wait_info.flags = 0;
wait_info.pSemaphores = &pool->timeline;
wait_info.semaphoreCount = 1;
wait_info.pValues = &value;
vr = VK_CALL(vkWaitSemaphores(device->vk_device, &wait_info, ~(uint64_t)0));
VKD3D_DEVICE_REPORT_FAULT_AND_BREADCRUMB_IF(device, vr == VK_ERROR_DEVICE_LOST);
}
static void d3d12_command_queue_transition_pool_deinit(struct d3d12_command_queue_transition_pool *pool,
struct d3d12_device *device)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
d3d12_command_queue_transition_pool_wait(pool, device, pool->timeline_value);
VK_CALL(vkDestroyCommandPool(device->vk_device, pool->pool, NULL));
VK_CALL(vkDestroySemaphore(device->vk_device, pool->timeline, NULL));
vkd3d_free(pool->barriers);
vkd3d_free((void*)pool->query_heaps);
}
static void d3d12_command_queue_transition_pool_add_barrier(struct d3d12_command_queue_transition_pool *pool,
const struct d3d12_resource *resource)
{
if (!vkd3d_array_reserve((void**)&pool->barriers, &pool->barriers_size,
pool->barriers_count + 1, sizeof(*pool->barriers)))
{
ERR("Failed to allocate barriers.\n");
return;
}
if (vk_image_memory_barrier_for_initial_transition(resource, &pool->barriers[pool->barriers_count]))
pool->barriers_count++;
}
static void d3d12_command_queue_transition_pool_add_query_heap(struct d3d12_command_queue_transition_pool *pool,
const struct d3d12_query_heap *heap)
{
if (!vkd3d_array_reserve((void**)&pool->query_heaps, &pool->query_heaps_size,
pool->query_heaps_count + 1, sizeof(*pool->query_heaps)))
{
ERR("Failed to allocate query heap list.\n");
return;
}
pool->query_heaps[pool->query_heaps_count++] = heap;
TRACE("Initialization for query heap %p.\n", heap);
}
static void d3d12_command_queue_init_query_heap(struct d3d12_device *device, VkCommandBuffer vk_cmd_buffer,
const struct d3d12_query_heap *heap)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
unsigned int i;
VK_CALL(vkCmdResetQueryPool(vk_cmd_buffer, heap->vk_query_pool, 0, heap->desc.Count));
for (i = 0; i < heap->desc.Count; i++)
{
switch (heap->desc.Type)
{
case D3D12_QUERY_HEAP_TYPE_OCCLUSION:
case D3D12_QUERY_HEAP_TYPE_SO_STATISTICS:
case D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS:
VK_CALL(vkCmdBeginQuery(vk_cmd_buffer, heap->vk_query_pool, i, 0));
VK_CALL(vkCmdEndQuery(vk_cmd_buffer, heap->vk_query_pool, i));
break;
case D3D12_QUERY_HEAP_TYPE_TIMESTAMP:
case D3D12_QUERY_HEAP_TYPE_COPY_QUEUE_TIMESTAMP:
VK_CALL(vkCmdWriteTimestamp2(vk_cmd_buffer, VK_PIPELINE_STAGE_2_NONE, heap->vk_query_pool, i));
break;
default:
ERR("Unhandled query pool type %u.\n", heap->desc.Type);
return;
}
}
}
static void d3d12_command_queue_transition_pool_build(struct d3d12_command_queue_transition_pool *pool,
struct d3d12_device *device, const struct vkd3d_initial_transition *transitions, size_t count,
VkCommandBuffer *vk_cmd_buffer, uint64_t *timeline_value)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
const struct vkd3d_initial_transition *transition;
VkCommandBufferBeginInfo begin_info;
unsigned int command_index;
VkDependencyInfo dep_info;
uint32_t need_transition;
bool qa_checks;
size_t i;
pool->barriers_count = 0;
pool->query_heaps_count = 0;
qa_checks = (vkd3d_config_flags & (VKD3D_CONFIG_FLAG_INSTRUCTION_QA_CHECKS |
VKD3D_CONFIG_FLAG_DESCRIPTOR_QA_CHECKS)) != 0;
if (!qa_checks && !count)
{
*vk_cmd_buffer = VK_NULL_HANDLE;
return;
}
for (i = 0; i < count; i++)
{
transition = &transitions[i];
switch (transition->type)
{
case VKD3D_INITIAL_TRANSITION_TYPE_RESOURCE:
/* Memory order can be relaxed since this only needs to return 1 once.
* Ordering is guaranteed by synchronization between queues.
* A Signal() -> Wait() pair on the queue will guarantee that this step is done in execution order. */
need_transition = vkd3d_atomic_uint32_exchange_explicit(&transition->resource.resource->initial_layout_transition,
0, vkd3d_memory_order_relaxed);
if (need_transition && transition->resource.perform_initial_transition)
d3d12_command_queue_transition_pool_add_barrier(pool, transition->resource.resource);
break;
case VKD3D_INITIAL_TRANSITION_TYPE_QUERY_HEAP:
if (!vkd3d_atomic_uint32_exchange_explicit(&transition->query_heap->initialized, 1, vkd3d_memory_order_relaxed))
d3d12_command_queue_transition_pool_add_query_heap(pool, transition->query_heap);
break;
default:
ERR("Unhandled transition type %u.\n", transition->type);
}
}
if (!qa_checks && !pool->barriers_count && !pool->query_heaps_count)
{
*vk_cmd_buffer = VK_NULL_HANDLE;
return;
}
pool->timeline_value++;
command_index = pool->timeline_value % VKD3D_COMMAND_QUEUE_NUM_TRANSITION_BUFFERS;
if (pool->timeline_value > VKD3D_COMMAND_QUEUE_NUM_TRANSITION_BUFFERS)
d3d12_command_queue_transition_pool_wait(pool, device, pool->timeline_value - VKD3D_COMMAND_QUEUE_NUM_TRANSITION_BUFFERS);
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.pNext = NULL;
begin_info.pInheritanceInfo = NULL;
begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
VK_CALL(vkResetCommandBuffer(pool->cmd[command_index], 0));
VK_CALL(vkBeginCommandBuffer(pool->cmd[command_index], &begin_info));
memset(&dep_info, 0, sizeof(dep_info));
dep_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep_info.imageMemoryBarrierCount = pool->barriers_count;
dep_info.pImageMemoryBarriers = pool->barriers;
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_INSTRUCTION_QA_CHECKS)
{
/* Every ExecuteCommandLists is an implicit barrier, so flush the bloom filter automatically. */
uint32_t value = vkd3d_descriptor_debug_clear_bloom_filter(
device->descriptor_qa_global_info, device, pool->cmd[command_index]);
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS_TRACE)
INFO("QA: Updating sync-val iteration to %u (#%x) between submission.\n", value, value);
}
else if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_DESCRIPTOR_QA_CHECKS)
{
/* Every ExecuteCommandLists is an implicit barrier, so flush the bloom filter automatically. */
uint32_t value = vkd3d_descriptor_debug_update_va_timestamp(
device->descriptor_qa_global_info, device, pool->cmd[command_index]);
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_BREADCRUMBS_TRACE)
INFO("QA: Updating VA timestamp to %u (#%x) between submission.\n", value, value);
}
if (pool->barriers_count)
VK_CALL(vkCmdPipelineBarrier2(pool->cmd[command_index], &dep_info));
for (i = 0; i < pool->query_heaps_count; i++)
d3d12_command_queue_init_query_heap(device, pool->cmd[command_index], pool->query_heaps[i]);
VK_CALL(vkEndCommandBuffer(pool->cmd[command_index]));
*vk_cmd_buffer = pool->cmd[command_index];
*timeline_value = pool->timeline_value;
}
static VkResult d3d12_command_queue_submit_split_locked(struct d3d12_device *device,
VkQueue vk_queue, uint32_t num_submits, const VkSubmitInfo2 *submits)
{
/* Ugly workaround when needed. Never submit more than one command buffer at a time. */
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
const VkSubmitInfo2 *input_submission;
VkSubmitInfo2 split_submission;
uint32_t submit_index;
uint32_t cmd_index;
uint32_t num_cmds;
VkResult vr;
memset(&split_submission, 0, sizeof(split_submission));
split_submission.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO_2;
for (submit_index = 0; submit_index < num_submits; submit_index++)
{
input_submission = &submits[submit_index];
if (input_submission->commandBufferInfoCount > 1)
{
num_cmds = input_submission->commandBufferInfoCount;
split_submission.pSignalSemaphoreInfos = input_submission->pSignalSemaphoreInfos;
split_submission.pWaitSemaphoreInfos = input_submission->pWaitSemaphoreInfos;
split_submission.commandBufferInfoCount = 1;
for (cmd_index = 0; cmd_index < num_cmds; cmd_index++)
{
split_submission.pCommandBufferInfos =
&input_submission->pCommandBufferInfos[cmd_index];
split_submission.signalSemaphoreInfoCount =
cmd_index + 1 == num_cmds ? input_submission->signalSemaphoreInfoCount : 0;
split_submission.waitSemaphoreInfoCount =
cmd_index == 0 ? input_submission->waitSemaphoreInfoCount : 0;
if ((vr = VK_CALL(vkQueueSubmit2(vk_queue, 1, &split_submission, VK_NULL_HANDLE))) < 0)
{
ERR("Failed to submit queue(s), vr %d.\n", vr);
return vr;
}
}
}
else if ((vr = VK_CALL(vkQueueSubmit2(vk_queue, 1, input_submission, VK_NULL_HANDLE))) < 0)
{
ERR("Failed to submit queue(s), vr %d.\n", vr);
return vr;
}
}
return VK_SUCCESS;
}
static void d3d12_command_queue_wait_staggered_submission(struct d3d12_command_queue *command_queue)
{
const struct vkd3d_vk_device_procs *vk_procs = &command_queue->device->vk_procs;
VkSemaphoreWaitInfo wait_info;
VkResult vr;
memset(&wait_info, 0, sizeof(wait_info));
wait_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO;
wait_info.semaphoreCount = 1;
wait_info.pSemaphores = &command_queue->vkd3d_queue->submission_timeline;
wait_info.pValues = &command_queue->last_submission_timeline_value;
if ((vr = VK_CALL(vkWaitSemaphores(command_queue->device->vk_device, &wait_info, UINT64_MAX))))
ERR("Failed to wait for semaphore, vr %d.\n", vr);
}
static bool d3d12_command_queue_needs_staggered_submissions_locked(struct d3d12_command_queue *command_queue)
{
uint64_t current_time_ns, queue_submit_time_ns;
int32_t max_priority;
unsigned int i;
if (command_queue->vkd3d_queue->command_queue_count == 1)
return false;
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_NO_STAGGERED_SUBMIT)
return false;
current_time_ns = vkd3d_get_current_time_ns();
/* Make sure current command queue is recognized as busy */
vkd3d_atomic_uint64_store_explicit(&command_queue->last_submission_time_ns,
current_time_ns, vkd3d_memory_order_relaxed);
/* Do not stagger submissions for the highest-priority active queue. */
max_priority = command_queue->desc.Priority;
for (i = 0; i < command_queue->vkd3d_queue->command_queue_count; i++)
{
struct d3d12_command_queue *q = command_queue->vkd3d_queue->command_queues[i];
queue_submit_time_ns = vkd3d_atomic_uint64_load_explicit(&q->last_submission_time_ns, vkd3d_memory_order_relaxed);
if (queue_submit_time_ns + VKD3D_QUEUE_INACTIVE_THRESHOLD_NS > current_time_ns)
{
max_priority = max(max_priority, q->desc.Priority);
/* Enable staggered submission logic if graphics and non-graphics
* queues are active at the same time. This should only happen on
* devices with one queue family, or when setting single_queue. */
if (q->desc.Type != command_queue->desc.Type &&
(q->desc.Type == D3D12_COMMAND_LIST_TYPE_DIRECT || command_queue->desc.Type == D3D12_COMMAND_LIST_TYPE_DIRECT))
return true;
}
}
if (command_queue->desc.Priority == max_priority)
return false;
/* Otherwise, submit command buffers from this queue one by one in order
* to allow work from an active high-priority queue to get scheduled sooner.
* This is relevant for FSR3 frame generation on drivers that only support
* one graphics queue, since UI composition and presentation are submitted
* mid-frame without any explicit synchronization between the two graphics
* queues. */
return true;
}
static void d3d12_command_queue_execute(struct d3d12_command_queue *command_queue,
const struct d3d12_command_queue_submission_execute *exec,
const VkCommandBufferSubmitInfo *transition_cmd,
const VkSemaphoreSubmitInfo *transition_semaphore)
{
const struct vkd3d_vk_device_procs *vk_procs = &command_queue->device->vk_procs;
struct vkd3d_queue *vkd3d_queue = command_queue->vkd3d_queue;
struct vkd3d_waiting_fence_submission_info *submission_info;
VkLatencySubmissionPresentIdNV latency_submit_present_info;
struct dxgi_vk_swap_chain *low_latency_swapchain;
VkSemaphoreSubmitInfo signal_semaphore_infos[2];
VkSemaphoreSubmitInfo *binary_semaphore_info;
bool stagger_submissions, is_first, is_last;
uint32_t cmd_index, cmd_count, total_cost;
struct vkd3d_fence_wait_info fence_info;
VkSubmitInfo2 submit_desc[2], *submit;
VKD3D_UNUSED bool debug_capture;
uint64_t consumed_present_id;
uint32_t num_submits;
VkQueue vk_queue;
unsigned int i;
VkResult vr;
HRESULT hr;
TRACE("queue %p, command_list_count %u, command_lists %p.\n",
command_queue, exec->cmd_count, exec->cmd);
if (!(vk_queue = vkd3d_queue_acquire(vkd3d_queue)))
{
ERR("Failed to acquire queue %p.\n", vkd3d_queue);
for (i = 0; i < exec->num_command_allocators; i++)
d3d12_command_allocator_dec_ref(exec->command_allocators[i]);
for (i = 0; i < exec->num_retained_resources; i++)
d3d12_resource_decref_retained(exec->retained_resources[i]);
vkd3d_free(exec->command_allocators);
vkd3d_free(exec->retained_resources);
vkd3d_queue_timeline_trace_complete_execute(&command_queue->device->queue_timeline_trace,
NULL, exec->timeline_cookie);
return;
}
#ifdef VKD3D_ENABLE_RENDERDOC
/* For each submission we have marked to be captured, we will first need to filter it
* based on VKD3D_AUTO_CAPTURE_COUNTS.
* If a submission index is not marked to be captured after all, we drop any capture here.
* Deciding this in the submission thread is more robust than the alternative, since the submission
* threads are mostly serialized. */
if (exec->debug_capture)
debug_capture = vkd3d_renderdoc_command_queue_begin_capture(command_queue);
else
debug_capture = false;
#endif
stagger_submissions = d3d12_command_queue_needs_staggered_submissions_locked(command_queue);
if (command_queue->stagger_submissions != stagger_submissions)
{
command_queue->stagger_submissions = stagger_submissions;
INFO("%sabling staggered submissions for command queue %p, queue family %u.\n",
stagger_submissions ? "En" : "Dis", command_queue, command_queue->vkd3d_queue->vk_family_index);
}
memset(submit_desc, 0, sizeof(submit_desc));
num_submits = 0;
if (transition_cmd->commandBuffer)
{
/* The transition cmd must happen in-order, since with the advanced aliasing model in D3D12,
* it is enough to separate aliases with an ExecuteCommandLists.
* A clear-like operation must still happen though in the application which would acquire the alias,
* but we must still be somewhat careful about when we emit initial state transitions.
* The clear requirement only exists for render targets.
* Could use the serializing binary semaphore here,
* but we need to keep track of the timeline on CPU as well
* to know when we can reset the barrier command buffer. */
submit = &submit_desc[num_submits++];
submit->sType = VK_STRUCTURE_TYPE_SUBMIT_INFO_2;
submit->signalSemaphoreInfoCount = 1;
submit->pSignalSemaphoreInfos = transition_semaphore;
submit->commandBufferInfoCount = 1;
submit->pCommandBufferInfos = transition_cmd;
}
cmd_index = 0;
while (cmd_index < exec->cmd_count)
{
is_first = cmd_index == 0;
memset(signal_semaphore_infos, 0, sizeof(signal_semaphore_infos));
signal_semaphore_infos[0].sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
signal_semaphore_infos[0].semaphore = vkd3d_queue->submission_timeline;
signal_semaphore_infos[0].value = ++vkd3d_queue->submission_timeline_count;
signal_semaphore_infos[0].stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
if (stagger_submissions)
{
/* Group up command buffers in such a way that any submission at least reaches the
* minimum cost threshold in order to reduce delays from CPU<->GPU round-trips. */
total_cost = exec->cmd_cost[cmd_index];
cmd_count = 1;
while (cmd_index + cmd_count < exec->cmd_count && total_cost < VKD3D_COMMAND_COST_MERGE_THRESHOLD)
{
total_cost += exec->cmd_cost[cmd_index + cmd_count];
cmd_count++;
}
/* If all remaining command buffers in the set are low cost, add them as well. */
total_cost = 0;
for (i = cmd_index + cmd_count; i < exec->cmd_count && total_cost < VKD3D_COMMAND_COST_MERGE_THRESHOLD; i++)
total_cost += exec->cmd_cost[i];
if (total_cost < VKD3D_COMMAND_COST_MERGE_THRESHOLD)
cmd_count = exec->cmd_count - cmd_index;
}
else
{
/* Submit everything at once */
cmd_count = exec->cmd_count;
}
submit = &submit_desc[num_submits++];
submit->sType = VK_STRUCTURE_TYPE_SUBMIT_INFO_2;
submit->commandBufferInfoCount = cmd_count;
submit->pCommandBufferInfos = &exec->cmd[cmd_index];
submit->signalSemaphoreInfoCount = 1;
submit->pSignalSemaphoreInfos = signal_semaphore_infos;
if (transition_cmd->commandBuffer && is_first)
{
submit->waitSemaphoreInfoCount = 1;
submit->pWaitSemaphoreInfos = transition_semaphore;
}
cmd_index += cmd_count;
is_last = cmd_index == exec->cmd_count;
if (command_queue->device->vk_info.NV_low_latency2)
{
spinlock_acquire(&command_queue->device->low_latency_swapchain_spinlock);
if ((low_latency_swapchain = command_queue->device->swapchain_info.low_latency_swapchain))
dxgi_vk_swap_chain_incref(low_latency_swapchain);
consumed_present_id = command_queue->device->frame_markers.consumed_present_id;
spinlock_release(&command_queue->device->low_latency_swapchain_spinlock);
/* If we have submitted a swapchain blit to Vulkan,
* it is not possible for a present ID to keep contributing to the frame's completion.
* The likely case here is that application just forgot to signal present ID.
* Don't bother trying to mark submission present ID if application isn't bothering to set markers properly. */
if (low_latency_swapchain && exec->low_latency_frame_id > consumed_present_id &&
dxgi_vk_swap_chain_low_latency_enabled(low_latency_swapchain))
{
latency_submit_present_info.sType = VK_STRUCTURE_TYPE_LATENCY_SUBMISSION_PRESENT_ID_NV;
latency_submit_present_info.pNext = NULL;
latency_submit_present_info.presentID = exec->low_latency_frame_id;
for (i = 0; i < num_submits; i++)
submit_desc[i].pNext = &latency_submit_present_info;
}
if (low_latency_swapchain)
dxgi_vk_swap_chain_decref(low_latency_swapchain);
}
if (is_first)
{
vkd3d_queue_timeline_trace_begin_execute_overhead(&command_queue->device->queue_timeline_trace, exec->timeline_cookie);
d3d12_command_queue_gather_wait_semaphores_locked(command_queue, &submit_desc[0],
VKD3D_WAIT_SEMAPHORES_EXTERNAL | VKD3D_WAIT_SEMAPHORES_SERIALIZING);
}
/* Prefer binary semaphore since timeline signal -> wait pair can cause scheduling bubbles.
* Binary semaphores tend to be more well-behaved here since they can lower to kernel primitives
* more easily. Must happen after setting up waits to track the binary semaphore state correctly. */
if (command_queue->serializing_semaphore && is_last)
{
binary_semaphore_info = &signal_semaphore_infos[submit->signalSemaphoreInfoCount++];
binary_semaphore_info->sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
binary_semaphore_info->semaphore = command_queue->serializing_semaphore;
binary_semaphore_info->stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
}
if (exec->split_submission)
vr = d3d12_command_queue_submit_split_locked(command_queue->device, vk_queue, num_submits, submit_desc);
else if ((vr = VK_CALL(vkQueueSubmit2(vk_queue, num_submits, submit_desc, VK_NULL_HANDLE))) < 0)
ERR("Failed to submit queue(s), vr %d.\n", vr);
if (is_first)
d3d12_command_queue_finalize_waits(command_queue, vr);
VKD3D_DEVICE_REPORT_FAULT_AND_BREADCRUMB_IF(command_queue->device, vr == VK_ERROR_DEVICE_LOST);
if (vr != VK_SUCCESS)
break;
command_queue->serializing_semaphore_signaled = command_queue->serializing_semaphore && is_last;
memset(submit_desc, 0, sizeof(submit_desc));
num_submits = 0;
if (stagger_submissions)
{
vkd3d_queue_release(vkd3d_queue);
/* Wait for previous submission from the current virtual queue to complete.
* This essentially allows one command buffer in flight in order to reduce
* GPU idle time, as well as delays when processing pending signals. */
d3d12_command_queue_wait_staggered_submission(command_queue);
if (!(vk_queue = vkd3d_queue_acquire(vkd3d_queue)))
{
ERR("Failed to acquire queue %p.\n", vkd3d_queue);
return;
}
}
/* Update timeline value *after* waiting for staggered submissions */
command_queue->last_submission_timeline_value = signal_semaphore_infos[0].value;
}
vkd3d_queue_timeline_trace_end_execute_overhead(&command_queue->device->queue_timeline_trace, exec->timeline_cookie);
#ifdef VKD3D_ENABLE_RENDERDOC
if (debug_capture)
vkd3d_renderdoc_command_queue_end_capture(command_queue);
#endif
vkd3d_queue_release(vkd3d_queue);
/* After a proper submit we have to queue up some work which is tied to this submission:
* - After the submit completes, we know it's safe to release private reference on any queue waits.
* D3D12 allows fences to be released at any time.
* - Decrementing counters for submissions. This allows us to track when it's safe to reset a command pool.
* If there are pending submissions waiting, we are expected to ignore the reset.
* We will report a failure in this case. Some games run into this.
*/
if (vr == VK_SUCCESS && exec->num_command_allocators)
{
memset(&fence_info, 0, sizeof(fence_info));
fence_info.vk_semaphore = vkd3d_queue->submission_timeline;
fence_info.vk_semaphore_value = signal_semaphore_infos[0].value;
submission_info = vkd3d_waiting_fence_set_callback(&fence_info,
&vkd3d_waiting_fence_release_submission, sizeof(*submission_info));
submission_info->command_allocators = exec->command_allocators;
submission_info->num_command_allocators = exec->num_command_allocators;
submission_info->retained_resources = exec->retained_resources;
submission_info->num_retained_resources = exec->num_retained_resources;
if (FAILED(hr = vkd3d_enqueue_timeline_semaphore(&command_queue->fence_worker, &fence_info, &exec->timeline_cookie)))
{
ERR("Failed to enqueue timeline semaphore.\n");
}
}
}
static unsigned int vkd3d_compact_sparse_bind_ranges(const struct d3d12_resource *src_resource,
struct vkd3d_sparse_memory_bind_range *bind_ranges, struct vkd3d_sparse_memory_bind *bind_infos,
unsigned int count, enum vkd3d_sparse_memory_bind_mode mode)
{
struct vkd3d_sparse_memory_bind_range *range = NULL;
VkDeviceMemory vk_memory;
VkDeviceSize vk_offset;
unsigned int i, j;
for (i = 0, j = 0; i < count; i++)
{
struct vkd3d_sparse_memory_bind *bind = &bind_infos[i];
if (mode == VKD3D_SPARSE_MEMORY_BIND_MODE_UPDATE)
{
vk_memory = bind->vk_memory;
vk_offset = bind->vk_offset;
}
else /* if (mode == VKD3D_SPARSE_MEMORY_BIND_MODE_COPY) */
{
struct d3d12_sparse_tile *src_tile = &src_resource->sparse.tiles[bind->src_tile];
vk_memory = src_tile->vk_memory;
vk_offset = src_tile->vk_offset;
}
if (range && bind->dst_tile == range->tile_index + range->tile_count && vk_memory == range->vk_memory &&
(vk_offset == range->vk_offset + range->tile_count * VKD3D_TILE_SIZE || !vk_memory))
{
range->tile_count++;
}
else
{
range = &bind_ranges[j++];
range->tile_index = bind->dst_tile;
range->tile_count = 1;
range->vk_memory = vk_memory;
range->vk_offset = vk_offset;
}
}
return j;
}
static void d3d12_command_queue_flush_bind_sparse(struct d3d12_command_queue *command_queue);
static void d3d12_command_queue_register_sparse_hazard(
struct d3d12_command_queue *command_queue,
struct d3d12_resource *dst_resource,
const struct vkd3d_sparse_memory_bind *binds, unsigned int count)
{
const struct vkd3d_sparse_memory_bind *bind;
unsigned int tracker_index, i;
bool check_hazard = true;
uint32_t *tile_mask;
for (tracker_index = 0; tracker_index < command_queue->sparse.tracked_count; tracker_index++)
if (command_queue->sparse.tracked[tracker_index].resource == dst_resource)
break;
if (tracker_index == command_queue->sparse.tracked_count)
{
vkd3d_array_reserve((void **)&command_queue->sparse.tracked,
&command_queue->sparse.tracked_size,
command_queue->sparse.tracked_count + 1,
sizeof(*command_queue->sparse.tracked));
command_queue->sparse.tracked[tracker_index].resource = dst_resource;
command_queue->sparse.tracked[tracker_index].tile_mask =
vkd3d_calloc(align(dst_resource->sparse.tile_count, 32) / 32, sizeof(uint32_t));
command_queue->sparse.tracked_count++;
check_hazard = false;
d3d12_resource_incref(dst_resource);
}
tile_mask = command_queue->sparse.tracked[tracker_index].tile_mask;
if (check_hazard)
{
for (i = 0; i < count; i++)
{
bind = &binds[i];
if (tile_mask[bind->dst_tile / 32] & (1u << (bind->dst_tile & 31)))
{
/* Hazard detected. Flush the sparse submit and then restart. */
/* No need to reallocate the tile mask block, temporarily pilfer it. */
command_queue->sparse.tracked[tracker_index].tile_mask = NULL;
d3d12_command_queue_flush_bind_sparse(command_queue);
assert(command_queue->sparse.tracked_count == 0);
assert(command_queue->sparse.tracked_size >= 1);
command_queue->sparse.tracked[0].resource = dst_resource;
command_queue->sparse.tracked[0].tile_mask = tile_mask;
command_queue->sparse.tracked_count = 1;
memset(tile_mask, 0, align(dst_resource->sparse.tile_count, 32) / 8);
d3d12_resource_incref(dst_resource);
break;
}
}
}
for (i = 0; i < count; i++)
{
bind = &binds[i];
tile_mask[bind->dst_tile / 32] |= (1u << (bind->dst_tile & 31));
}
}
static void d3d12_command_queue_bind_sparse(struct d3d12_command_queue *command_queue,
enum vkd3d_sparse_memory_bind_mode mode, struct d3d12_resource *dst_resource,
struct d3d12_resource *src_resource, unsigned int count,
struct vkd3d_sparse_memory_bind *bind_infos)
{
struct vkd3d_sparse_memory_bind_range *bind_ranges = NULL;
VkSparseImageOpaqueMemoryBindInfo *opaque_info = NULL;
VkSparseBufferMemoryBindInfo *buffer_info = NULL;
unsigned int first_packed_tile, processed_tiles;
VkSparseImageMemoryBindInfo *image_info = NULL;
VkSparseImageMemoryBind *image_binds = NULL;
VkSparseMemoryBind *memory_binds = NULL;
unsigned int opaque_bind_count = 0;
unsigned int image_bind_count = 0;
unsigned int i, j;
TRACE("queue %p, dst_resource %p, src_resource %p, count %u, bind_infos %p.\n",
command_queue, dst_resource, src_resource, count, bind_infos);
if (!(bind_ranges = vkd3d_malloc(count * sizeof(*bind_ranges))))
{
ERR("Failed to allocate bind range info.\n");
goto cleanup;
}
d3d12_command_queue_register_sparse_hazard(command_queue, dst_resource, bind_infos, count);
count = vkd3d_compact_sparse_bind_ranges(src_resource, bind_ranges, bind_infos, count, mode);
first_packed_tile = dst_resource->sparse.tile_count;
if (d3d12_resource_is_buffer(dst_resource))
{
if (!(memory_binds = vkd3d_malloc(count * sizeof(*memory_binds))))
{
ERR("Failed to allocate sparse memory bind info.\n");
goto cleanup;
}
vkd3d_array_reserve((void **)&command_queue->sparse.buffer_binds,
&command_queue->sparse.buffer_binds_size,
command_queue->sparse.buffer_binds_count + 1,
sizeof(command_queue->sparse.buffer_binds[0]));
buffer_info = &command_queue->sparse.buffer_binds[command_queue->sparse.buffer_binds_count++];
buffer_info->buffer = dst_resource->res.vk_buffer;
buffer_info->bindCount = 0;
buffer_info->pBinds = memory_binds;
}
else
{
if (dst_resource->sparse.packed_mips.NumPackedMips)
first_packed_tile = dst_resource->sparse.packed_mips.StartTileIndexInOverallResource;
for (i = 0; i < count; i++)
{
const struct vkd3d_sparse_memory_bind_range *bind = &bind_ranges[i];
if (bind->tile_index < first_packed_tile)
image_bind_count += min(bind->tile_count, first_packed_tile - bind->tile_index);
if (bind->tile_index + bind->tile_count > first_packed_tile)
opaque_bind_count += min(bind->tile_count, bind->tile_index + bind->tile_count - first_packed_tile);
}
if (opaque_bind_count)
{
if (!(memory_binds = vkd3d_malloc(opaque_bind_count * sizeof(*memory_binds))))
{
ERR("Failed to allocate sparse memory bind info.\n");
goto cleanup;
}
vkd3d_array_reserve((void **)&command_queue->sparse.image_opaque_binds,
&command_queue->sparse.image_opaque_binds_size,
command_queue->sparse.image_opaque_binds_count + 1,
sizeof(command_queue->sparse.image_opaque_binds[0]));
opaque_info = &command_queue->sparse.image_opaque_binds[command_queue->sparse.image_opaque_binds_count++];
opaque_info->image = dst_resource->res.vk_image;
opaque_info->bindCount = 0;
opaque_info->pBinds = memory_binds;
}
if (image_bind_count)
{
if (!(image_binds = vkd3d_malloc(image_bind_count * sizeof(*image_binds))))
{
ERR("Failed to allocate sparse memory bind info.\n");
goto cleanup;
}
vkd3d_array_reserve((void **)&command_queue->sparse.image_binds,
&command_queue->sparse.image_binds_size,
command_queue->sparse.image_binds_count + 1,
sizeof(command_queue->sparse.image_binds[0]));
image_info = &command_queue->sparse.image_binds[command_queue->sparse.image_binds_count++];
image_info->image = dst_resource->res.vk_image;
image_info->bindCount = 0;
image_info->pBinds = image_binds;
}
}
for (i = 0; i < count; i++)
{
struct vkd3d_sparse_memory_bind_range *bind = &bind_ranges[i];
command_queue->sparse.total_tiles += bind->tile_count;
while (bind->tile_count)
{
struct d3d12_sparse_tile *tile = &dst_resource->sparse.tiles[bind->tile_index];
if (d3d12_resource_is_buffer(dst_resource))
{
const struct d3d12_sparse_tile *last_tile = &tile[bind->tile_count - 1];
VkSparseMemoryBind *vk_bind;
assert(buffer_info->bindCount < count);
vk_bind = &memory_binds[buffer_info->bindCount++];
vk_bind->resourceOffset = tile->buffer.offset;
vk_bind->size = last_tile->buffer.offset
+ last_tile->buffer.length
- vk_bind->resourceOffset;
vk_bind->memory = bind->vk_memory;
vk_bind->memoryOffset = bind->vk_offset;
vk_bind->flags = 0;
processed_tiles = bind->tile_count;
}
else if (bind->tile_index < first_packed_tile)
{
const D3D12_SUBRESOURCE_TILING *tiling = &dst_resource->sparse.tilings[tile->image.subresource_index];
const uint32_t tile_count = tiling->WidthInTiles * tiling->HeightInTiles * tiling->DepthInTiles;
assert(image_info->bindCount < image_bind_count);
if (bind->tile_index == tiling->StartTileIndexInOverallResource && bind->tile_count >= tile_count)
{
/* Bind entire subresource at once to reduce overhead */
const struct d3d12_sparse_tile *last_tile = &tile[tile_count - 1];
VkSparseImageMemoryBind *vk_bind = &image_binds[image_info->bindCount++];
vk_bind->subresource = tile->image.subresource;
vk_bind->offset = tile->image.offset;
vk_bind->extent.width = last_tile->image.offset.x + last_tile->image.extent.width;
vk_bind->extent.height = last_tile->image.offset.y + last_tile->image.extent.height;
vk_bind->extent.depth = last_tile->image.offset.z + last_tile->image.extent.depth;
vk_bind->memory = bind->vk_memory;
vk_bind->memoryOffset = bind->vk_offset;
vk_bind->flags = 0;
processed_tiles = tile_count;
}
else
{
VkSparseImageMemoryBind *vk_bind = &image_binds[image_info->bindCount++];
vk_bind->subresource = tile->image.subresource;
vk_bind->offset = tile->image.offset;
vk_bind->extent = tile->image.extent;
vk_bind->memory = bind->vk_memory;
vk_bind->memoryOffset = bind->vk_offset;
vk_bind->flags = 0;
processed_tiles = 1;
}
}
else
{
VkSparseMemoryBind *vk_bind;
assert(opaque_info->bindCount < opaque_bind_count);
vk_bind = &memory_binds[opaque_info->bindCount++];
vk_bind->resourceOffset = tile->buffer.offset;
vk_bind->size = tile->buffer.length;
vk_bind->memory = bind->vk_memory;
vk_bind->memoryOffset = bind->vk_offset;
vk_bind->flags = 0;
processed_tiles = 1u;
}
for (j = 0; j < processed_tiles; j++)
{
tile[j].vk_memory = bind->vk_memory;
tile[j].vk_offset = bind->vk_offset + j * VKD3D_TILE_SIZE;
}
bind->tile_index += processed_tiles;
bind->tile_count -= processed_tiles;
bind->vk_offset += processed_tiles * VKD3D_TILE_SIZE;
}
}
cleanup:
vkd3d_free(bind_ranges);
d3d12_resource_decref(dst_resource);
}
static void d3d12_command_queue_flush_bind_sparse(struct d3d12_command_queue *command_queue)
{
struct vkd3d_waiting_fence_sparse_bind_info *resource_info;
struct vkd3d_queue_timeline_trace_cookie cookie;
const struct vkd3d_vk_device_procs *vk_procs;
VkTimelineSemaphoreSubmitInfo timeline_info;
struct vkd3d_queue *queue, *queue_sparse;
struct vkd3d_fence_wait_info fence_info;
VkQueue vk_queue, vk_queue_sparse;
VkSemaphoreSubmitInfo signal_info;
VkBindSparseInfo bind_sparse_info;
uint64_t wait_semaphore_value;
VkResult vr;
uint32_t i;
if (command_queue->sparse.buffer_binds_count == 0 &&
command_queue->sparse.image_binds_count == 0 &&
command_queue->sparse.image_opaque_binds_count == 0)
{
return;
}
cookie = vkd3d_queue_timeline_trace_register_generic_region(&command_queue->device->queue_timeline_trace, "SPARSE FLUSH");
vk_procs = &command_queue->device->vk_procs;
/* Ensure that we use a queue that supports sparse binding */
queue = command_queue->vkd3d_queue;
if (!(queue->vk_queue_flags & VK_QUEUE_SPARSE_BINDING_BIT))
queue_sparse = command_queue->device->internal_sparse_queue;
else
queue_sparse = queue;
if (!(vk_queue = vkd3d_queue_acquire(queue)))
{
ERR("Failed to acquire queue %p.\n", queue);
goto cleanup;
}
if (queue != queue_sparse)
{
if (!(vk_queue_sparse = vkd3d_queue_acquire(queue_sparse)))
{
ERR("Failed to acquire queue %p.\n", queue_sparse);
vkd3d_queue_release(queue);
goto cleanup;
}
}
else
{
vk_queue_sparse = vk_queue;
}
/* Use the queue's submission timeline to serialize sparse binding with
* regular command execution. Pending waiters are flushed beforehand. */
wait_semaphore_value = queue->submission_timeline_count++;
memset(&timeline_info, 0, sizeof(timeline_info));
timeline_info.sType = VK_STRUCTURE_TYPE_TIMELINE_SEMAPHORE_SUBMIT_INFO;
timeline_info.waitSemaphoreValueCount = 1;
timeline_info.pWaitSemaphoreValues = &wait_semaphore_value;
timeline_info.signalSemaphoreValueCount = 1;
timeline_info.pSignalSemaphoreValues = &queue->submission_timeline_count;
memset(&bind_sparse_info, 0, sizeof(bind_sparse_info));
bind_sparse_info.sType = VK_STRUCTURE_TYPE_BIND_SPARSE_INFO;
bind_sparse_info.pNext = &timeline_info;
bind_sparse_info.pWaitSemaphores = &queue->submission_timeline;
bind_sparse_info.pSignalSemaphores = &queue->submission_timeline;
bind_sparse_info.waitSemaphoreCount = 1;
bind_sparse_info.signalSemaphoreCount = 1;
bind_sparse_info.bufferBindCount = command_queue->sparse.buffer_binds_count;
bind_sparse_info.imageOpaqueBindCount = command_queue->sparse.image_opaque_binds_count;
bind_sparse_info.imageBindCount = command_queue->sparse.image_binds_count;
bind_sparse_info.pBufferBinds = command_queue->sparse.buffer_binds;
bind_sparse_info.pImageBinds = command_queue->sparse.image_binds;
bind_sparse_info.pImageOpaqueBinds = command_queue->sparse.image_opaque_binds;
if ((vr = VK_CALL(vkQueueBindSparse(vk_queue_sparse, 1, &bind_sparse_info, VK_NULL_HANDLE))) < 0)
ERR("Failed to perform sparse binding, vr %d.\n", vr);
if (queue != queue_sparse)
vkd3d_queue_release(queue_sparse);
/* Ensure that subsequent submissions and signals can observe the effect
* of the sparse bind operation, but do not submit a wait immediately. */
memset(&signal_info, 0, sizeof(signal_info));
signal_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
signal_info.semaphore = queue->submission_timeline;
signal_info.value = queue->submission_timeline_count;
signal_info.stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
d3d12_command_queue_add_wait_semaphores(command_queue, 1, &signal_info);
command_queue->last_submission_timeline_value = queue->submission_timeline_count;
memset(&fence_info, 0, sizeof(fence_info));
fence_info.vk_semaphore = queue->submission_timeline;
fence_info.vk_semaphore_value = queue->submission_timeline_count;
resource_info = vkd3d_waiting_fence_set_callback(&fence_info,
&vkd3d_waiting_fence_release_sparse_resources, sizeof(*resource_info));
resource_info->num_resources = command_queue->sparse.tracked_count;
resource_info->resources = vkd3d_calloc(resource_info->num_resources, sizeof(*resource_info->resources));
for (i = 0; i < command_queue->sparse.tracked_count; i++)
{
resource_info->resources[i] = command_queue->sparse.tracked[i].resource;
d3d12_resource_incref(resource_info->resources[i]);
}
vkd3d_queue_release(queue);
VKD3D_DEVICE_REPORT_FAULT_AND_BREADCRUMB_IF(command_queue->device, vr == VK_ERROR_DEVICE_LOST);
vkd3d_queue_timeline_trace_complete_execute(&command_queue->device->queue_timeline_trace, &command_queue->fence_worker, cookie);
cookie = vkd3d_queue_timeline_trace_register_sparse(&command_queue->device->queue_timeline_trace, command_queue->sparse.total_tiles);
if (FAILED(vkd3d_enqueue_timeline_semaphore(&command_queue->fence_worker, &fence_info, &cookie)))
ERR("Failed to enqueue timeline semaphore.\n");
cleanup:
for (i = 0; i < command_queue->sparse.buffer_binds_count; i++)
vkd3d_free((void *)command_queue->sparse.buffer_binds[i].pBinds);
for (i = 0; i < command_queue->sparse.image_binds_count; i++)
vkd3d_free((void *)command_queue->sparse.image_binds[i].pBinds);
for (i = 0; i < command_queue->sparse.image_opaque_binds_count; i++)
vkd3d_free((void *)command_queue->sparse.image_opaque_binds[i].pBinds);
for (i = 0; i < command_queue->sparse.tracked_count; i++)
{
d3d12_resource_decref(command_queue->sparse.tracked[i].resource);
vkd3d_free((void *)command_queue->sparse.tracked[i].tile_mask);
}
command_queue->sparse.buffer_binds_count = 0;
command_queue->sparse.image_binds_count = 0;
command_queue->sparse.image_opaque_binds_count = 0;
command_queue->sparse.tracked_count = 0;
command_queue->sparse.total_tiles = 0;
}
void d3d12_command_queue_submit_stop(struct d3d12_command_queue *queue)
{
struct d3d12_command_queue_submission sub;
sub.type = VKD3D_SUBMISSION_STOP;
d3d12_command_queue_add_submission(queue, &sub);
}
void d3d12_command_queue_enqueue_callback(struct d3d12_command_queue *queue, void (*callback)(void *), void *userdata)
{
struct d3d12_command_queue_submission sub;
sub.type = VKD3D_SUBMISSION_QUEUE_USING_CALLBACK;
sub.callback.callback = callback;
sub.callback.userdata = userdata;
d3d12_command_queue_add_submission(queue, &sub);
}
static void d3d12_command_queue_add_submission_locked(struct d3d12_command_queue *queue,
const struct d3d12_command_queue_submission *sub)
{
vkd3d_array_reserve((void**)&queue->submissions, &queue->submissions_size,
queue->submissions_count + 1, sizeof(*queue->submissions));
queue->submissions[queue->submissions_count++] = *sub;
pthread_cond_signal(&queue->queue_cond);
}
static void d3d12_command_queue_add_submission(struct d3d12_command_queue *queue,
const struct d3d12_command_queue_submission *sub)
{
/* Ensure that any non-temporal writes from CopyDescriptors are ordered properly
* with the submission thread that calls vkQueueSubmit. */
if (d3d12_device_use_embedded_mutable_descriptors(queue->device))
vkd3d_memcpy_non_temporal_barrier();
pthread_mutex_lock(&queue->queue_lock);
d3d12_command_queue_add_submission_locked(queue, sub);
pthread_mutex_unlock(&queue->queue_lock);
}
static void d3d12_command_queue_acquire_serialized(struct d3d12_command_queue *queue)
{
/* In order to make sure all pending operations queued so far have been submitted,
* we build a drain task which will increment the queue_drain_count once the thread has finished all its work. */
struct d3d12_command_queue_submission sub;
uint64_t current_drain;
sub.type = VKD3D_SUBMISSION_DRAIN;
pthread_mutex_lock(&queue->queue_lock);
current_drain = ++queue->drain_count;
d3d12_command_queue_add_submission_locked(queue, &sub);
while (current_drain > queue->queue_drain_count)
pthread_cond_wait(&queue->queue_cond, &queue->queue_lock);
}
static void d3d12_command_queue_release_serialized(struct d3d12_command_queue *queue)
{
pthread_mutex_unlock(&queue->queue_lock);
}
void d3d12_command_queue_signal_inline(struct d3d12_command_queue *queue, d3d12_fence_iface *fence, uint64_t value)
{
if (is_shared_ID3D12Fence1(fence))
d3d12_command_queue_signal_shared(queue, shared_impl_from_ID3D12Fence1(fence), value);
else
d3d12_command_queue_signal(queue, impl_from_ID3D12Fence1(fence), value);
}
static void *d3d12_command_queue_submission_worker_main(void *userdata)
{
struct d3d12_command_queue_submission submission;
struct d3d12_command_queue_transition_pool pool;
struct vkd3d_queue_timeline_trace_cookie cookie;
struct d3d12_command_queue *queue = userdata;
VkSemaphoreSubmitInfo transition_semaphore;
VkCommandBufferSubmitInfo transition_cmd;
VKD3D_UNUSED unsigned int i;
HRESULT hr;
VKD3D_REGION_DECL(queue_wait);
VKD3D_REGION_DECL(queue_signal);
VKD3D_REGION_DECL(queue_execute);
vkd3d_set_thread_name("vkd3d_queue");
queue->submission_thread_tid = vkd3d_get_current_thread_id();
if (FAILED(hr = d3d12_command_queue_transition_pool_init(&pool, queue)))
ERR("Failed to initialize transition pool.\n");
for (;;)
{
pthread_mutex_lock(&queue->queue_lock);
while (queue->submissions_count == 0)
pthread_cond_wait(&queue->queue_cond, &queue->queue_lock);
queue->submissions_count--;
submission = queue->submissions[0];
memmove(queue->submissions, queue->submissions + 1, queue->submissions_count * sizeof(submission));
pthread_mutex_unlock(&queue->queue_lock);
if (submission.type != VKD3D_SUBMISSION_BIND_SPARSE)
d3d12_command_queue_flush_bind_sparse(queue);
switch (submission.type)
{
case VKD3D_SUBMISSION_STOP:
cookie = vkd3d_queue_timeline_trace_register_generic_region(&queue->device->queue_timeline_trace, "STOP");
goto cleanup;
case VKD3D_SUBMISSION_WAIT:
VKD3D_REGION_BEGIN(queue_wait);
if (is_shared_ID3D12Fence1(submission.wait.fence))
{
cookie = vkd3d_queue_timeline_trace_register_generic_region(&queue->device->queue_timeline_trace, "WAIT (shared)");
d3d12_command_queue_flush_waiters(queue, 0u);
d3d12_command_queue_wait_shared(queue, shared_impl_from_ID3D12Fence1(submission.wait.fence), submission.wait.value);
}
else
{
cookie = vkd3d_queue_timeline_trace_register_generic_region(&queue->device->queue_timeline_trace, "WAIT (normal)");
d3d12_command_queue_wait(queue, impl_from_ID3D12Fence1(submission.wait.fence),
submission.wait.value, submission.wait.wait_ticket);
}
d3d12_fence_iface_dec_ref(submission.wait.fence);
VKD3D_REGION_END(queue_wait);
break;
case VKD3D_SUBMISSION_SIGNAL:
cookie = vkd3d_queue_timeline_trace_register_generic_region(&queue->device->queue_timeline_trace, "SIGNAL");
d3d12_command_queue_flush_waiters(queue, 0u);
VKD3D_REGION_BEGIN(queue_signal);
d3d12_command_queue_signal_inline(queue, submission.signal.fence, submission.signal.value);
d3d12_fence_iface_dec_ref(submission.signal.fence);
VKD3D_REGION_END(queue_signal);
break;
case VKD3D_SUBMISSION_EXECUTE:
VKD3D_REGION_BEGIN(queue_execute);
cookie = vkd3d_queue_timeline_trace_register_generic_region(&queue->device->queue_timeline_trace, "EXECUTE");
memset(&transition_cmd, 0, sizeof(transition_cmd));
transition_cmd.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_SUBMIT_INFO;
memset(&transition_semaphore, 0, sizeof(transition_semaphore));
transition_semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
transition_semaphore.semaphore = pool.timeline;
transition_semaphore.stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
d3d12_command_queue_transition_pool_build(&pool, queue->device,
submission.execute.transitions,
submission.execute.transition_count,
&transition_cmd.commandBuffer,
&transition_semaphore.value);
d3d12_command_queue_execute(queue, &submission.execute, &transition_cmd, &transition_semaphore);
/* command_queue_execute takes ownership of the
* outstanding_submission_counters and queue_timeline_indices allocations.
* The atomic counters are decremented when the submission is observed to be freed.
* On error, the counters are freed early, so there is no risk of leak. */
vkd3d_free(submission.execute.cmd);
vkd3d_free(submission.execute.cmd_cost);
vkd3d_free(submission.execute.transitions);
#ifdef VKD3D_ENABLE_BREADCRUMBS
for (i = 0; i < submission.execute.breadcrumb_indices_count; i++)
{
INFO("=== Executing command list %u (context %u) on VkQueue %p, queue family %u ===\n",
i, submission.execute.breadcrumb_indices[i],
(void*)queue->vkd3d_queue->vk_queue, queue->vkd3d_queue->vk_family_index);
vkd3d_breadcrumb_tracer_dump_command_list(&queue->device->breadcrumb_tracer,
submission.execute.breadcrumb_indices[i]);
INFO("============================\n");
}
vkd3d_free(submission.execute.breadcrumb_indices);
#endif
VKD3D_REGION_END(queue_execute);
break;
case VKD3D_SUBMISSION_BIND_SPARSE:
{
char tag[64];
snprintf(tag, sizeof(tag), "SPARSE %p", submission.bind_sparse.dst_resource);
cookie = vkd3d_queue_timeline_trace_register_generic_region(&queue->device->queue_timeline_trace, tag);
d3d12_command_queue_flush_waiters(queue, VKD3D_WAIT_SEMAPHORES_EXTERNAL);
d3d12_command_queue_bind_sparse(queue, submission.bind_sparse.mode,
submission.bind_sparse.dst_resource, submission.bind_sparse.src_resource,
submission.bind_sparse.bind_count, submission.bind_sparse.bind_infos);
vkd3d_free(submission.bind_sparse.bind_infos);
break;
}
case VKD3D_SUBMISSION_DRAIN:
cookie = vkd3d_queue_timeline_trace_register_generic_region(&queue->device->queue_timeline_trace, "DRAIN");
/* Full flush needed to synchronize interop */
d3d12_command_queue_flush_waiters(queue, VKD3D_WAIT_SEMAPHORES_EXTERNAL | VKD3D_WAIT_SEMAPHORES_SERIALIZING);
pthread_mutex_lock(&queue->queue_lock);
queue->queue_drain_count++;
pthread_cond_signal(&queue->queue_cond);
pthread_mutex_unlock(&queue->queue_lock);
break;
case VKD3D_SUBMISSION_QUEUE_USING_CALLBACK:
cookie = vkd3d_queue_timeline_trace_register_generic_region(&queue->device->queue_timeline_trace, "CALLBACK");
/* Only flush waiters if the callback intends to use the queue (for e.g. WSI). */
d3d12_command_queue_flush_waiters(queue, VKD3D_WAIT_SEMAPHORES_EXTERNAL | VKD3D_WAIT_SEMAPHORES_SERIALIZING);
submission.callback.callback(submission.callback.userdata);
break;
case VKD3D_SUBMISSION_CPU_TIMELINE_CALLBACK:
cookie = vkd3d_queue_timeline_trace_register_generic_region(&queue->device->queue_timeline_trace, "CPU_CALLBACK");
submission.callback.callback(submission.callback.userdata);
break;
default:
ERR("Unrecognized submission type %u.\n", submission.type);
break;
}
vkd3d_queue_timeline_trace_complete_execute(&queue->device->queue_timeline_trace, &queue->fence_worker, cookie);
}
cleanup:
d3d12_command_queue_wait_idle(queue);
d3d12_command_queue_transition_pool_deinit(&pool, queue->device);
d3d12_command_queue_destroy_serializing_semaphore(queue);
return NULL;
}
static HRESULT d3d12_command_queue_init(struct d3d12_command_queue *queue,
struct d3d12_device *device, const D3D12_COMMAND_QUEUE_DESC *desc, struct vkd3d_queue_family_info *family_info)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
HRESULT hr;
int rc;
queue->ID3D12CommandQueue_iface.lpVtbl = &d3d12_command_queue_vtbl;
queue->ID3D12CommandQueueExt_iface.lpVtbl = &d3d12_command_queue_vkd3d_ext_vtbl;
queue->refcount = 1;
queue->desc = *desc;
if (!queue->desc.NodeMask)
queue->desc.NodeMask = 0x1;
queue->vkd3d_queue = d3d12_device_allocate_vkd3d_queue(family_info, queue);
queue->submissions = NULL;
queue->submissions_count = 0;
queue->submissions_size = 0;
queue->drain_count = 0;
queue->queue_drain_count = 0;
if ((rc = pthread_mutex_init(&queue->queue_lock, NULL)) < 0)
{
hr = hresult_from_errno(rc);
goto fail;
}
if ((rc = pthread_cond_init(&queue->queue_cond, NULL)) < 0)
{
hr = hresult_from_errno(rc);
goto fail_pthread_cond;
}
if (desc->Priority == D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME)
FIXME("Global realtime priority is not implemented.\n");
if (desc->Priority)
FIXME("Ignoring priority %#x.\n", desc->Priority);
if (desc->Flags)
FIXME("Ignoring flags %#x.\n", desc->Flags);
if (!queue->vkd3d_queue->barrier_command_buffer)
{
if (FAILED(hr = vkd3d_create_binary_semaphore(device, &queue->serializing_semaphore)))
goto fail_create_semaphore;
}
if (FAILED(hr = vkd3d_private_store_init(&queue->private_store)))
goto fail_private_store;
if (FAILED(hr = dxgi_vk_swap_chain_factory_init(queue, &queue->vk_swap_chain_factory)))
goto fail_swapchain_factory;
d3d12_device_add_ref(queue->device = device);
if (FAILED(hr = vkd3d_fence_worker_start(&queue->fence_worker, queue, device)))
goto fail_fence_worker_start;
if ((rc = pthread_create(&queue->submission_thread, NULL, d3d12_command_queue_submission_worker_main, queue)) < 0)
{
d3d12_device_release(queue->device);
hr = hresult_from_errno(rc);
goto fail_pthread_create;
}
d3d_destruction_notifier_init(&queue->destruction_notifier, (IUnknown*)&queue->ID3D12CommandQueue_iface);
return S_OK;
fail_pthread_create:
vkd3d_fence_worker_stop(&queue->fence_worker, device);
fail_fence_worker_start:;
fail_swapchain_factory:
vkd3d_private_store_destroy(&queue->private_store);
fail_private_store:
pthread_cond_destroy(&queue->queue_cond);
fail_create_semaphore:
VK_CALL(vkDestroySemaphore(device->vk_device, queue->serializing_semaphore, NULL));
fail_pthread_cond:
pthread_mutex_destroy(&queue->queue_lock);
fail:
d3d12_device_unmap_vkd3d_queue(queue->vkd3d_queue, queue);
return hr;
}
HRESULT d3d12_command_queue_create(struct d3d12_device *device,
const D3D12_COMMAND_QUEUE_DESC *desc, uint32_t vk_family_index, struct d3d12_command_queue **queue)
{
struct vkd3d_queue_family_info *family_info;
struct d3d12_command_queue *object;
HRESULT hr;
if (!(object = vkd3d_calloc(1, sizeof(*object))))
return E_OUTOFMEMORY;
family_info = d3d12_device_get_vkd3d_queue_family(device, desc->Type, vk_family_index);
if (FAILED(hr = d3d12_command_queue_init(object, device, desc, family_info)))
{
vkd3d_free(object);
return hr;
}
TRACE("Created command queue %p.\n", object);
*queue = object;
return S_OK;
}
uint32_t vkd3d_get_vk_queue_family_index(ID3D12CommandQueue *queue)
{
struct d3d12_command_queue *d3d12_queue = impl_from_ID3D12CommandQueue(queue);
return d3d12_queue->vkd3d_queue->vk_family_index;
}
uint32_t vkd3d_get_vk_queue_index(ID3D12CommandQueue *queue)
{
struct d3d12_command_queue *d3d12_queue = impl_from_ID3D12CommandQueue(queue);
return d3d12_queue->vkd3d_queue->vk_queue_index;
}
uint32_t vkd3d_get_vk_queue_flags(ID3D12CommandQueue *queue)
{
struct d3d12_command_queue *d3d12_queue = impl_from_ID3D12CommandQueue(queue);
return d3d12_queue->vkd3d_queue->vk_queue_flags;
}
VkQueue vkd3d_acquire_vk_queue(ID3D12CommandQueue *queue)
{
struct d3d12_command_queue *d3d12_queue;
VkQueue vk_queue;
/* For external users of the Vulkan queue, we must ensure that the queue is drained so that submissions happen in
* desired order. */
VKD3D_REGION_DECL(acquire_vk_queue);
VKD3D_REGION_BEGIN(acquire_vk_queue);
d3d12_queue = impl_from_ID3D12CommandQueue(queue);
d3d12_command_queue_acquire_serialized(d3d12_queue);
vk_queue = vkd3d_queue_acquire(d3d12_queue->vkd3d_queue);
VKD3D_REGION_END(acquire_vk_queue);
return vk_queue;
}
VkQueue vkd3d_lock_vk_queue(ID3D12CommandQueue *queue)
{
struct d3d12_command_queue *d3d12_queue = impl_from_ID3D12CommandQueue(queue);
VkQueue vk_queue;
VKD3D_REGION_DECL(lock_vk_queue);
VKD3D_REGION_BEGIN(lock_vk_queue);
vk_queue = vkd3d_queue_acquire(d3d12_queue->vkd3d_queue);
VKD3D_REGION_END(lock_vk_queue);
return vk_queue;
}
void vkd3d_unlock_vk_queue(ID3D12CommandQueue *queue)
{
struct d3d12_command_queue *d3d12_queue = impl_from_ID3D12CommandQueue(queue);
vkd3d_queue_release(d3d12_queue->vkd3d_queue);
}
void vkd3d_release_vk_queue(ID3D12CommandQueue *queue)
{
struct d3d12_command_queue *d3d12_queue = impl_from_ID3D12CommandQueue(queue);
const struct vkd3d_vk_device_procs *vk_procs = &d3d12_queue->device->vk_procs;
VkSemaphoreSubmitInfo semaphore_info;
VkSubmitInfo2 submit_info;
VkResult vr;
/* Need to increment the submission counter here so that fence
* signals and waits behave as expected in an interop scenario */
memset(&semaphore_info, 0, sizeof(semaphore_info));
semaphore_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO;
semaphore_info.semaphore = d3d12_queue->vkd3d_queue->submission_timeline;
semaphore_info.value = ++d3d12_queue->vkd3d_queue->submission_timeline_count;
semaphore_info.stageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
memset(&submit_info, 0, sizeof(submit_info));
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO_2;
submit_info.signalSemaphoreInfoCount = 1;
submit_info.pSignalSemaphoreInfos = &semaphore_info;
vr = VK_CALL(vkQueueSubmit2(d3d12_queue->vkd3d_queue->vk_queue, 1, &submit_info, VK_NULL_HANDLE));
VKD3D_DEVICE_REPORT_FAULT_AND_BREADCRUMB_IF(d3d12_queue->device, vr == VK_ERROR_DEVICE_LOST);
d3d12_queue->last_submission_timeline_value = semaphore_info.value;
vkd3d_queue_release(d3d12_queue->vkd3d_queue);
d3d12_command_queue_release_serialized(d3d12_queue);
}
void vkd3d_enqueue_initial_transition(ID3D12CommandQueue *queue, ID3D12Resource *resource)
{
struct d3d12_command_queue_submission sub;
struct d3d12_command_queue *d3d12_queue = impl_from_ID3D12CommandQueue(queue);
struct d3d12_resource *d3d12_resource = impl_from_ID3D12Resource(resource);
memset(&sub, 0, sizeof(sub));
sub.type = VKD3D_SUBMISSION_EXECUTE;
sub.execute.low_latency_frame_id = d3d12_queue->device->frame_markers.render;
sub.execute.transition_count = 1;
sub.execute.transitions = vkd3d_malloc(sizeof(*sub.execute.transitions));
sub.execute.transitions[0].type = VKD3D_INITIAL_TRANSITION_TYPE_RESOURCE;
sub.execute.transitions[0].resource.resource = d3d12_resource;
sub.execute.transitions[0].resource.perform_initial_transition = true;
d3d12_command_queue_add_submission(d3d12_queue, &sub);
}
/* ID3D12CommandSignature */
static HRESULT STDMETHODCALLTYPE d3d12_command_signature_QueryInterface(ID3D12CommandSignature *iface,
REFIID iid, void **out)
{
struct d3d12_command_signature *signature = impl_from_ID3D12CommandSignature(iface);
TRACE("iface %p, iid %s, out %p.\n", iface, debugstr_guid(iid), out);
if (!out)
return E_POINTER;
if (IsEqualGUID(iid, &IID_ID3D12CommandSignature)
|| IsEqualGUID(iid, &IID_ID3D12Pageable)
|| IsEqualGUID(iid, &IID_ID3D12DeviceChild)
|| IsEqualGUID(iid, &IID_ID3D12Object)
|| IsEqualGUID(iid, &IID_IUnknown))
{
ID3D12CommandSignature_AddRef(iface);
*out = iface;
return S_OK;
}
if (IsEqualGUID(iid, &IID_ID3DDestructionNotifier))
{
ID3DDestructionNotifier_AddRef(&signature->destruction_notifier.ID3DDestructionNotifier_iface);
*out = &signature->destruction_notifier.ID3DDestructionNotifier_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d12_command_signature_AddRef(ID3D12CommandSignature *iface)
{
struct d3d12_command_signature *signature = impl_from_ID3D12CommandSignature(iface);
ULONG refcount = InterlockedIncrement(&signature->refcount);
TRACE("%p increasing refcount to %u.\n", signature, refcount);
return refcount;
}
static void d3d12_command_signature_cleanup(struct d3d12_command_signature *signature)
{
const struct vkd3d_vk_device_procs *vk_procs = &signature->device->vk_procs;
if (signature->requires_state_template_dgc)
{
VK_CALL(vkDestroyBuffer(signature->device->vk_device, signature->state_template.dgc.buffer, NULL));
vkd3d_free_device_memory(signature->device, &signature->state_template.dgc.memory);
if (signature->device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands)
{
VK_CALL(vkDestroyIndirectCommandsLayoutEXT(signature->device->vk_device,
signature->state_template.dgc.layout_implicit_ext, NULL));
VK_CALL(vkDestroyIndirectCommandsLayoutEXT(signature->device->vk_device,
signature->state_template.dgc.layout_preprocess_ext, NULL));
}
if (signature->device->device_info.device_generated_commands_features_nv.deviceGeneratedCommands)
{
VK_CALL(vkDestroyIndirectCommandsLayoutNV(signature->device->vk_device,
signature->state_template.dgc.layout_implicit_nv, NULL));
VK_CALL(vkDestroyIndirectCommandsLayoutNV(signature->device->vk_device,
signature->state_template.dgc.layout_preprocess_nv, NULL));
}
}
d3d_destruction_notifier_free(&signature->destruction_notifier);
vkd3d_private_store_destroy(&signature->private_store);
vkd3d_free((void *)signature->desc.pArgumentDescs);
vkd3d_free(signature);
}
static ULONG STDMETHODCALLTYPE d3d12_command_signature_Release(ID3D12CommandSignature *iface)
{
struct d3d12_command_signature *signature = impl_from_ID3D12CommandSignature(iface);
ULONG refcount = InterlockedDecrement(&signature->refcount);
TRACE("%p decreasing refcount to %u.\n", signature, refcount);
if (!refcount)
{
struct d3d12_device *device = signature->device;
d3d12_command_signature_cleanup(signature);
d3d12_device_release(device);
}
return refcount;
}
static HRESULT STDMETHODCALLTYPE d3d12_command_signature_GetPrivateData(ID3D12CommandSignature *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d12_command_signature *signature = impl_from_ID3D12CommandSignature(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_get_private_data(&signature->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_signature_SetPrivateData(ID3D12CommandSignature *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d12_command_signature *signature = impl_from_ID3D12CommandSignature(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_set_private_data(&signature->private_store, guid, data_size, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_signature_SetPrivateDataInterface(ID3D12CommandSignature *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d12_command_signature *signature = impl_from_ID3D12CommandSignature(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return vkd3d_set_private_data_interface(&signature->private_store, guid, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_signature_GetDevice(ID3D12CommandSignature *iface, REFIID iid, void **device)
{
struct d3d12_command_signature *signature = impl_from_ID3D12CommandSignature(iface);
TRACE("iface %p, iid %s, device %p.\n", iface, debugstr_guid(iid), device);
return d3d12_device_query_interface(signature->device, iid, device);
}
CONST_VTBL struct ID3D12CommandSignatureVtbl d3d12_command_signature_vtbl =
{
/* IUnknown methods */
d3d12_command_signature_QueryInterface,
d3d12_command_signature_AddRef,
d3d12_command_signature_Release,
/* ID3D12Object methods */
d3d12_command_signature_GetPrivateData,
d3d12_command_signature_SetPrivateData,
d3d12_command_signature_SetPrivateDataInterface,
(void *)d3d12_object_SetName,
/* ID3D12DeviceChild methods */
d3d12_command_signature_GetDevice,
};
struct vkd3d_patch_command
{
enum vkd3d_patch_command_token token;
uint32_t src_offset;
uint32_t dst_offset;
};
static HRESULT d3d12_command_signature_init_patch_commands_buffer(struct d3d12_command_signature *signature,
struct d3d12_device *device,
const struct vkd3d_patch_command *commands, size_t command_count)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
D3D12_RESOURCE_DESC1 buffer_desc;
D3D12_HEAP_PROPERTIES heap_info;
HRESULT hr = S_OK;
VkResult vr;
void *ptr;
memset(&heap_info, 0, sizeof(heap_info));
heap_info.Type = device->memory_info.has_gpu_upload_heap ?
D3D12_HEAP_TYPE_GPU_UPLOAD : D3D12_HEAP_TYPE_UPLOAD;
memset(&buffer_desc, 0, sizeof(buffer_desc));
buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
buffer_desc.Width = command_count * sizeof(struct vkd3d_patch_command);
buffer_desc.Height = 1;
buffer_desc.DepthOrArraySize = 1;
buffer_desc.SampleDesc.Count = 1;
buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
buffer_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
if (FAILED(hr = vkd3d_create_buffer(device, &heap_info, D3D12_HEAP_FLAG_NONE,
&buffer_desc, "dgc-state-template", &signature->state_template.dgc.buffer)))
return hr;
if (FAILED(hr = vkd3d_allocate_internal_buffer_memory(device, signature->state_template.dgc.buffer,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&signature->state_template.dgc.memory)))
return hr;
signature->state_template.dgc.buffer_va = vkd3d_get_buffer_device_address(device,
signature->state_template.dgc.buffer);
if ((vr = VK_CALL(vkMapMemory(device->vk_device, signature->state_template.dgc.memory.vk_memory,
0, VK_WHOLE_SIZE, 0, (void**)&ptr))))
return hr;
memcpy(ptr, commands, command_count * sizeof(struct vkd3d_patch_command));
VK_CALL(vkUnmapMemory(device->vk_device, signature->state_template.dgc.memory.vk_memory));
return hr;
}
static HRESULT d3d12_command_signature_init_indirect_commands_layout_nv(
struct d3d12_command_signature *signature, struct d3d12_device *device,
const VkIndirectCommandsLayoutTokenNV *tokens, uint32_t token_count,
uint32_t stream_stride)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkIndirectCommandsLayoutCreateInfoNV create_info;
VkResult vr;
memset(&create_info, 0, sizeof(create_info));
create_info.sType = VK_STRUCTURE_TYPE_INDIRECT_COMMANDS_LAYOUT_CREATE_INFO_NV;
create_info.pipelineBindPoint = signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE ?
VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS;
create_info.streamCount = 1;
create_info.pStreamStrides = &stream_stride;
create_info.tokenCount = token_count;
create_info.pTokens = tokens;
signature->state_template.dgc.stride = stream_stride;
if (token_count > device->device_info.device_generated_commands_properties_nv.maxIndirectCommandsTokenCount)
{
FIXME("Token count %u is too large (max %u).\n",
token_count, device->device_info.device_generated_commands_properties_nv.maxIndirectCommandsTokenCount);
return E_NOTIMPL;
}
/* Need two separate DGC layouts since if we set EXPLICIT_PREPROCESS, we must use preprocess if the flag is set.
* We don't always want to use explicit preprocess (especially when we cannot hoist), so pick the appropriate
* layout at ExecuteIndirect time. */
vr = VK_CALL(vkCreateIndirectCommandsLayoutNV(device->vk_device, &create_info, NULL,
&signature->state_template.dgc.layout_implicit_nv));
if (vr != VK_SUCCESS)
return hresult_from_vk_result(vr);
create_info.flags = VK_INDIRECT_COMMANDS_LAYOUT_USAGE_EXPLICIT_PREPROCESS_BIT_NV;
vr = VK_CALL(vkCreateIndirectCommandsLayoutNV(device->vk_device, &create_info, NULL,
&signature->state_template.dgc.layout_preprocess_nv));
return hresult_from_vk_result(vr);
}
static HRESULT d3d12_command_signature_init_indirect_commands_layout_ext(
struct d3d12_command_signature *signature,
struct d3d12_root_signature *root_signature, struct d3d12_device *device,
const VkIndirectCommandsLayoutTokenEXT *tokens, uint32_t token_count,
uint32_t stream_stride)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkIndirectCommandsLayoutCreateInfoEXT create_info;
VkResult vr;
memset(&create_info, 0, sizeof(create_info));
create_info.sType = VK_STRUCTURE_TYPE_INDIRECT_COMMANDS_LAYOUT_CREATE_INFO_EXT;
switch (signature->pipeline_type)
{
case VKD3D_PIPELINE_TYPE_COMPUTE:
create_info.shaderStages = VK_SHADER_STAGE_COMPUTE_BIT;
break;
case VKD3D_PIPELINE_TYPE_GRAPHICS:
create_info.shaderStages = VK_SHADER_STAGE_ALL_GRAPHICS;
break;
case VKD3D_PIPELINE_TYPE_MESH_GRAPHICS:
create_info.shaderStages =
VK_SHADER_STAGE_MESH_BIT_EXT |
VK_SHADER_STAGE_TASK_BIT_EXT |
VK_SHADER_STAGE_FRAGMENT_BIT;
break;
default:
FIXME("DGC layout for pipeline not implemented");
return E_NOTIMPL;
}
create_info.indirectStride = stream_stride;
if (root_signature)
create_info.pipelineLayout = d3d12_root_signature_get_layout(root_signature, signature->pipeline_type)->vk_pipeline_layout;
create_info.tokenCount = token_count;
create_info.pTokens = tokens;
signature->state_template.dgc.stride = stream_stride;
if (token_count > device->device_info.device_generated_commands_properties_ext.maxIndirectCommandsTokenCount)
{
FIXME("Token count %u is too large (max %u).\n",
token_count, device->device_info.device_generated_commands_properties_ext.maxIndirectCommandsTokenCount);
return E_NOTIMPL;
}
/* Need two separate DGC layouts since if we set EXPLICIT_PREPROCESS, we must use preprocess if the flag is set.
* We don't always want to use explicit preprocess (especially when we cannot hoist), so pick the appropriate
* layout at ExecuteIndirect time. */
vr = VK_CALL(vkCreateIndirectCommandsLayoutEXT(device->vk_device, &create_info, NULL,
&signature->state_template.dgc.layout_implicit_ext));
if (vr != VK_SUCCESS)
return hresult_from_vk_result(vr);
create_info.flags = VK_INDIRECT_COMMANDS_LAYOUT_USAGE_EXPLICIT_PREPROCESS_BIT_EXT;
vr = VK_CALL(vkCreateIndirectCommandsLayoutEXT(device->vk_device, &create_info, NULL,
&signature->state_template.dgc.layout_preprocess_ext));
return hresult_from_vk_result(vr);
}
static HRESULT d3d12_command_signature_allocate_stream_memory_for_list(
struct d3d12_command_list *list,
struct d3d12_command_signature *signature,
uint32_t max_command_count,
struct vkd3d_scratch_allocation *allocation)
{
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_DEVICE_STORAGE,
max_command_count * signature->state_template.dgc.stride,
list->device->device_info.device_generated_commands_properties_nv.minIndirectCommandsBufferOffsetAlignment,
~0u, allocation))
return E_OUTOFMEMORY;
return S_OK;
}
static HRESULT d3d12_command_signature_allocate_preprocess_memory_for_list_ext(
struct d3d12_command_list *list,
struct d3d12_command_signature *signature, VkPipeline render_pipeline, bool explicit_preprocess,
uint32_t max_command_count,
struct vkd3d_scratch_allocation *allocation, VkDeviceSize *size)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkGeneratedCommandsMemoryRequirementsInfoEXT info;
VkGeneratedCommandsPipelineInfoEXT pipeline_info;
VkMemoryRequirements2 memory_info;
uint32_t alignment;
memory_info.sType = VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2;
memory_info.pNext = NULL;
memset(&pipeline_info, 0, sizeof(pipeline_info));
pipeline_info.sType = VK_STRUCTURE_TYPE_GENERATED_COMMANDS_PIPELINE_INFO_EXT;
pipeline_info.pipeline = render_pipeline;
memset(&info, 0, sizeof(info));
info.sType = VK_STRUCTURE_TYPE_GENERATED_COMMANDS_MEMORY_REQUIREMENTS_INFO_EXT;
info.pNext = &pipeline_info;
info.maxSequenceCount = max_command_count;
info.indirectCommandsLayout = explicit_preprocess ?
signature->state_template.dgc.layout_preprocess_ext :
signature->state_template.dgc.layout_implicit_ext;
if (max_command_count > list->device->device_info.device_generated_commands_properties_ext.maxIndirectSequenceCount)
{
FIXME("max_command_count %u exceeds device limit %u.\n",
max_command_count,
list->device->device_info.device_generated_commands_properties_ext.maxIndirectSequenceCount);
return E_NOTIMPL;
}
VK_CALL(vkGetGeneratedCommandsMemoryRequirementsEXT(list->device->vk_device, &info, &memory_info));
alignment = max(memory_info.memoryRequirements.alignment, 4);
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_INDIRECT_PREPROCESS,
memory_info.memoryRequirements.size,
alignment,
memory_info.memoryRequirements.memoryTypeBits, allocation))
return E_OUTOFMEMORY;
/* Going to assume the memory type is okay ... It's device local after all. */
*size = memory_info.memoryRequirements.size;
return S_OK;
}
static HRESULT d3d12_command_signature_allocate_preprocess_memory_for_list_nv(
struct d3d12_command_list *list,
struct d3d12_command_signature *signature, VkPipeline render_pipeline, bool explicit_preprocess,
uint32_t max_command_count,
struct vkd3d_scratch_allocation *allocation, VkDeviceSize *size)
{
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
VkGeneratedCommandsMemoryRequirementsInfoNV info;
VkMemoryRequirements2 memory_info;
uint32_t alignment;
memory_info.sType = VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2;
memory_info.pNext = NULL;
info.pipelineBindPoint = signature->pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE ?
VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS;
info.sType = VK_STRUCTURE_TYPE_GENERATED_COMMANDS_MEMORY_REQUIREMENTS_INFO_NV;
info.pNext = NULL;
info.maxSequencesCount = max_command_count;
info.pipeline = render_pipeline;
info.indirectCommandsLayout = explicit_preprocess ?
signature->state_template.dgc.layout_preprocess_nv :
signature->state_template.dgc.layout_implicit_nv;
if (max_command_count > list->device->device_info.device_generated_commands_properties_nv.maxIndirectSequenceCount)
{
FIXME("max_command_count %u exceeds device limit %u.\n",
max_command_count,
list->device->device_info.device_generated_commands_properties_nv.maxIndirectSequenceCount);
return E_NOTIMPL;
}
VK_CALL(vkGetGeneratedCommandsMemoryRequirementsNV(list->device->vk_device, &info, &memory_info));
alignment = max(memory_info.memoryRequirements.alignment,
list->device->device_info.device_generated_commands_properties_nv.minIndirectCommandsBufferOffsetAlignment);
if (!d3d12_command_allocator_allocate_scratch_memory(list->allocator,
VKD3D_SCRATCH_POOL_KIND_INDIRECT_PREPROCESS,
memory_info.memoryRequirements.size,
alignment,
memory_info.memoryRequirements.memoryTypeBits, allocation))
return E_OUTOFMEMORY;
/* Going to assume the memory type is okay ... It's device local after all. */
*size = memory_info.memoryRequirements.size;
return S_OK;
}
static HRESULT d3d12_command_signature_init_state_template_compute(struct d3d12_command_signature *signature,
const D3D12_COMMAND_SIGNATURE_DESC *desc,
struct d3d12_root_signature *root_signature,
struct d3d12_device *device)
{
/* Compute templates are simpler, since the only state that can change is
* root constants and root descriptors, so we can work around it with some heroics.
* The implementation strategy for a non-DGC path is to upload a 256 byte buffer
* with default command list root parameter state.
* The input is either copied from the buffer directly, or it's read from the indirect buffer and replaces
* the default input. This can be done in parallel with 64 threads per dispatch.
* Some threads per workgroup will then copy the indirect dispatch parameters
* (or clear them to 0 if indirect count needs to mask the dispatch). */
const struct vkd3d_shader_root_parameter *root_parameter;
const struct vkd3d_shader_root_constant *root_constant;
uint32_t root_parameter_index;
uint32_t src_offset_words = 0;
uint32_t dst_offset_word;
unsigned int i, j;
for (i = 0; i < ARRAY_SIZE(signature->state_template.compute.source_offsets); i++)
signature->state_template.compute.source_offsets[i] = -1;
for (i = 0; i < desc->NumArgumentDescs; i++)
{
const D3D12_INDIRECT_ARGUMENT_DESC *argument_desc = &desc->pArgumentDescs[i];
switch (argument_desc->Type)
{
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT:
root_parameter_index = argument_desc->Constant.RootParameterIndex;
root_constant = root_signature_get_32bit_constants(root_signature, root_parameter_index);
dst_offset_word = root_constant->constant_index + argument_desc->Constant.DestOffsetIn32BitValues;
for (j = 0; j < argument_desc->Constant.Num32BitValuesToSet; j++, src_offset_words++)
signature->state_template.compute.source_offsets[dst_offset_word + j] = (int32_t)src_offset_words;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW:
root_parameter_index = argument_desc->ShaderResourceView.RootParameterIndex;
root_parameter = root_signature_get_parameter(root_signature, root_parameter_index);
if (!(root_signature->root_descriptor_raw_va_mask & (1ull << root_parameter_index)))
{
ERR("Root parameter %u is not a raw VA. Cannot implement command signature which updates root descriptor.\n",
root_parameter_index);
return E_NOTIMPL;
}
dst_offset_word = root_parameter->descriptor.raw_va_root_descriptor_index * sizeof(VkDeviceAddress) / sizeof(uint32_t);
for (j = 0; j < sizeof(VkDeviceAddress) / sizeof(uint32_t); j++, src_offset_words++)
signature->state_template.compute.source_offsets[dst_offset_word + j] = (int32_t)src_offset_words;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH:
signature->state_template.compute.dispatch_offset_words = src_offset_words;
break;
default:
FIXME("Unsupported token type %u.\n", argument_desc->Type);
return E_NOTIMPL;
}
}
/* No need to build a specialized pipeline here, there is a generic pipeline to handle compute. */
return S_OK;
}
static HRESULT d3d12_command_signature_init_state_template_dgc_nv(struct d3d12_command_signature *signature,
const D3D12_COMMAND_SIGNATURE_DESC *desc,
struct d3d12_root_signature *root_signature,
struct d3d12_device *device)
{
const enum vkd3d_patch_command_token *generic_u32_copy_types;
const struct vkd3d_shader_root_parameter *root_parameter;
const struct d3d12_bind_point_layout *bind_point_layout;
const struct vkd3d_shader_root_constant *root_constant;
struct vkd3d_patch_command *patch_commands = NULL;
VkIndirectCommandsLayoutTokenNV *tokens = NULL;
uint32_t required_stride_alignment = 0;
VkIndirectCommandsLayoutTokenNV token;
uint32_t generic_u32_copy_count;
size_t patch_commands_count = 0;
uint32_t required_alignment = 0;
size_t patch_commands_size = 0;
uint32_t root_parameter_index;
uint32_t src_word_offset = 0;
uint32_t stream_stride = 0;
uint32_t dst_word_offset;
size_t token_count = 0;
size_t token_size = 0;
HRESULT hr = S_OK;
uint32_t i, j;
/* Mostly for debug. Lets debug ring report what it is writing easily. */
static const enum vkd3d_patch_command_token ibv_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_IBO_VA_LO,
VKD3D_PATCH_COMMAND_TOKEN_COPY_IBO_VA_HI,
VKD3D_PATCH_COMMAND_TOKEN_COPY_IBO_SIZE,
VKD3D_PATCH_COMMAND_TOKEN_COPY_INDEX_FORMAT,
};
static const enum vkd3d_patch_command_token vbv_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_VBO_VA_LO,
VKD3D_PATCH_COMMAND_TOKEN_COPY_VBO_VA_HI,
VKD3D_PATCH_COMMAND_TOKEN_COPY_VBO_SIZE,
VKD3D_PATCH_COMMAND_TOKEN_COPY_VBO_STRIDE,
};
static const enum vkd3d_patch_command_token draw_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_VERTEX_COUNT,
VKD3D_PATCH_COMMAND_TOKEN_COPY_INSTANCE_COUNT,
VKD3D_PATCH_COMMAND_TOKEN_COPY_FIRST_VERTEX,
VKD3D_PATCH_COMMAND_TOKEN_COPY_FIRST_INSTANCE,
};
static const enum vkd3d_patch_command_token draw_indexed_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_INDEX_COUNT,
VKD3D_PATCH_COMMAND_TOKEN_COPY_INSTANCE_COUNT,
VKD3D_PATCH_COMMAND_TOKEN_COPY_FIRST_INDEX,
VKD3D_PATCH_COMMAND_TOKEN_COPY_VERTEX_OFFSET,
VKD3D_PATCH_COMMAND_TOKEN_COPY_FIRST_INSTANCE,
};
static const enum vkd3d_patch_command_token draw_mesh_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_MESH_TASKS_X,
VKD3D_PATCH_COMMAND_TOKEN_COPY_MESH_TASKS_Y,
VKD3D_PATCH_COMMAND_TOKEN_COPY_MESH_TASKS_Z,
};
static const enum vkd3d_patch_command_token va_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_ROOT_VA_LO,
VKD3D_PATCH_COMMAND_TOKEN_COPY_ROOT_VA_HI,
};
static const VkIndexType vk_index_types[] = { VK_INDEX_TYPE_UINT32, VK_INDEX_TYPE_UINT16 };
static const uint32_t d3d_index_types[] = { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R16_UINT };
bind_point_layout = d3d12_root_signature_get_layout(root_signature, signature->pipeline_type);
for (i = 0; i < desc->NumArgumentDescs; i++)
{
const D3D12_INDIRECT_ARGUMENT_DESC *argument_desc = &desc->pArgumentDescs[i];
memset(&token, 0, sizeof(token));
token.sType = VK_STRUCTURE_TYPE_INDIRECT_COMMANDS_LAYOUT_TOKEN_NV;
generic_u32_copy_count = 0;
dst_word_offset = 0;
switch (argument_desc->Type)
{
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT:
root_parameter_index = argument_desc->Constant.RootParameterIndex;
root_constant = root_signature_get_32bit_constants(root_signature, root_parameter_index);
if (bind_point_layout->flags & VKD3D_ROOT_SIGNATURE_USE_PUSH_CONSTANT_UNIFORM_BLOCK)
{
ERR("Root signature uses push UBO for root parameters, but this feature requires push constant path.\n");
hr = E_NOTIMPL;
goto end;
}
token.tokenType = VK_INDIRECT_COMMANDS_TOKEN_TYPE_PUSH_CONSTANT_NV;
token.pushconstantPipelineLayout = bind_point_layout->vk_pipeline_layout;
token.pushconstantShaderStageFlags = bind_point_layout->vk_push_stages;
token.pushconstantOffset = root_constant->constant_index + argument_desc->Constant.DestOffsetIn32BitValues;
token.pushconstantSize = argument_desc->Constant.Num32BitValuesToSet;
token.pushconstantOffset *= sizeof(uint32_t);
token.pushconstantSize *= sizeof(uint32_t);
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += token.pushconstantSize;
dst_word_offset = token.offset / sizeof(uint32_t);
generic_u32_copy_count = argument_desc->Constant.Num32BitValuesToSet;
generic_u32_copy_types = NULL;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW:
root_parameter_index = argument_desc->ShaderResourceView.RootParameterIndex;
root_parameter = root_signature_get_parameter(root_signature, root_parameter_index);
if (bind_point_layout->flags & VKD3D_ROOT_SIGNATURE_USE_PUSH_CONSTANT_UNIFORM_BLOCK)
{
ERR("Root signature uses push UBO for root parameters, but this feature requires push constant path.\n");
hr = E_NOTIMPL;
goto end;
}
if (!(root_signature->root_descriptor_raw_va_mask & (1ull << root_parameter_index)))
{
ERR("Root parameter %u is not a raw VA. Cannot implement command signature which updates root descriptor.\n",
root_parameter_index);
hr = E_NOTIMPL;
goto end;
}
token.tokenType = VK_INDIRECT_COMMANDS_TOKEN_TYPE_PUSH_CONSTANT_NV;
token.pushconstantPipelineLayout = bind_point_layout->vk_pipeline_layout;
token.pushconstantShaderStageFlags = bind_point_layout->vk_push_stages;
token.pushconstantOffset = root_parameter->descriptor.raw_va_root_descriptor_index * sizeof(VkDeviceAddress);
token.pushconstantSize = sizeof(VkDeviceAddress);
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += token.pushconstantSize;
dst_word_offset = token.offset / sizeof(uint32_t);
/* Simply patch by copying U32s. Need to handle unaligned U32s since everything is tightly packed. */
generic_u32_copy_count = sizeof(VkDeviceAddress) / sizeof(uint32_t);
generic_u32_copy_types = va_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW:
token.tokenType = VK_INDIRECT_COMMANDS_TOKEN_TYPE_VERTEX_BUFFER_NV;
token.vertexBindingUnit = argument_desc->VertexBuffer.Slot;
token.vertexDynamicStride = VK_TRUE;
/* If device exposes 4 byte alignment of the indirect command buffer, we can
* pack VA at sub-scalar alignment. */
required_alignment = min(
device->device_info.device_generated_commands_properties_nv.minIndirectCommandsBufferOffsetAlignment,
sizeof(VkDeviceAddress));
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkBindVertexBufferIndirectCommandNV);
dst_word_offset = token.offset / sizeof(uint32_t);
/* The VBV indirect layout is the same as DX, so just copy the U32s. */
generic_u32_copy_count = sizeof(D3D12_VERTEX_BUFFER_VIEW) / sizeof(uint32_t);
generic_u32_copy_types = vbv_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW:
token.tokenType = VK_INDIRECT_COMMANDS_TOKEN_TYPE_INDEX_BUFFER_NV;
token.indexTypeCount = ARRAY_SIZE(vk_index_types);
token.pIndexTypeValues = d3d_index_types;
token.pIndexTypes = vk_index_types;
/* If device exposes 4 byte alignment of the indirect command buffer, we can
* pack VA at sub-scalar alignment. */
required_alignment = min(
device->device_info.device_generated_commands_properties_nv.minIndirectCommandsBufferOffsetAlignment,
sizeof(VkDeviceAddress));
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkBindVertexBufferIndirectCommandNV);
dst_word_offset = token.offset / sizeof(uint32_t);
vkd3d_array_reserve((void**)&patch_commands, &patch_commands_size,
patch_commands_count + sizeof(D3D12_INDEX_BUFFER_VIEW) / sizeof(uint32_t),
sizeof(*patch_commands));
for (j = 0; j < 4; j++)
{
patch_commands[patch_commands_count].token = ibv_types[j];
patch_commands[patch_commands_count].src_offset = src_word_offset++;
patch_commands[patch_commands_count].dst_offset = dst_word_offset++;
patch_commands_count++;
}
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW:
token.tokenType = VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_NV;
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkDrawIndirectCommand);
dst_word_offset = token.offset / sizeof(uint32_t);
generic_u32_copy_count = sizeof(VkDrawIndirectCommand) / sizeof(uint32_t);
generic_u32_copy_types = draw_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED:
token.tokenType = VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_INDEXED_NV;
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkDrawIndexedIndirectCommand);
dst_word_offset = token.offset / sizeof(uint32_t);
generic_u32_copy_count = sizeof(VkDrawIndexedIndirectCommand) / sizeof(uint32_t);
generic_u32_copy_types = draw_indexed_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_MESH:
token.tokenType = VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_MESH_TASKS_NV;
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkDrawMeshTasksIndirectCommandEXT);
dst_word_offset = token.offset / sizeof(uint32_t);
generic_u32_copy_count = sizeof(VkDrawMeshTasksIndirectCommandEXT) / sizeof(uint32_t);
generic_u32_copy_types = draw_mesh_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH:
token.tokenType = VK_INDIRECT_COMMANDS_TOKEN_TYPE_DISPATCH_NV;
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkDispatchIndirectCommand);
dst_word_offset = token.offset / sizeof(uint32_t);
/* TODO: Rebase on top of debug-ring-indirect. */
generic_u32_copy_count = 0;
generic_u32_copy_types = NULL;
break;
default:
FIXME("Unsupported token type %u.\n", argument_desc->Type);
hr = E_NOTIMPL;
goto end;
}
vkd3d_array_reserve((void**)&tokens, &token_size, token_count + 1, sizeof(*tokens));
tokens[token_count++] = token;
if (generic_u32_copy_count)
{
vkd3d_array_reserve((void**)&patch_commands, &patch_commands_size,
patch_commands_count + generic_u32_copy_count,
sizeof(*patch_commands));
/* Simply patch by copying U32s. */
for (j = 0; j < generic_u32_copy_count; j++, patch_commands_count++)
{
patch_commands[patch_commands_count].token =
generic_u32_copy_types ? generic_u32_copy_types[j] : VKD3D_PATCH_COMMAND_TOKEN_COPY_CONST_U32;
patch_commands[patch_commands_count].src_offset = src_word_offset++;
patch_commands[patch_commands_count].dst_offset = dst_word_offset++;
}
}
/* Required alignment is scalar alignment rules, i.e. maximum individual alignment requirement. */
required_stride_alignment = max(required_stride_alignment, required_alignment);
}
stream_stride = max(stream_stride, desc->ByteStride);
stream_stride = align(stream_stride, required_stride_alignment);
if (FAILED(hr = d3d12_command_signature_init_patch_commands_buffer(signature, device, patch_commands, patch_commands_count)))
goto end;
if (FAILED(hr = d3d12_command_signature_init_indirect_commands_layout_nv(signature, device, tokens, token_count, stream_stride)))
goto end;
if (FAILED(hr = vkd3d_meta_get_execute_indirect_pipeline(&device->meta_ops, patch_commands_count,
&signature->state_template.dgc.pipeline)))
goto end;
end:
vkd3d_free(tokens);
vkd3d_free(patch_commands);
return hr;
}
static HRESULT d3d12_command_signature_init_state_template_dgc_ext(struct d3d12_command_signature *signature,
const D3D12_COMMAND_SIGNATURE_DESC *desc,
struct d3d12_root_signature *root_signature,
struct d3d12_device *device)
{
VkIndirectCommandsVertexBufferTokenEXT vb_tokens[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
VkIndirectCommandsPushConstantTokenEXT pc_tokens[D3D12_MAX_ROOT_COST];
const enum vkd3d_patch_command_token *generic_u32_copy_types;
const struct vkd3d_shader_root_parameter *root_parameter;
const struct d3d12_bind_point_layout *bind_point_layout;
const struct vkd3d_shader_root_constant *root_constant;
struct vkd3d_patch_command *patch_commands = NULL;
VkIndirectCommandsLayoutTokenEXT *tokens = NULL;
VkIndirectCommandsIndexBufferTokenEXT ib_token;
uint32_t required_stride_alignment = 0;
VkIndirectCommandsLayoutTokenEXT token;
uint32_t generic_u32_copy_count;
size_t patch_commands_count = 0;
uint32_t required_alignment = 0;
size_t patch_commands_size = 0;
uint32_t root_parameter_index;
uint32_t src_word_offset = 0;
uint32_t stream_stride = 0;
size_t vb_token_count = 0;
size_t pc_token_count = 0;
uint32_t dst_word_offset;
size_t token_count = 0;
size_t token_size = 0;
HRESULT hr = S_OK;
uint32_t i, j;
/* Mostly for debug. Lets debug ring report what it is writing easily. */
static const enum vkd3d_patch_command_token ibv_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_IBO_VA_LO,
VKD3D_PATCH_COMMAND_TOKEN_COPY_IBO_VA_HI,
VKD3D_PATCH_COMMAND_TOKEN_COPY_IBO_SIZE,
VKD3D_PATCH_COMMAND_TOKEN_COPY_INDEX_FORMAT,
};
static const enum vkd3d_patch_command_token vbv_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_VBO_VA_LO,
VKD3D_PATCH_COMMAND_TOKEN_COPY_VBO_VA_HI,
VKD3D_PATCH_COMMAND_TOKEN_COPY_VBO_SIZE,
VKD3D_PATCH_COMMAND_TOKEN_COPY_VBO_STRIDE,
};
static const enum vkd3d_patch_command_token draw_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_VERTEX_COUNT,
VKD3D_PATCH_COMMAND_TOKEN_COPY_INSTANCE_COUNT,
VKD3D_PATCH_COMMAND_TOKEN_COPY_FIRST_VERTEX,
VKD3D_PATCH_COMMAND_TOKEN_COPY_FIRST_INSTANCE,
};
static const enum vkd3d_patch_command_token draw_indexed_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_INDEX_COUNT,
VKD3D_PATCH_COMMAND_TOKEN_COPY_INSTANCE_COUNT,
VKD3D_PATCH_COMMAND_TOKEN_COPY_FIRST_INDEX,
VKD3D_PATCH_COMMAND_TOKEN_COPY_VERTEX_OFFSET,
VKD3D_PATCH_COMMAND_TOKEN_COPY_FIRST_INSTANCE,
};
static const enum vkd3d_patch_command_token draw_mesh_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_MESH_TASKS_X,
VKD3D_PATCH_COMMAND_TOKEN_COPY_MESH_TASKS_Y,
VKD3D_PATCH_COMMAND_TOKEN_COPY_MESH_TASKS_Z,
};
static const enum vkd3d_patch_command_token va_types[] =
{
VKD3D_PATCH_COMMAND_TOKEN_COPY_ROOT_VA_LO,
VKD3D_PATCH_COMMAND_TOKEN_COPY_ROOT_VA_HI,
};
bind_point_layout = d3d12_root_signature_get_layout(root_signature, signature->pipeline_type);
for (i = 0; i < desc->NumArgumentDescs; i++)
{
const D3D12_INDIRECT_ARGUMENT_DESC *argument_desc = &desc->pArgumentDescs[i];
VkIndirectCommandsPushConstantTokenEXT *pc_token;
VkIndirectCommandsVertexBufferTokenEXT *vb_token;
memset(&token, 0, sizeof(token));
token.sType = VK_STRUCTURE_TYPE_INDIRECT_COMMANDS_LAYOUT_TOKEN_EXT;
generic_u32_copy_count = 0;
dst_word_offset = 0;
switch (argument_desc->Type)
{
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT:
case D3D12_INDIRECT_ARGUMENT_TYPE_INCREMENTING_CONSTANT:
root_parameter_index = argument_desc->Constant.RootParameterIndex;
root_constant = root_signature_get_32bit_constants(root_signature, root_parameter_index);
if (bind_point_layout->flags & VKD3D_ROOT_SIGNATURE_USE_PUSH_CONSTANT_UNIFORM_BLOCK)
{
ERR("Root signature uses push UBO for root parameters, but this feature requires push constant path.\n");
hr = E_NOTIMPL;
goto end;
}
assert(pc_token_count < ARRAY_SIZE(pc_tokens));
pc_token = &pc_tokens[pc_token_count++];
token.data.pPushConstant = pc_token;
pc_token->updateRange.stageFlags = bind_point_layout->vk_push_stages;
pc_token->updateRange.offset = root_constant->constant_index + argument_desc->Constant.DestOffsetIn32BitValues;
pc_token->updateRange.size = argument_desc->Constant.Num32BitValuesToSet;
pc_token->updateRange.offset *= sizeof(uint32_t);
pc_token->updateRange.size *= sizeof(uint32_t);
if (argument_desc->Type == D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT)
{
token.type = VK_INDIRECT_COMMANDS_TOKEN_TYPE_PUSH_CONSTANT_EXT;
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += pc_token->updateRange.size;
dst_word_offset = token.offset / sizeof(uint32_t);
generic_u32_copy_count = argument_desc->Constant.Num32BitValuesToSet;
}
else
{
token.type = VK_INDIRECT_COMMANDS_TOKEN_TYPE_SEQUENCE_INDEX_EXT;
token.offset = 0; /* ignored */
pc_token->updateRange.size = sizeof(uint32_t);
generic_u32_copy_count = 0;
}
generic_u32_copy_types = NULL;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW:
root_parameter_index = argument_desc->ShaderResourceView.RootParameterIndex;
root_parameter = root_signature_get_parameter(root_signature, root_parameter_index);
if (bind_point_layout->flags & VKD3D_ROOT_SIGNATURE_USE_PUSH_CONSTANT_UNIFORM_BLOCK)
{
ERR("Root signature uses push UBO for root parameters, but this feature requires push constant path.\n");
hr = E_NOTIMPL;
goto end;
}
if (!(root_signature->root_descriptor_raw_va_mask & (1ull << root_parameter_index)))
{
ERR("Root parameter %u is not a raw VA. Cannot implement command signature which updates root descriptor.\n",
root_parameter_index);
hr = E_NOTIMPL;
goto end;
}
token.type = VK_INDIRECT_COMMANDS_TOKEN_TYPE_PUSH_CONSTANT_EXT;
assert(pc_token_count < ARRAY_SIZE(pc_tokens));
pc_token = &pc_tokens[pc_token_count++];
token.data.pPushConstant = pc_token;
pc_token->updateRange.stageFlags = bind_point_layout->vk_push_stages;
pc_token->updateRange.offset = root_parameter->descriptor.raw_va_root_descriptor_index * sizeof(VkDeviceAddress);
pc_token->updateRange.size = sizeof(VkDeviceAddress);
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += pc_token->updateRange.size;
dst_word_offset = token.offset / sizeof(uint32_t);
/* Simply patch by copying U32s. Need to handle unaligned U32s since everything is tightly packed. */
generic_u32_copy_count = sizeof(VkDeviceAddress) / sizeof(uint32_t);
generic_u32_copy_types = va_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW:
token.type = VK_INDIRECT_COMMANDS_TOKEN_TYPE_VERTEX_BUFFER_EXT;
assert(vb_token_count < ARRAY_SIZE(vb_tokens));
vb_token = &vb_tokens[vb_token_count++];
token.data.pVertexBuffer = vb_token;
vb_token->vertexBindingUnit = argument_desc->VertexBuffer.Slot;
/* alignment is always 4 with EXT DGC */
required_alignment = 4;
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkBindVertexBufferIndirectCommandNV);
dst_word_offset = token.offset / sizeof(uint32_t);
/* The VBV indirect layout is the same as DX, so just copy the U32s. */
generic_u32_copy_count = sizeof(D3D12_VERTEX_BUFFER_VIEW) / sizeof(uint32_t);
generic_u32_copy_types = vbv_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW:
token.type = VK_INDIRECT_COMMANDS_TOKEN_TYPE_INDEX_BUFFER_EXT;
ib_token.mode = VK_INDIRECT_COMMANDS_INPUT_MODE_DXGI_INDEX_BUFFER_EXT;
token.data.pIndexBuffer = &ib_token;
/* alignment is always 4 with EXT DGC */
required_alignment = 4;
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkBindVertexBufferIndirectCommandNV);
dst_word_offset = token.offset / sizeof(uint32_t);
vkd3d_array_reserve((void**)&patch_commands, &patch_commands_size,
patch_commands_count + sizeof(D3D12_INDEX_BUFFER_VIEW) / sizeof(uint32_t),
sizeof(*patch_commands));
for (j = 0; j < 4; j++)
{
patch_commands[patch_commands_count].token = ibv_types[j];
patch_commands[patch_commands_count].src_offset = src_word_offset++;
patch_commands[patch_commands_count].dst_offset = dst_word_offset++;
patch_commands_count++;
}
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW:
token.type = VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_EXT;
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkDrawIndirectCommand);
dst_word_offset = token.offset / sizeof(uint32_t);
generic_u32_copy_count = sizeof(VkDrawIndirectCommand) / sizeof(uint32_t);
generic_u32_copy_types = draw_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED:
token.type = VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_INDEXED_EXT;
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkDrawIndexedIndirectCommand);
dst_word_offset = token.offset / sizeof(uint32_t);
generic_u32_copy_count = sizeof(VkDrawIndexedIndirectCommand) / sizeof(uint32_t);
generic_u32_copy_types = draw_indexed_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_MESH:
token.type = VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_MESH_TASKS_EXT;
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkDrawMeshTasksIndirectCommandEXT);
dst_word_offset = token.offset / sizeof(uint32_t);
generic_u32_copy_count = sizeof(VkDrawMeshTasksIndirectCommandEXT) / sizeof(uint32_t);
generic_u32_copy_types = draw_mesh_types;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH:
token.type = VK_INDIRECT_COMMANDS_TOKEN_TYPE_DISPATCH_EXT;
required_alignment = sizeof(uint32_t);
stream_stride = align(stream_stride, required_alignment);
token.offset = stream_stride;
stream_stride += sizeof(VkDispatchIndirectCommand);
dst_word_offset = token.offset / sizeof(uint32_t);
/* TODO: Rebase on top of debug-ring-indirect. */
generic_u32_copy_count = 0;
generic_u32_copy_types = NULL;
break;
default:
FIXME("Unsupported token type %u.\n", argument_desc->Type);
hr = E_NOTIMPL;
goto end;
}
vkd3d_array_reserve((void**)&tokens, &token_size, token_count + 1, sizeof(*tokens));
tokens[token_count++] = token;
if (generic_u32_copy_count)
{
vkd3d_array_reserve((void**)&patch_commands, &patch_commands_size,
patch_commands_count + generic_u32_copy_count,
sizeof(*patch_commands));
/* Simply patch by copying U32s. */
for (j = 0; j < generic_u32_copy_count; j++, patch_commands_count++)
{
patch_commands[patch_commands_count].token =
generic_u32_copy_types ? generic_u32_copy_types[j] : VKD3D_PATCH_COMMAND_TOKEN_COPY_CONST_U32;
patch_commands[patch_commands_count].src_offset = src_word_offset++;
patch_commands[patch_commands_count].dst_offset = dst_word_offset++;
}
}
/* Required alignment is scalar alignment rules, i.e. maximum individual alignment requirement. */
required_stride_alignment = max(required_stride_alignment, required_alignment);
}
stream_stride = max(stream_stride, desc->ByteStride);
stream_stride = align(stream_stride, required_stride_alignment);
if (patch_commands_count)
if (FAILED(hr = d3d12_command_signature_init_patch_commands_buffer(signature, device, patch_commands, patch_commands_count)))
goto end;
if (FAILED(hr = d3d12_command_signature_init_indirect_commands_layout_ext(signature, root_signature, device, tokens, token_count, stream_stride)))
goto end;
if (patch_commands_count)
{
if (FAILED(hr = vkd3d_meta_get_execute_indirect_pipeline(&device->meta_ops, patch_commands_count,
&signature->state_template.dgc.pipeline)))
goto end;
}
end:
vkd3d_free(tokens);
vkd3d_free(patch_commands);
return hr;
}
HRESULT d3d12_command_signature_create(struct d3d12_device *device, struct d3d12_root_signature *root_signature,
const D3D12_COMMAND_SIGNATURE_DESC *desc,
struct d3d12_command_signature **signature)
{
struct d3d12_command_signature *object;
enum vkd3d_pipeline_type pipeline_type;
bool requires_root_signature = false;
bool requires_state_template = false;
uint32_t argument_buffer_offset = 0;
uint32_t signature_size = 0;
bool has_action = false;
unsigned int i;
bool is_action;
HRESULT hr;
pipeline_type = VKD3D_PIPELINE_TYPE_NONE;
for (i = 0; i < desc->NumArgumentDescs; ++i)
{
const D3D12_INDIRECT_ARGUMENT_DESC *argument_desc = &desc->pArgumentDescs[i];
is_action = false;
switch (argument_desc->Type)
{
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW:
pipeline_type = VKD3D_PIPELINE_TYPE_GRAPHICS;
argument_buffer_offset = signature_size;
signature_size += sizeof(D3D12_DRAW_ARGUMENTS);
is_action = true;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED:
pipeline_type = VKD3D_PIPELINE_TYPE_GRAPHICS;
argument_buffer_offset = signature_size;
signature_size += sizeof(D3D12_DRAW_INDEXED_ARGUMENTS);
is_action = true;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH:
pipeline_type = VKD3D_PIPELINE_TYPE_COMPUTE;
argument_buffer_offset = signature_size;
signature_size += sizeof(D3D12_DISPATCH_ARGUMENTS);
is_action = true;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_RAYS:
pipeline_type = VKD3D_PIPELINE_TYPE_RAY_TRACING;
argument_buffer_offset = signature_size;
signature_size += sizeof(D3D12_DISPATCH_RAYS_DESC);
is_action = true;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_MESH:
pipeline_type = VKD3D_PIPELINE_TYPE_MESH_GRAPHICS;
argument_buffer_offset = signature_size;
signature_size += sizeof(D3D12_DISPATCH_MESH_ARGUMENTS);
is_action = true;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT:
requires_root_signature = true;
requires_state_template = true;
signature_size += argument_desc->Constant.Num32BitValuesToSet * sizeof(uint32_t);
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_INCREMENTING_CONSTANT:
requires_root_signature = true;
requires_state_template = true;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW:
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW:
requires_root_signature = true;
requires_state_template = true;
/* The command signature payload is *not* aligned. */
signature_size += sizeof(D3D12_GPU_VIRTUAL_ADDRESS);
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW:
/* The command signature payload is *not* aligned. */
signature_size += sizeof(D3D12_VERTEX_BUFFER_VIEW);
requires_state_template = true;
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW:
/* The command signature payload is *not* aligned. */
signature_size += sizeof(D3D12_INDEX_BUFFER_VIEW);
requires_state_template = true;
break;
default:
FIXME("Unsupported indirect argument type: %u.\n", argument_desc->Type);
break;
}
if (is_action)
{
if (has_action)
{
ERR("Using multiple action commands per command signature is invalid.\n");
return E_INVALIDARG;
}
if (i != desc->NumArgumentDescs - 1)
{
WARN("Action command must be the last element of a command signature.\n");
return E_INVALIDARG;
}
has_action = true;
}
}
if (!has_action)
{
ERR("Command signature must have exactly one action command.\n");
return E_INVALIDARG;
}
if (desc->ByteStride < signature_size)
{
ERR("Command signature stride %u must be at least %u bytes.\n",
desc->ByteStride, signature_size);
return E_INVALIDARG;
}
if (requires_root_signature && !root_signature)
{
ERR("Command signature requires root signature, but is not provided.\n");
return E_INVALIDARG;
}
else if (!requires_root_signature && root_signature)
{
ERR("Command signature does not require root signature, root signature must be NULL.\n");
return E_INVALIDARG;
}
if (!(object = vkd3d_calloc(1, sizeof(*object))))
return E_OUTOFMEMORY;
object->ID3D12CommandSignature_iface.lpVtbl = &d3d12_command_signature_vtbl;
object->refcount = 1;
object->desc = *desc;
if (!(object->desc.pArgumentDescs = vkd3d_calloc(desc->NumArgumentDescs, sizeof(*desc->pArgumentDescs))))
{
vkd3d_free(object);
return E_OUTOFMEMORY;
}
memcpy((void *)object->desc.pArgumentDescs, desc->pArgumentDescs,
desc->NumArgumentDescs * sizeof(*desc->pArgumentDescs));
if (FAILED(hr = vkd3d_private_store_init(&object->private_store)))
goto err;
object->pipeline_type = pipeline_type;
if ((object->requires_state_template = requires_state_template))
{
if ((pipeline_type == VKD3D_PIPELINE_TYPE_GRAPHICS || pipeline_type == VKD3D_PIPELINE_TYPE_MESH_GRAPHICS) &&
!device->device_info.device_generated_commands_features_nv.deviceGeneratedCommands &&
!device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands)
{
FIXME("Device generated commands is not supported by implementation.\n");
hr = E_NOTIMPL;
goto err;
}
else if (pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
{
if (!device->device_info.device_generated_commands_compute_features_nv.deviceGeneratedCompute &&
!device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands &&
!(device->bindless_state.flags & VKD3D_FORCE_COMPUTE_ROOT_PARAMETERS_PUSH_UBO))
{
FIXME("State template is required for compute, but VKD3D_CONFIG_FLAG_REQUIRES_COMPUTE_INDIRECT_TEMPLATES is not enabled.\n");
hr = E_NOTIMPL;
goto err;
}
}
else if (pipeline_type == VKD3D_PIPELINE_TYPE_RAY_TRACING)
{
/* Very similar idea as indirect compute would be. */
FIXME("State template is required for indirect ray tracing, but it is unimplemented.\n");
hr = E_NOTIMPL;
goto err;
}
if (device->device_info.device_generated_commands_features_ext.deviceGeneratedCommands)
{
if (FAILED(hr = d3d12_command_signature_init_state_template_dgc_ext(object, desc, root_signature, device)))
goto err;
object->requires_state_template_dgc = true;
}
else if (pipeline_type == VKD3D_PIPELINE_TYPE_GRAPHICS || pipeline_type == VKD3D_PIPELINE_TYPE_MESH_GRAPHICS ||
(pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE &&
device->device_info.device_generated_commands_compute_features_nv.deviceGeneratedCompute))
{
if (FAILED(hr = d3d12_command_signature_init_state_template_dgc_nv(object, desc, root_signature, device)))
goto err;
object->requires_state_template_dgc = true;
}
else if (pipeline_type == VKD3D_PIPELINE_TYPE_COMPUTE)
{
if (FAILED(hr = d3d12_command_signature_init_state_template_compute(object, desc, root_signature, device)))
goto err;
}
/* Heuristic. If game uses fancy execute indirect we're more inclined to split command buffers
* for optimal reordering. */
vkd3d_atomic_uint32_store_explicit(&device->device_has_dgc_templates, 1, vkd3d_memory_order_relaxed);
}
object->argument_buffer_offset_for_command = argument_buffer_offset;
d3d_destruction_notifier_init(&object->destruction_notifier, (IUnknown*)&object->ID3D12CommandSignature_iface);
d3d12_device_add_ref(object->device = device);
TRACE("Created command signature %p.\n", object);
*signature = object;
return S_OK;
err:
vkd3d_free((void *)object->desc.pArgumentDescs);
vkd3d_free(object);
return hr;
}
bool vk_image_memory_barrier_for_initial_transition(const struct d3d12_resource *resource,
VkImageMemoryBarrier2 *barrier)
{
assert(d3d12_resource_is_texture(resource));
#ifdef VKD3D_ENABLE_BREADCRUMBS
if (resource->initial_layout_transition_validate_only)
{
if (d3d12_resource_get_sub_resource_count(resource) == 1)
{
ERR("Application uses placed resource (1 subresource) (cookie %u, fmt: %s, flags: #%x)"
" that must be initialized explicitly.\n",
resource->res.cookie.index, debug_dxgi_format(resource->desc.Format), resource->desc.Flags);
}
else
{
WARN("Application uses placed resource (>1 subresources) (cookie %u, fmt: %s, flags: #%x)"
" that must be initialized explicitly. "
"This warning may be a false positive due to lack of sub-resource level tracking.\n",
resource->res.cookie.index, debug_dxgi_format(resource->desc.Format), resource->desc.Flags);
}
return false;
}
#endif
memset(barrier, 0, sizeof(*barrier));
barrier->sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
barrier->oldLayout = (resource->flags & VKD3D_RESOURCE_ZERO_INITIALIZED) ?
VK_IMAGE_LAYOUT_ZERO_INITIALIZED_EXT : VK_IMAGE_LAYOUT_UNDEFINED;
barrier->newLayout = vk_image_layout_from_d3d12_resource_state(NULL, resource, resource->initial_state);
barrier->srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier->dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier->image = resource->res.vk_image;
barrier->subresourceRange.aspectMask = resource->format->vk_aspect_mask;
barrier->subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
barrier->subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
/* srcAccess and dstAccess mask is 0, which is fine if we use timeline semaphores
* to synchronize. Otherwise, the caller will need to set stage and access masks. */
TRACE("Initial layout transition for resource %p (old layout %#x, new layout %#x).\n",
resource, barrier->oldLayout, barrier->newLayout);
return true;
}